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Development of STEAM learning media-based on coding scratch game on the material of the characteristics of living things for elementary school Qomatfian, Livvia Khusnul; Ngazizah, Nur; Pangestika, Rintis Rizkia
DWIJA CENDEKIA: Jurnal Riset Pedagogik Vol 8, No 2 (2024): September 2024
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jdc.v8i2.90168

Abstract

This research aims to (1) Produce digital learning media from several STEAM (Science, Technology, Engineering, Art, and Math) disciplines based on scratch in the form of coding games on the material characteristics of living things for elementary schools, and (2) Knowing the feasibility of digital learning media STEAM based on scratch game coding on the material characteristics of living things for elementary schools. The type of research used is Research and Development (R&D) with the ADDIE model (analysis, design, development, implementation, and evaluation). The trial was conducted on 30 students of Muhammadiyah Purworejo University. The sampling technique of this research is purposive random sampling. Data collection used observation, interview, and questionnaire techniques. Data analysis techniques using quantitative descriptive statistical processing. The results of this study, namely: (1) STEAM learning media based on coding scratch games on the material of the characteristics of living things for elementary school. (2) The feasibility of STEAM learning media based on coding scratch games on the material characteristics of living things for elementary schools obtained a value in the aspect of ideas with a percentage of 95.83% very feasible category, the aspect of usefulness with a percentage of 95.00% very feasible category, the aspect of creativity with a percentage of 92.50% very feasible category, and the display aspect with a percentage of 93.33% very feasible category. Based on the results of the assessment of the aspects of ideas, usefulness, creativity, and appearance of STEAM learning media based on coding scratch games on the material of the characteristics of living things for elementary schools, it is declared feasible to apply with very feasible criteria. In addition, digital learning media can harmonize existing technological developments in accordance with the times.
Strategi Penguatan Literasi dan Numerasi Siswa di SD Kabupaten Purworejo Pangestika, Rintis Rizkia; Ratnaningsih, Arum; Susandi, Ari; Cahyaningsih, Ujiati
Kalam Cendekia: Jurnal Ilmiah Kependidikan Vol 13, No 2 (2025): Kalam Cendekia: Jurnal Ilmiah Kependidikan
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jkc.v13i2.94847

Abstract

Literasi dan numerasi merupakan fondasi utama dalam meningkatkan kualitas pembelajaran siswa di sekolah dasar. Penelitian ini bertujuan untuk mendeskripsikan strategi penguatan literasi dan numerasi yang telah dilaksanakan di SD Kabupaten Purworejo. Metode yang digunakan adalah pendekatan kualitatif deskriptif dengan partisipan guru dan kepala sekolah dari 20 SD, melalui teknik pengumpulan data berupa observasi, wawancara, dan dokumentasi. Analisis data dilakukan dengan menggunakan model Miles dan Huberman yang mencakup reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa program penguatan literasi dan numerasi disusun berdasarkan permasalahan di lapangan, seperti donasi buku, pojok baca, dan pengembangan media pembelajaran. Implementasi program disesuaikan dengan kebutuhan masing-masing sekolah. Faktor pendukung pelaksanaan program meliputi semangat guru dan komitmen kepala sekolah, sementara faktor penghambatnya adalah keterbatasan sarana prasarana serta rendahnya minat baca siswa. Strategi penguatan literasi dan numerasi di SD Kabupaten Purworejo telah dilaksanakan secara kontekstual, namun masih memerlukan penguatan pada aspek fasilitas dan motivasi peserta didik.