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Penggunaan Aplikasi Cerita Bergambar untuk Meningkatkan Kreativitas Menulis Siswa Sekolah Dasar Rahmalia Ayu Isnaini; Ana Neneng Wahyuni; Ika Putra Viratama
Edukasi Elita : Jurnal Inovasi Pendidikan Vol. 2 No. 2 (2025): Edukasi Elita : Jurnal Inovasi Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/edukasi.v2i2.1241

Abstract

This research aims to explore the use of picture story applications in increasing students' writing creativity in elementary schools. By combining visual and narrative elements, this application is expected to stimulate students' imaginations and help them compose more creative stories. The method used in this research involves observation and analysis of students who use the application in the writing learning process. The research results showed that students who used the picture story application experienced significant improvements in their writing abilities, including in terms of creativity and writing structure. These findings indicate that picture story applications can be an effective tool in supporting the development of students' writing skills, as well as making a positive contribution to more interesting and innovative learning methods.
Pengaruh Mind Mapping terhadap Kemampuan Pemahaman Baca Siswa di SD/MI Nur Ihwanul Karim; Ayu Novirianti; Ika Putra Viratama
Harmoni Pendidikan : Jurnal Ilmu Pendidikan Vol. 2 No. 2 (2025): Harmoni Pendidikan : Jurnal Ilmu Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/hardik.v2i2.1263

Abstract

This study aims to analyze the impact of mind mapping on reading comprehension skills among elementary school students (SD/MI). In this journal, the approach used is a literature review by analyzing various relevant sources related to the influence of mind mapping on reading comprehension skills in SD/MI. This method aims to collect, evaluate, and summarize existing information in the literature, including journal articles, books, and credible online sources. The results of the analysis indicate that students who utilize mind mapping experience a significant improvement in their reading comprehension abilities. These findings suggest that mind mapping can be an effective strategy for enhancing students' reading comprehension by helping them organize information visually and facilitating a more interactive learning process. This study recommends that teachers consider incorporating mind mapping into their teaching practices to improve the quality of reading comprehension among students in SD/MI.
Strategi Pembelajaran IPA Berbasis Konkret untuk Mengatasi Kesulitan Berpikir Abstrak pada Siswa SD dalam Memahami Konsep Ilmiah Ika putra viratama; Andrea Gafiria Permata Putri; Miske Aprillia Herawati; Nur Ihwanul Karim; Diva Amilia Ramadhani
Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa Vol. 3 No. 4 (2025): Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa
Publisher : Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/algoritma.v3i4.680

Abstract

This study aims to quantitatively test the effectiveness of a concrete object-based science learning strategy in improving students' understanding of abstract concepts and addressing their learning difficulties in science at the elementary school level. By implementing a quasi-experimental design, this study compared a group of students who learned science through real media and concrete objects and through contextual, hands-on experiences with a control group. The hypothesis in this study states that students in the experimental group will show a significant increase in their science concept understanding test scores, measurable development of critical thinking skills, and a decrease in their detected learning difficulties, when compared with the control group. The tools employed in this research included a standardized test for understanding science concepts, a rubric designed to evaluate critical thinking abilities, and a Likert-scale survey to gauge students' opinions on how difficult they found the material. The quantitative data collected will be examined using an independent t-test to compare the average scores of different groups and a paired t-test to measure progress within the experimental group. Preliminary findings indicate that complex and abstract science materials are often the main cause of learning difficulties for elementary school students, which is in line with the limitations in abstract reasoning at that age, as stated in Piaget's theory of cognitive development. Therefore, this concrete method is expected to significantly increase student participation, help them absorb new information into their existing understanding, and in turn, improve their learning outcomes. The results of this study will provide concrete evidence of the positive effects of using concrete media and direct experiences in science learning at the elementary school level, as well as provide data-based suggestions for curriculum development and better teaching practices to address gaps in students' understanding of abstract concepts.
DAMPAK DARI CHAT GPT BIOTEKNOLOGI Diva Fatin; Dinda Tasya Fajriyanti; Andi Aprilia Saputri; Ika Putra Viratama
Cendikia: Jurnal Pendidikan dan Pengajaran Vol. 2 No. 2 (2024): Cendikia: Jurnal Pendidikan dan Pengajaran
Publisher : Cendikia: Jurnal Pendidikan dan Pengajaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.572349/cendikia.v2i2.818

Abstract

Bioteknologi adalah bidang ilmu yang melibatkan penggunaan organisme hidup, sel, dan sistem biologis untuk mengembangkan teknologi dan produk baru. Salah satu bidang di mana bioteknologi mempunyai potensi untuk memberikan dampak yang signifikan adalah di bidang kesehatan mental. Chat-GPT adalah salah satu alat yang telah dikembangkan untuk meningkatkan kesehatan mental anak. ChatGPT OpenAI merupakan teknologi mesin berbasis kecerdasan buatan yang dilatih untuk bisa menirukan percakapan manusia menggunakan teknologi NLP (Natural Language Processing). Perkembangan teknologi digital terutama artificial intelligence pada saat ini sudah berkembang sangat pesat dan sudah merambah pada teknologi pembelajaran. Salah satunya adalah berkembangnya Chat GPT yang sudah mulai banyak digunakan oleh kalangan mahasiswa dan berpengaruh pada tingkat kemandirian mahasiswa. Penelitian ini bertujuan untuk menguji pengaruh penerapan Chat GPT pada pembelajaran manajemen pendidikan terhadap kemandirian mahasiswa. Metode penelitian yang digunakan adalah kuantitatif eksperimen dengan One-Group Pre-test Post-test Design. Populasi ebanyak 40 orang dan semuanya menjadi sampel. Teknik pengumpulan data adalah observasi dan dokumentasi Instrumen data menggunakan lembat validitas, lembat observasi dan dokumentasi
Pemanfaatan Aplikasi Game Teka-Teki Silang sebagai Media Pembelajaran untuk Peningkatan Keterlibatan dan Pemahaman Peserta Didik Navisa Navisa; Siti Halima Sineri; Rahma Nur Khalifah3; Halimatus Sadiyah; Salza Putri Amelia Jaidi; Tahta Faddel Faddilah; Ika Putra Viratama
Edukasi Elita : Jurnal Inovasi Pendidikan Vol. 2 No. 4 (2025): Edukasi Elita : Jurnal Inovasi Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/edukasi.v2i4.2596

Abstract

This study aims to describe the use of the Crossword Puzzle Game Application (TTS) as a learning medium to increase students' involvement and understanding in the learning process. The rapid development of technology demands educational innovation, and gamification, especially in the form of mobile TTS game applications, offers attractive and accessible solutions. Using qualitative research methods with a phenomenological approach, data was collected through in-depth interviews, observations, and document analysis from selected groups of students and teachers who had used the application. The results of the study show that this application effectively increases the motivation, activeness, and vocabulary memory of students. In addition, TTS games provide challenges that spark curiosity and encourage collaboration between learners while solving puzzles. The app also provides a fun, interactive, and adaptive learning environment to individual learning needs, moving away from traditional methods that tend to be monotonous. This study concludes that the TTS Game Application is a very effective, interesting, and relevant educational tool for modern learners and has the potential to be applied to a wide range of subjects.
Efektivitas Penggunaan Media Flashcard dalam Meningkatkan Hasil Belajar Siswa Sekolah Dasar Ika Putra Viratama; Cinta Aulia Rahma Subhi; Tiara Nurul Aini; Oktavia Indriani Rahayu; Hayati Mardhotillah; Syahrul Fadlillah; Mohammad Selamet Iriyanto
JPNM Jurnal Pustaka Nusantara Multidisiplin Vol. 3 No. 4 (2025): December : Jurnal Pustaka Nusantara Multidisiplin (ACCEPTED)
Publisher : SM Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59945/jpnm.v3i4.811

Abstract

Perkembangan e-market telah mengubah pola konsumsi masyarakat, termasuk mahasiswa, melalui kemudahan akses, efisiensi waktu, dan beragam fitur transaksi daring. Penelitian ini bertujuan menganalisis pengaruh e-market terhadap keputusan pembelian mahasiswa Universitas Riau serta mengidentifikasi faktor-faktor utama yang membentuk perilaku konsumen muda. Metode penelitian menggunakan pendekatan kualitatif deskriptif melalui wawancara, observasi, dan studi literatur yang melibatkan mahasiswa dari empat fakultas. Hasil penelitian menunjukkan bahwa e-market mempermudah mahasiswa dalam mencari, membandingkan, dan membeli produk secara praktis. Faktor-faktor yang paling memengaruhi keputusan pembelian mencakup harga, diskon, ulasan pengguna, reputasi penjual, dan keamanan transaksi. Platform seperti Shopee, Tokopedia, dan Lazada menjadi pilihan dominan karena dianggap terpercaya dan menyediakan sistem perlindungan pembeli yang baik. Namun, mahasiswa tetap menghadapi tantangan berupa risiko penipuan, ketidaksesuaian produk, dan keterlambatan pengiriman, meskipun dapat diminimalkan melalui literasi digital dan kehati-hatian. Pembahasan menunjukkan bahwa kepercayaan, persepsi kemudahan, dan jaminan keamanan merupakan elemen inti yang menentukan keputusan pembelian. Penelitian ini menyimpulkan bahwa e-market memiliki pengaruh signifikan terhadap perilaku pembelian mahasiswa Universitas Riau dan berperan besar dalam membentuk pola konsumsi digital generasi muda. Temuan ini diharapkan dapat menjadi masukan bagi pelaku usaha dalam merancang strategi pemasaran digital yang lebih efektif dan berorientasi pada kebutuhan konsumen muda.
Pemanfaatan Aplikasi Canva untuk Meningkatkan Kreativitas Siswa dalam Pembelajaran Biologi (Sistem Peredaran Darah pada Manusia) Ika Putra Viratama; Maher Saefulloh; Nabila Khusnul Khotimah; Natasya Ramadhani; Nova Dwi Rahmayanti; Ika Novita Maharani; Zalimah
JPNM Jurnal Pustaka Nusantara Multidisiplin Vol. 3 No. 4 (2025): December : Jurnal Pustaka Nusantara Multidisiplin (ACCEPTED)
Publisher : SM Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59945/jpnm.v3i4.814

Abstract

Pemanfaatan aplikasi Canva sebagai media pembelajaran pada materi sistem peredaran darah manusia terbukti efektif dalam meningkatkan kreativitas dan pemahaman siswa. Penelitian ini menggunakan metode penelitian tindakan kelas dengan subjek siswa sekolah dasar, dengan fokus pada pembuatan media visual interaktif seperti diagram, poster, dan video. Hasil penelitian menunjukkan peningkatan signifikan kreativitas siswa, keterlibatan dalam pembelajaran, serta pemahaman konsep sistem peredaran darah manusia. Penggunaan Canva memungkinkan siswa aktif menyusun informasi secara visual dan komunikatif, sekaligus melatih keterampilan teknologi yang relevan di era digital. Selain itu, aplikasi ini membantu guru dalam merancang pembelajaran yang inovatif, interaktif, dan menyenangkan. Berdasarkan temuan tersebut, Canva dapat dijadikan media pembelajaran alternatif yang mendukung pembelajaran biologi dan materi lain secara efektif. Disarankan bagi guru dan pengembang media pembelajaran untuk memaksimalkan pemanfaatan Canva melalui materi yang kreatif, pelatihan penggunaan, serta dukungan fasilitas teknologi agar implementasinya optimal. Penelitian lanjutan juga perlu dilakukan untuk mengukur dampak jangka panjang penggunaan Canva terhadap hasil belajar siswa.
Mengatasi Hambatan Belajar IPA di SD: Fokus pada Kemampuan Abstraksi dan Hubungan Sebab-Akibat Ika Putra Viratama; Alifia Nida Safira Meidiah; Isrowiyah Isrowiyah; Al Dewiyana Muhammad Idris; Jumalia Taliba
Jurnal Pendidikan Dirgantara Vol. 2 No. 2 (2025): Mei : Jurnal Pendidikan Dirgantara
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/jupendir.v2i2.606

Abstract

Science lessons in primary school significantly contribute to the early development of logical, scientific and systematic reasoning skills. However, learning science can be challenging, especially when it comes to understanding abstract concepts and cause-and-effect interactions. This is due to the fact that, as per Piaget's theory, primary school students are still in the concrete operational stage and have limited cognitive growth. Data regarding abstraction ability and causal reasoning in the context of science education were collected from various scientific sources using the literature review research methodology. According to the research findings, STEAM integration, project-based learning strategies such as Project Based Learning (PBL), and the use of real and visual aids can help lower learning barriers. Successful learning is also influenced by the teacher's role as facilitator, which involves presenting the material in a relevant and contextualized way and fostering a positive learning environment. Real-world examples and exceptional examples, such as the use of worksheets based on cause-and-effect relationships and basic experiments, demonstrate how useful these strategies are for improving abstract thinking and understanding of cause-and-effect relationships. Developing innovative teaching methods based on practical, exploratory and integrative experiments is essential for maximizing the scientific understanding of primary school students.
Implementasi Model Problem Based Learning untuk Meningkatkan Keterampilan Berpikir Kritis Dalam Pembelajaran IPA Kelas 5 Ika Putra Viratama; Ludya Fatmawati; Nabila Fitri Angelika; Rimba Rahmawati; Silvi Laila Rista Fauziah
Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa Vol. 3 No. 5 (2025): Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa
Publisher : Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/algoritma.v3i5.685

Abstract

Active and innovative learning is crucial in improving students' critical thinking skills, especially in science learning at the elementary level. The Problem Based Learning (PBL) model is an effective approach to stimulate critical thinking, analysis, and problem-solving skills in fifth-grade students. This study aims to describe the implementation of the PBL model in science learning to improve fifth-grade students' critical thinking skills. The approach used is a literature study by collecting data from various written sources such as scientific journals and relevant publications regarding the application of technology and innovative learning models. The results of this study indicate that the implementation of the PBL model can increase students' learning motivation and critical thinking skills, while also assisting teachers in creating an interesting and enjoyable learning atmosphere. Thus, the PBL model can be an effective solution in developing students' higher-order thinking competencies in an educational era that demands creativity and innovation.
Penerapan Flashcard Digital dan Kuis Interaktif Menggunakan Media Pembelajaran Quizlet pada Pembelajaran Sifat-Sifat Benda di Kelas 3 SD/MI Nurul Oktavia Ramadani; Ika Putra Viratama
Jurnal Pendidikan Kimia, Fisika dan Biologi Vol. 2 No. 1 (2026): Januari : Jurnal Pendidikan Kimia, Fisika dan Biologi
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/jupenkifb.v2i1.1013

Abstract

Natural Science (IPA) learning in elementary schools requires the use of learning media that is able to increase students' interest in learning, learning outcomes, and critical thinking skills. However, science learning is still often done conventionally, causing students to be less active and easily bored. Therefore, it is necessary to innovate learning media that is interactive and in accordance with technological developments. One of the digital learning media that can be used is the Quizlet application. This study aims to examine the application of digital flashcards and interactive quizzes using Quizlet learning media in learning the properties and changes of the form of objects in elementary schools. The research method used is a literature study by examining various relevant sources in the form of scientific journals, research articles, and supporting references related to the use of Quizlet in learning. The results of the study show that the use of Quizlet has a positive impact on the learning process, especially in increasing students' interest, activeness, and feelings of happiness during learning. Quizlet's flashcard and test features help students understand the material through engaging visual and audio-visual displays and varied practice questions. In addition, the use of Quizlet has also been proven to be able to improve students' critical thinking skills through question-answering activities, analyzing material, and providing opinions. Student learning outcomes showed an increase with an average score above the Minimum Completeness Criteria (KKM). Thus, Quizlet can be concluded as an effective, engaging, and relevant digital learning medium to support science learning in elementary schools.