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Menggali Kreativitas Dan Imajinasi Anak Melalui Pembelajaran Seni Rupa Dengan Pendekatan Terintegrasi Awaliyatul, Faza; Wijayanto, Wasis; Wardani, Karina
Elementary School: Jurnal Pendidikan dan Pembelajaran ke-SD-an Vol. 12 No. 1 (2025): ELEMENTARY SCHOOL (Jurnal Pendidikan dan Pembelajaran Ke-SD-an)
Publisher : Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/esjurnal.v12i1.4389

Abstract

Penelitian ini bertujuan untuk mengetahui cara guru mengimplementasikan pendekatan terintegrasi dan faktor keberhasilannya dalam pembelajaran seni rupa di sekolah dasar. Metode yang digunakan adalah kualitatif dengan studi kasus, penelitian ini melibatkan guru wali dan 20 siswa kelas II di SD 1 Peganjaran. Data dikumpulkan melalui observasi dan wawancara dengan membagikan lembar kerja kepada siswa. Hasil penelitian menunjukkan bahwa pendekatan terintegrasi secara signifikan meningkatkan kreativitas dan imajinasi siswa. Dengan demikian dapat disimpulkan bahwa dengan metode pembelajaran yang terintegrasi dapat mengoptimalkan pengembangan keterampilan seni siswa di tingkat sekolah dasar.   
Penggunaan Media Permainan Congklak sebagai Konteks Masalah Realistik Pada Pembelajaran KPK dan FPB Kelas 5 Fauziyani, Witrinia; Wardani, Karina; Zuliana, Eka
FARABI: Jurnal Matematika dan Pendidikan Matematika Vol 8 No 1 (2025): FARABI
Publisher : Program Studi Pendidikan Matematika FKIP UNIVA Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47662/farabi.v8i1.938

Abstract

Mathematics education in elementary school often encounters obstacles, especially in abstract concepts such as LCM and GCD. Many students have difficulty understanding this material, which is often considered boring and difficult. One of the efforts that can optimize students' knowledge is by using interactive interactive learning media, such as the traditional game of congklak. This study focuses on analyzing the use of congklak game media as a realistic problem context in learning KPK and FPB in grade 5 of SDN Jambean 03. This study uses a descriptive qualitative method, with data collection through observation, interviews, and documentation. This study aims to connect mathematical concepts with daily experiences or relevant activities in students' lives, with the use of the KPK and FPB congklak game utilized as a useful tool to provide a real context or context of realistic problems in the learning process The results showed that the use of congklak media as a learning tool that can make students understand the learning of KPK and FPB.