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Development of Articulate Storyline Media to Improve Students' Critical Thinking Skills Safna Maulidiya; Sri Sami Asih
AL-ISHLAH: Jurnal Pendidikan Vol 17, No 3 (2025): SEPTEMBER 2025
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v17i3.7254

Abstract

The integration of technology into elementary mathematics education remains limited, leading to challenges in fostering students' critical thinking skills, especially in abstract topics such as flat shapes. This study aims to develop and evaluate the effectiveness of Articulate Storyline-based learning media in improving the critical thinking skills of fifth-grade students on the topic of rectangular flat shapes (squares and rectangles). The research employed a Research and Development (RD) approach based on the Borg and Gall model. The participants were 34 fifth-grade students from SD Negeri Tambakaji 03, Semarang. Data were collected through expert validation questionnaires (material and media experts), student response questionnaires, and pretest-posttest instruments. Validity and reliability tests were conducted to ensure the quality of the instruments, and effectiveness was analyzed using the N-gain and t-test. The results show that the developed Articulate Storyline media achieved a validity score of 92%, indicating it is highly feasible for classroom use. Student responses also showed positive acceptance and high practicality. Statistical analysis revealed a significant improvement in students’ critical thinking skills, with an average N-gain score of 0.7084, classified as high. In conclusion, the use of Articulate Storyline media effectively enhances students' critical thinking abilities in mathematics, particularly in learning about flat shapes. The study supports the incorporation of interactive digital media as a pedagogical tool to bridge the gap between abstract mathematical concepts and engaging learning experiences at the elementary level.
Analysis of the Problems Behind Students' Low Understanding of Learning Javanese Local Content in the Digital Era in Fifth-Grade Elementary School Khilwiyatul Lu'lu'a; Sri Sami Asih
AL-ISHLAH: Jurnal Pendidikan Vol 17, No 3 (2025): SEPTEMBER 2025
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v17i3.7276

Abstract

The Javanese language, particularly its unggah-ungguh or speech levels, plays a vital role in conveying cultural values. However, fifth-grade students at SDN Kalisegoro, Semarang, show low proficiency in using Krama, the formal Javanese register. The rise of digital technology has contributed to decreased exposure and practice of traditional linguistic structures in everyday communication. This qualitative descriptive study employed a case study approach to investigate students' understanding of unggah-ungguh, the factors affecting its usage, and possible interventions. Data were collected through semi-structured interviews with two teachers and four students, as well as document analysis. Data were analyzed using the Miles and Huberman model, which includes data reduction, data display, and conclusion drawing. Findings reveal that while students recognize basic Krama vocabulary, they struggle to construct sentences correctly and confidently. Contributing factors include minimal use of Krama at home, lack of motivation, limited school-based reinforcement, and the influence of informal digital communication. Teachers primarily rely on traditional lecture methods, which further reduce student engagement. The results suggest a need for innovative, student-centered learning strategies that integrate digital tools while reinforcing cultural values. To strengthen unggah-ungguh usage, schools should adopt interactive methods such as gamification and digital storytelling. Parental involvement and school policies that support cultural language use are also essential. These efforts can help preserve Javanese speech etiquette among younger generations in the digital era.
Development of PBL-Based Smart Apps Creator Media to Improve Science Learning Outcomes for Grade IV Elementary School Students Nora Rizkiah; Sri Sami Asih
Jurnal Penelitian Pendidikan IPA Vol 11 No 1 (2025): January
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i1.9889

Abstract

The use of interactive learning models and media that are not optimal in the science learning process has a negative impact on student learning outcomes. Therefore, a solution is needed to overcome these obstacles, so this study aims to develop, test the feasibility, and effectiveness of learning media in improving the learning outcomes of fourth grade students. The resulting learning media is a smart apps creator based on Problem Based Learning (PBL) about the state of matter and its transformation. The research methodology with Research and Development (RnD) using the ADDIE paradigm includes analysis, design, development, implementation, and evaluation. A total of 27 fourth grade students of SD Negeri 2 Bojongsari participated in this study. The t-test showed a significant difference between the pretest and posttest results with a significance level of 0.00 meaning less than 0.05. The N-gain test shows moderate criteria with a score of 0.55 on a small scale and 0.62 on a large scale. The results of the study indicate that the smart apps creator learning media based on problem-based learning on the material of the state of matter and its changes has been successfully developed and is very feasible and effective in improving the learning outcomes of fourth grade students of SD Negeri 2 Bojongsari.
The Effectiveness of the Two Stay Two Stray (TSTS) Cooperative Learning Model Compared to the Jigsaw Type on Students' Science Learning Outcomes Siti Nur Faiqoh; Sri Sami Asih
Jurnal Penelitian Pendidikan IPA Vol 11 No 2 (2025): February
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i2.10491

Abstract

The mismatch of models and objectives causes students' learning outcomes to vary. This study aims to determine the effectiveness of the Two Stay Two Stray (TSTS) cooperative learning model compared to the Jigsaw type in improving the learning outcomes of science students on the human digestive system material for class V SDIT Mutiara Hati Rembang. This study uses an experimental research type with a quasi-experimental research design in the form of Non-Equivalent Control Group Design. The sample in this study amounted to 54 students. The sampling technique used purposive sampling. Class VB as the control class and class VA as the experimental class. The data collection technique used a test technique in the form of pretest and posttest questions; non-test techniques in the form of interviews, observations, and documentation. The data analysis technique consists of initial data analysis in the form of normality tests and homogeneity tests and final data analysis in the form of t-tests and N-Gain tests. Based on the t-test, the sig. value is 0.013 (<0.05) meaning that Ho is rejected and Ha is accepted. So, there is a significant difference in the effectiveness of the application of the TSTS and Jigsaw learning models on the learning outcomes of science students for class V SDIT Mutiara Hati Rembang. Furthermore, based on the results of the N-Gain test, the control class was 0.46 and the experimental class was 0.56. In conclusion, the TSTS learning model is more effective than Jigsaw on social science learning outcomes
Pengembangan Media Pembelajaran Pop-Up Book Digital dengan Pendekatan Contextual Teaching and Learning (CTL) untuk Meningkatkan Hasil Belajar IPAS Siswa Kelas IV SD Anis Sa'adah; Sri Sami Asih
Jurnal Penelitian Pendidikan IPA Vol 11 No 5 (2025): May
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i5.10697

Abstract

The results of the pre-research conducted by researchers at SD Negeri Jontro show that there are two main problems, namely the limitations of learning media and low student learning outcomes, especially in the science and science subject grade IV. This study aims to develop, evaluate, and test the effectiveness of digital pop-up book media with the Contextual Teaching and Learning (CTL) approach, with a focus on improving the learning outcomes of grade IV elementary school students. The method applied in this study is Research and Development (R&D), which is modified into eight stages, namely potential and problem identification, data collection, product design, design validation, design revision, product trial, product revision, and application trial. The results of the assessment from media experts showed a percentage of 86% and material experts showed a percentage of 90%, which is classified as very feasible. In addition, the response from the classroom teacher reached 92.85% and the student response was 94%, both of which were also considered very feasible. The media effectiveness test carried out by T test analysis showed a significance value of 0.000. In addition, the N-Gain calculation yields a value of 0.84 which is included in the high category. Thus, digital pop-up book media with the Contextual Teaching and Learning (CTL) approach can be considered very feasible and effective to improve the learning outcomes of social studies students in grade IV.
Development of Diversity Monopoly Game Smart Board Learning Media to Improve IPAS Learning Outcomes of Grade IV Elementary School Students Erika Septianing Rustianti; Sri Sami Asih
Jurnal Penelitian Pendidikan IPA Vol 11 No 4 (2025): April
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i4.10706

Abstract

Based on the results of the pre-research, the problem was the lack of use of learning media at SDN Sembaturagung 02 which affected the low learning outcomes of students. This study aims to develop, test the feasibility, and effectiveness of the Diversity Monopoly Game Smart Board. This study uses a Research and Development (R&D) approach that refers to the Borg and Gall model. The population in this study was 35 students with 10 small-scale subjects from class IV SDN Sembaturagung 01 and 25 large-scale subjects from class IV SDN Sembaturagung 02. The data collection techniques used were tests (pretest-posttest) and non-tests in the form of observations, questionnaires, interviews, and documentation data. The validation results by media and material expert validators showed that the Diversity Monopoly Game Smart Board met the criteria of being very feasible with a percentage of 90% from media experts and 88.75% from material experts. Based on the results of the pretest-posttest, it is known that the Diversity Monopoly Game Smart Board is quite effective in improving student learning outcomes, indicated by an average increase of 31.68 with an N-Gain test result of 0.6640 which is in the moderate and quite effective category. The responses of teachers and students were very positive with an average percentage of 92% indicating practicality. It can be concluded that the Diversity Monopoly Game Smart Board is feasible, practical, and quite effective in improving the learning outcomes of IPAS subjects on cultural diversity and local wisdom.
Development Multimedia Interactive “Menturi” Based on Autoplay to Improve IPAS Learning Outcomes Nina Armiyati; Sri Sami Asih
Jurnal Penelitian Pendidikan IPA Vol 11 No 6 (2025): June
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i6.10728

Abstract

Based on the results of pre-research conducted at SD Negeri Semper Barat 03 Pagi, there are problems found in the lack of interesting, IT-based learning media and the low learning outcomes of students in IPAS subjects. This study aims to develop interactive multimedia ‘menturi’ based on autoplay by innovating by adding handouts at the end of learning material, testing the feasibility of interactive multimedia ‘menturi’ based on autoplay in IPAS learning to improve student learning outcomes, and knowing the effectiveness of using interactive multimedia ‘menturi’ based on autoplay in improving student learning outcomes. This research uses the Borg and Gall development model with only 8 stages. The sample of this research consisted of 31 students of class IV-C SD Negeri Semper Barat 03 Pagi Jakarta. The results showed that; autoplay-based ‘menturi’ interactive multimedia is feasible and effective for use in IPAS learning. It can be seen that the results of validity by material expert validators get a percentage of 93% with very feasible criteria, and media experts get a presentation of 83% with very feasible criteria; The effectiveness of the product can be seen from the results of student responses including small group trials and large group trials with pretest results in small group trials getting an average of 72 and post-test 86, and in large group trials getting an average pretest score of 70 and post-test 80. In the small group trial, the n-gain value was 0.53 with a moderate category, while in the large group trial, the n-gain value was 0.41 with a moderate category. Thus, the results showed that the interactive multimedia ‘menturi’ based on autoplay with the innovation of a handout at the end of the learning material is feasible and effective for use in IPAS learning to improve student learning outcomes.
Pengembangan Media Pembelajaran Interaktif Indonesiaku Kaya Budaya “INKAYA” Berbasis Unity untuk Meningkatkan Hasil Belajar IPAS Peserta Didik Kelas IV Sekolah Dasar Yulia Cahyaningrum; Sri Sami Asih
Jurnal Penelitian Pendidikan IPA Vol 11 No 4 (2025): April
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i4.10731

Abstract

Based on pre-research data at SDN Tambangan 01 Semarang, the problem of the lack of interesting and IT-based learning media was found. This study aims to develop, assess the feasibility, and test the effectiveness of interactive learning media Inkaya based on Unity in the subject of science for grade IV. This type of research is Research and Development (R&D) with the Borg & Gall model involving 10 steps. The study population consisted of 28 grade IV students. Data collection techniques include tests, questionnaires, observations, interviews, and documentation, as well as data analysis using normality tests, t-tests, and N-gain tests. The results of the study showed that the Inkaya learning media based on Unity was feasible to use with a feasibility of 90% for presentation by media experts and feasibility of content by material experts. This media has also proven effective in improving student learning outcomes with a t-test value of 0.000 (significant) and an N-gain of 0.656 (moderate criteria). In conclusion, the Inkaya learning media based on Unity is effective and feasible to use in learning science for the material of Indonesian cultural wealth.
Development of Learning Domino Card Learning Media to Improve Social Science Learning Outcomes Radya Nasyawa; Sri Sami Asih
Jurnal Penelitian Pendidikan IPA Vol 11 No 3 (2025): March
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i3.10750

Abstract

Based on the results of the pre-research, problems were found in the form of the lack of use of learning media and the development of learning resources only through student books and teacher books at SDN Mangkang Wetan 03 Semarang City so that it affects the low learning outcomes of students. This study aims to develop, test the feasibility and effectiveness of the learning media Domino Learning Card. This study uses research and development (R&D) research that refers to the Borg and Gall model. The population in this study amounted to 27 students with 6 small-scale test subjects and 21 large-scale subjects in grade IV students of SDN Mangkang Wetan 03 Semarang City. The data collection techniques used are tests (pretest-posttest) and non-tests in the form of observations, interviews, document studies and questionnaires. The results of validation by media experts and material experts show that the Domino Card Learning media meets the criteria very feasible. Based on the results of the prestest and posttest , it is known that the Domino Learning Card media is effective in improving student learning outcomes, shown by the N-Gain test result of 0.7037 which is in the high and effective category. From these results, it can be concluded that the learning media Domino Card Learning is very feasible and effective to improve student learning outcomes in learning science and plant body parts material in grade IV SDN Mangkang Wetan 03 Semarang City.
Hubungan antara Kreativitas Guru dalam Mengajar dan Keaktifan Siswa dengan Hasil Belajar IPAS Siswa Kelas IV SD Vaella Silfa Soleha; Sri Sami Asih
Jurnal Penelitian Pendidikan IPA Vol 11 No 4 (2025): April
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i4.10877

Abstract

Teacher creativity in teaching and student activeness affect student IPAS (Natural and Social Sciences) learning outcomes. This study aims to examine the relationship between teacher creativity in teaching and student activeness with IPAS learning outcomes of fourth grade students of Gugus Wijaya Kusuma Ngaliyan District Semarang City. With a quantitative approach and the type of correlation research used, the research sample was obtained using Proportional Random Sampling technique namely 112 students. The research data were collected using a closed questionnaire for the variables of teacher creativity in teaching and student activeness, as well as documentation of student report cards for the variable of IPAS learning outcomes. The data were analyzed using descriptive statistical analysis, prerequisite tests, and hypothesis tests consisting of simple correlation, multiple correlation, F test, and coefficient of determination. The results showed that teacher creativity in teaching and student activeness with IPAS learning outcomes had a significant relationship with rcount of 0.665, Fcount of 43.125, and the contribution was 44.20%. Thus, it can be concluded that there is a positive and significant relationship between teacher creativity in teaching and student activeness with IPAS learning outcomes of fourth grade students of Gugus Wijaya Kusuma Ngaliyan District Semarang City.