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Efektivitas Penerapan Model Pembelajaran SAVI dan SQ3R terhadap Hasil Belajar IPA Siswa Kelas IV Septia Ningrum; Sri Sami Asih
Jurnal Penelitian Pendidikan IPA Vol 11 No 8 (2025): August
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i8.11299

Abstract

The application of learning models is the factors that influence learning outcomes. This reasearch evaluate how well the SAVI and SQ3R learning models are applied to the scientific learning outcomes of grade IV students at SD Gugus Mensirak in the Belitung Regency. This study uses a single group pretest-posttest model and a pre-experimental research methodology, making it a quantitative study. A sample of 56 students participated in this study: 28 in grade VI of SD Negeri 22 Sijuk who used the SAVI learning model and 28 in grade VI of SD who used the SQ3R learning model. This reasearch used Purposive sampling of the research sample in order to make sure it was appropriate for the study's goals. The results of the computations indicate that the average learning outcomes of students using the SAVI model are 84.14. On the other hand, students' learning outcomes using the SQ3R model average 72.22. The experimental class's n-gain value was 0.65 and the control classes was 0.53, the result is SAVI learning approach outperforms the SQ3R learning model in terms of the science learning outcomes of grade IV students at SD Gugus Mensirak, Belitung Regency, with a 65% increase in student learning outcomes.
Development of Interactive Learning Media Assisted by Lumio by SMART to Increase The Learning Motivation of IPAS Anike Dyah Ayu Suryandani; Sri Sami Asih
Jurnal Penelitian Pendidikan IPA Vol 10 No 11 (2024): November
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i11.9161

Abstract

The lack of technology utilization in the learning process at SDN Klepu 01 affects students' learning motivation. This research aims to develop interactive learning media assisted by Lumio by SMART, test the media feasibility, and test the media effectiveness in increasing IPAS learning motivation in fifth-grade students of SDN Klepu 01, Semarang Regency. The type of research used is Research and Development (R&D) with the ADDIE model. The research subjects included media experts, material experts, teachers, and fifth-grade students. The data collection techniques employed non-tests such as interviews, observation, and questionnaires. Media feasibility based on the validation of material experts and media experts obtained scores of 91,25% and 90%, respectively, in a very feasible category. Media feasibility based on teacher and student responses obtained scores of 100% and 96,5%, respectively, in a very feasible category. The effectiveness of the media to increase learning motivation, based on the results of observations by teachers, obtained an average score of 90%, which shows that student learning motivation looks very good. Based on the results of the pretest-posttest questionnaire, the effectiveness of the media in increasing learning motivation is shown by the Wilcoxon Signed Rank Test, which obtained an Asymp. Sig (2-tailed) of 0,000 <0,05 shows a significant difference, while based on the N-gain results obtained a value of 0,69 with medium category. Thus, the interactive learning media assisted by Lumio by SMART that has been developed can be declared feasible and effective in increasing IPAS learning motivation.
Assemblr Edu Learning Media Based on Augmented Reality to Improve Learning Outcomes of Grade V Elementary School Students Zumrotun Nafi’ah; Sri Sami Asih
Jurnal Penelitian Pendidikan IPA Vol 10 No 11 (2024): November
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i11.9544

Abstract

Based on the results of observations made by researchers in class V elementary school which proves that there are problems in the learning process, the lack of types and kinds of learning media used, one of which is on the learning content of Natural and Social Sciences (IPAS) on the content of the structure of the earth's layers. The reason researchers conducted this study was to develop learning media with creative and innovative to foster higher student interest in learning. This research not only aims to develop learning media but also to determine the feasibility of the media and the effectiveness of Augmented Reality-based Assemblr Edu learning media. Research that used by researchers using the Research and Development (R&D) method, and the method used uses the ADDIE method. Then, for data collection conducted by researchers through observation, interviews, and student learning outcomes. The subjects in this study were students, teachers, and a team of experts (media experts and material experts). The use of qualitative descriptive techniques, quantitative descriptive, and also iferential statistics are techniques in analyzing data on the development of this learning media. The results obtained in this study from the media expert test 87.5%, material expert test 70.8%, teacher test 91.25%, learner test 95%, as well as the results of the pretest and postest to test the effectiveness of the media developed which has very decent results from small and large groups. The N-gain results which state that the Augmented Reality-based Assemblr Edu learning media has a decent category in the use of the learning process. So, it can be concluded that the Augmented Reality-based Assemblr Edu learning media on the material of the structure of the earth's layers is well used, effective, and feasible to use in the learning process.
Pengembangan Media Interaktif Smartbox Untuk Meningkatkan Hasil Belajar Pendidikan Pancasila Pada Siswa Kelas 5 Sekolah Dasar Rebecca Amellya Widyasepti; Sri Sami Asih
Cokroaminoto Journal of Primary Education Vol. 9 No. 2 (2026): April - Juni 2026
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/cjpe.9.2.2026.8595

Abstract

Rendahnya keterlibatan siswa dan kurangnya penggunaan media pembelajaran inovatif pada materi norma dalam mata pelajaran Pendidikan Pancasila menjadi salah satu faktor yang memengaruhi hasil belajar siswa sekolah dasar. Oleh karena itu, tujuan dari penelitian ini adalah untuk menciptakan media pembelajaran Smartbox yang berlandaskan konstruktivisme, khususnya pada pembahasan norma dalam mata pelajaran Pendidikan Pancasila bagi siswa kelas V di tingkat sekolah dasar. Selain itu, penelitian ini akan menilai sejauh mana kelayakan, kepraktisan, dan efektivitas media tersebut dalam meningkatkan hasil belajar siswa. Metode yang digunakan dalam penelitian ini adalah Research and Development (R&D) dengan mengikuti model ADDIE yang mencakup tahap-tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Penelitian ini dilakukan terhadap siswa kelas V di SD Negeri Kalirejo 01, yang terletak di Kabupaten Semarang. Teknik pengumpulan data yang digunakan meliputi observasi, wawancara, angket, tes, dan dokumentasi. Data penelitian dianalisis menggunakan pendekatan deskriptif kuantitatif melalui berbagai pengujian seperti uji normalitas, t-test berpasangan, dan uji N-Gain. Temuan penelitian menunjukkan bahwa media Smartbox mendapatkan tingkat kelayakan 87,5% dari ahli materi dan 87,5% dari ahli media, termasuk dalam kategori sangat layak. Tanggapan dari guru dan siswa mengenai penggunaan media juga menunjukkan hasil yang sangat baik, dengan persentase masing-masing sebesar 100% dan 96,6%. Di samping itu, hasil dari uji N-Gain pada percobaan skala kecil menunjukkan nilai 0,7097, yang termasuk dalam kategori tinggi, sedangkan pada percobaan skala besar, diperoleh nilai 0,5240 yang masuk dalam kategori sedang. Berdasarkan hasil tersebut, media pembelajaran Smartbox berbasis konstruktivisme dinyatakan layak, praktis, dan efektif untuk meningkatkan hasil belajar siswa sekolah dasar pada mata pelajaran Pendidikan Pancasila.
Perbandingan Efektivitas Inquiry Learning dan Problem Based Learning Pada Pembelajaran IPAS Widia Kumara; Sri Sami Asih
Journal of Classroom Action Research Vol. 8 No. 2 (2026): May 2026
Publisher : Program Studi Magister Pendidikan IPA, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jcar.v8i2.14753

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar IPAS siswa, sehingga diperlukan model pembelajaran yang inovatif dan berpusat pada siswa. Penelitian ini bertujuan untuk membandingkan efektivitas model Pembelajaran Berbasis Penyelidikan dan Pembelajaran Berbasis Masalah terhadap hasil belajar IPAS siswa kelas V sekolah dasar. Penelitian ini menggunakan pendekatan kuantitatif dengan desain quasi eksperimen pretest–posttest pada dua kelompok. Subjek penelitian adalah siswa kelas V SDIT Ar-Rahmah Pacitan tahun ajaran 2025/2026. Data dikumpulkan melalui tes hasil belajar kognitif dan dianalisis menggunakan uji Mann–Whitney U serta analisis N-Gain. Hasil penelitian menunjukkan bahwa kedua model pembelajaran mampu meningkatkan hasil belajar siswa, namun terdapat perbedaan yang signifikan antara kedua kelompok (p < 0,05). Nilai N-Gain pada kelas Pembelajaran Berbasis Masalah sebesar 0,7 (kategori tinggi), sedangkan pada kelas Pembelajaran Berbasis Penyelidikan sebesar 0,5 (kategori sedang). Dengan demikian, model Pembelajaran Berbasis Masalah lebih efektif dibandingkan Pembelajaran Berbasis Penyelidikan dalam meningkatkan hasil belajar IPAS siswa.
Penerapan Media Ular Tangga Berbasis IT Untuk Mengatasi Kesulitan Belajar Pendidikan Pancasila Kelas IV SDN Ngaliyan 01 Semarang Nadia Dwi Nandini; Sri Sami Asih
Journal of Classroom Action Research Vol. 8 No. 2 (2026): May 2026
Publisher : Program Studi Magister Pendidikan IPA, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jcar.v8i2.14754

Abstract

Siswa kelas IV SDN Ngaliyan 01 Semarang mengalami kesulitan belajar Pendidikan Pancasila yang ditandai oleh rendahnya minat, pemahaman konsep yang lemah, dan metode pembelajaran yang kurang interaktif. Penelitian ini bertujuan untuk menguji efektivitas media ular tangga berbasis IT dalam mengatasi kesulitan belajar Pendidikan Pancasila melalui model Problem Based Learning (PBL). Penelitian menggunakan pendekatan kuantitatif dengan desain Nonequivalent Control Group Design, melibatkan 28 siswa kelas 4B sebagai kelompok kontrol (ular tangga berbasis IT + Koper Literasi) dan 26 siswa kelas 4D sebagai kelompok eksperimen (ular tangga berbasis IT + Flash Card). Data dikumpulkan melalui pretest dan posttest, dianalisis menggunakan uji Mann-Whitney dan N-Gain. Hasil penelitian menunjukkan bahwa kedua kelompok mengalami peningkatan hasil belajar pada kategori sedang, dengan rata-rata posttest kelompok kontrol 83,46 (N-Gain 45,55%) dan kelompok eksperimen 79,62 (N-Gain 44,02%). Uji Mann-Whitney menghasilkan nilai p = 0,051, yang secara statistik tidak signifikan pada α = 0,05, namun mengindikasikan kecenderungan perbedaan substantif. Disimpulkan bahwa media ular tangga berbasis IT efektif mengatasi kesulitan belajar Pendidikan Pancasila, dengan Koper Literasi terbukti lebih unggul secara deskriptif dibandingkan Flash Card. Guru disarankan mengintegrasikan media berbasis teknologi secara berkelanjutan dalam pembelajaran.