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Development of Blended Learning Activities Based on 3CM (Cool-Critical-Creative-Meaningful) to Support Creativity and Good Character Students Wahyudi, Wahyudi; Kusuma, Dani; Prihatnani, Erlina; Nova Hasti Yunianta, Tri; Amin, Nor Fadila
Journal of Nonformal Education Vol 9, No 1 (2023): February: Community Empowerment and Equivalency Education
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jne.v9i1.42095

Abstract

Good character and creativity are two of the ten determining factors of a person's success. These two things are important to form in educational activities, especially in elementary schools. During the Covid-19 pandemic, this became a tough challenge to achieve. The new normal period is beginning, and a good and effective learning preparation is needed. The purpose of this study is to develop blended learning activities with the 3CM model to increase students' creativity and good character. Blended learning is one of the alternative learning modes that can be done. It requires appropriate design and learning activities. Blended learning that gives students the opportunity to develop critical, creative, meaning-ful thinking skills in a fun and challenging way. One of them is a blended learning design based on 3CM (Cool-Critical-Creative-Meaningful). Learning activities with blended learning can be done with full online or a combination of face-to-face and online. This research is RnD re-search with ASSURE design in 6 stages of development activity. The results of the development of blended learning activities based on 3CM learning are carried out in 4 activities, namely 1) it's time to play and challenge (cool), 2) it's time to criticize (critical), 3) it's time to be creative, 4) it's time to reflect and take meaning (meaningful). The results of the assessment of blended learning activities aspects of ease of access to learning score 4.48 (excellent), aspects of content, media and teaching materials score 4.57 (excellent) from the assessment of 45 teachers. Student response to aspects of ease of access to learning score 4.72 (excellent), aspects of content, media and teaching materials score 4.72 (excellent). The results of this study are proven to increase students' creativity and good character.
PENERAPAN TTW (THINK, TALK, WRITE DENGAN RODA MATIKA UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS SISWA SD Indra Lesmana; Wahyudi Wahyudi; Endang Indarini
Jurnal Pendidikan Tambusai Vol. 3 No. 2 (2019): August 2019
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (490.888 KB) | DOI: 10.31004/jptam.v3i2.284

Abstract

Penelitian ini bertujuan untuk meningkatkan kemampuan berpikir kritis siswa SD melalui penerapan TTW (Think, Talk, Write) dengan roda matika. Penelitian yang dilakukan berjenis penelitian tindakan kelas model Model Kemmis & Mc Taggart dengan tiga tahapan yaitu perencanaan, tindakan dan pengamatan, serta refleksi yang dilakukan dalam dua siklus. Setiap siklusnya terdiri dari tiga pertemuan. Perolehan data diperoleh dari instrumen berupa lembar observasi, rubrik penilaian kemampuan berpikir kritis dan tes. Subjek penelitian ini adalah kelas 4 SD Negeri Mangunsari 02 dengan jumlah 21 siswa. Teknis analisis data menggunakan teknik deskriptif komperatif antar siklus. Hasil penelitian menujukkan adanya peningkatan kemampuan berpikir kritis siswa dari pra siklus, siklus 1, dan siklus 2. Pada pra siklus tingkat kemampuan berpikir kritis memiliki rata-rata 80%, 88% pada siklus 1, meningkat pada siklus 2 menjadi 100%.
Penerapan model make a match berbasis saintifik untuk meningkatkan hasil belajar tematik siswa Shafira Dwintha Aulia; Wahyudi Wahyudi
Jurnal Riset Teknologi dan Inovasi Pendidikan (Jartika) Vol. 2 No. 1 (2019): Januari Special Issues
Publisher : Jurnal Riset Teknologi dan Inovasi Pendidikan (Jartika)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (253.667 KB)

Abstract

This research aims to improve the thematic learning outcomes of grade 1 students of SDN Salatiga 05 by implementing the Make a Match model based on scientific. Type of this research is class action research with Stringer model includes look, think and act. Data collection instruments used formative tests, observation, and field notes. Analysis techniques using comparative descriptive. The subjects of research were students of grade 1 SDN Salatiga 05. The results of the study found an increase in the percentage of the students learning activities in the first cycle of 79,35% and the second cycle increased to 84,71%. Students activities increased have an impact on thematic learning outcomes completeness shown in the first cycle of 71%, and increased to 86% in the second cycle. Based on these results, the Make a Match model based on scientific can improve students thematic learning outcomes.
Pengembangan Media Komik dengan Model Problem Posing untuk Meningkatkan Kemampuan Pemecahan Masalah Matematika Maulani Rizky Gumilang; Wahyudi Wahyudi; Endang Indarini
Jurnal Pendidikan Matematika IKIP Veteran Semarang Vol 3 No 2 (2019): Journal of Medives : Journal of Mathematics Education IKIP Veteran Semarang
Publisher : Urogram Studi Pendidikan Matematika, Universitas IVET

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (993.836 KB) | DOI: 10.31331/medivesveteran.v3i2.860

Abstract

Penelitian ini bertujuan untuk mengembangkan dan menguji kevalidan, kepraktisan, dan keefektifan media komik dengan model problem posing pada mata pelajaran matematika di sekolah dasar. Metode penelitian yang digunakan adalah R&D dengan model pengembangan ADDIE. Kevalidan produk diperoleh melalui uji pakar dengan instrumen validasi pakar. Kepraktisan produk diperoleh melalui uji coba terbatas dengan instrumen angket. Keefektifan diperoleh melalui uji coba satu kelas dengan one grup pretest-posttest design kemudian hasilnya diuji menggunakan Paired Samples T Test. Hasil dari penelitian ini adalah media komik dengan model problem posing untuk meningkatkan kemampuan pemecahan masalah matematika. Media pembelajaran dinyatakan valid berdasarkan hasil uji pakar media menunjukkan bahwa media komik termasuk kategori tinggi, pakar materi menilai media komik termasuk kategori tinggi, dan pakar pembelajaran menilai media komik termasuk kategori tinggi. Media pembelajaran dinyatakan praktis berdasarkan hasil angket respon siswa menunjukkan bahwa siswa dapat menggunakan media komik. Media pembelajaran juga dinyatakan efektif berdasarkan hasil Paired Samples T Test pretest-posttest menunjukkan bahwa adanya perbedaan yang signifikan antara hasil belajar pada pretest dan posttest siswa. Kata kunci: pengembangan, komik, problem posing, kemampuan pemecahann masalah. ABSTRACT This study aims to develop and test the validity, practicality, and effectiveness of comic media with a problem-posing model on the subject of mathematics in elementary schools. The research method used was R&D with the ADDIE development model. The validity of the product was obtained through expert testing with expert validation instruments. The practicality of the product was obtained through limited trials using questionnaire instruments. Effectiveness was obtained through a one class trial with one group pretest-posttest design then the results were tested using the Paired Samples T Test. The results of this study are that comic media with problem-posing model improve mathematical problem-solving abilities. The learning media is declared valid based on the test results of media experts test showing that comic media is in the high category, material experts rate comic media as a high category, and learning experts rate comic media as a high category. Learning media are stated practical based on the results of the students’ response questionnaires indicating that students can use comic media. Learning media are also declared effective based on the results of the Paired Samples T Test pretest-posttest which shows that there are significant differences between the learning outcomes at the pretest and posttest of student. Keywords: development, comic, problem posing, problem solving ability
The Experiment of 3CM Learning Model on The Creative Thinking Ability of Junior High School Students in Salatiga Indonesia Hafilda Suha Abidah; Erlina Prihatnani; Wahyudi Wahyudi
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 13 No 3 (2023): September 2023
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/j.js.2023.v13.i3.p250-262

Abstract

Creative thinking skill needs to be trained, even though the learning is conducted online these days. One of the attempts in developing students’ creative thinking skill is through the implementation of 3CM (Cool-Critical-Creative-Meaningful) learning model. This study aimed at analyzing the students’ creative thinking skill through the implementation of the model with two different creative products (problem construction and non-problem construction) in flat-surfaced three-dimensional object. The population of this research was the whole Junior High School students in Salatiga City with the 80 samples of students from SMP Negeri 1 Salatiga and SMP Negeri 6 Salatiga. This study applied quasi experiment research with pretest-posttest control group design. The data were collected through written test and the result of observation on the students. The data analysis used involves initial balance test and hypothesis test using parametric test called Independent Sample T-Test with the significance rate of α=5%. Before being administered with different treatments, the two samples class were in a balanced condition. The findings presented that the implementation of 3CM (Cool-Critical-Creative-Meaningful) with creative activity of project and problem posing (constructing problem and solving constructed problem) for the material of flat-surfaced three-dimensional object proved to be significantly affect, equally, the creative thinking skill.
Media Permainan Ular Tangga Berbasis Misi Untuk Meningkatkan Kemampuan Pemecahan Masalah Matematika Siswa SD Friska Andriani; Wahyudi Wahyudi
Jurnal Educatio FKIP UNMA Vol. 9 No. 4 (2023): October-December
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/educatio.v9i4.5743

Abstract

Pembelajaran matematika di tingkat sekolah dasar merupakan aspek penting dalam pengembangan kemampuan berpikir siswa. Pemahaman konsep dan penerapan prinsip-prinsip logika adalah fokus utama dalam pembelajaran matematika. Salah satu keterampilan penting dalam pembelajaran matematika adalah kemampuan pemecahan masalah, yang memungkinkan siswa untuk mengatasi situasi dan masalah baru. Namun, kemampuan pemecahan masalah matematika siswa masih di bawah harapan nasional, mencerminkan hasil yang rendah dalam ujian nasional dan dampaknya pada peringkat matematika Indonesia dalam survei PISA. Penelitian ini mengembangkan media permainan ular tangga berbasis misi untuk meningkatkan kemampuan pemecahan masalah matematika siswa kelas V SD. Media ini bertujuan untuk menciptakan suasana pembelajaran yang inovatif dan menarik bagi siswa. Hasil analisis, desain, dan pengembangan media ini telah divalidasi oleh ahli dan diuji coba secara terbatas dan luas. Hasilnya menunjukkan peningkatan yang signifikan dalam kemampuan pemecahan masalah siswa setelah menggunakan media ini. Kesimpulannya, penggunaan media permainan ular tangga berbasis misi dalam pembelajaran matematika di sekolah dasar efektif dalam meningkatkan kemampuan pemecahan masalah siswa. Media ini dapat mengatasi tantangan dalam pembelajaran matematika, meningkatkan motivasi siswa, dan membantu siswa merasa lebih antusias terhadap mata pelajaran ini. Dengan demikian, media ini dapat dianggap sebagai alat pembelajaran yang efektif dan inovatif dalam meningkatkan kemampuan pemecahan masalah matematika siswa di tingkat sekolah dasar.
Innovative Online Learning Based on 3CM (Cool-Critical-Creative-Meaningful) Learning to Increase Creativity and Good Character of Elementary School Students During the Covid-19 Pandemic Wahyudi Wahyudi; Kristina Roseven Nababan; Tri Nova Hasti Yunianta; Erlina Prihatnani; Dani Kusuma
International Conference on Science, Education, and Technology Vol. 7 (2021)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Being creative and having good character is the goal of education in Indonesia. The COVID-19 pandemic has become a challenge in achieving this goal. Since the learning process is carried out online. Teachers have difficulty in planning and implementing the lesson. It is because not all teachers have ability to use technology appropriately. Thus, the learning process is not as expected. This causes boredom in the learning process. Therefore, an appropriate online learning design is needed. In this case, the online learning that provides opportunities for students to develop critical, creative, meaningful thinking skills in fun and challenging ways. One of them is online learning design based on 3CM (Cool-Critical-Creative-Meaningful) learning. The research design used in the present research is descriptive qualitative and RnD (ASSURE model) with the output of the initial data analysis related to the perceptions of school principals, teachers, students and parents about online learning. Questionnaires, online interviews and online FGDs are applied to obtain the qualitative data. Data related to the development of learning activities can be seen from the design development process with the ASSURE model. The results obtained are 89.7% of the 271 teachers that use WhatsApp in the learning process. This causes boredom in learning process so that 72.12% of 271 teachers want to go back to school. The scores result of development of online learning design based on 3CM learning from the aspect of easy access to learning is 4.48 (very good), the content aspect, media and teaching materials is 4.57 (very good) from the assessment of 45 elementary school teachers. The score of student responses to the aspect of easy access to learning is 4.72 (very good), the score of the aspect of content (content), media and teaching materials is 4.72 (very good). To foster creativity and good character, online learning activities are carried out in 4 activities, namely 1) time to play and try challenges (cool), 2) time to criticize (critical), 3) time to be creative (creative), 4) time to reflect and find the meaning (meaningful).
Media Pembelajaran Puzzle dengan Kartu Masalah untuk Meningkatkan Kemampuan Berpikir Kritis Siswa Sekolah Dasar Laksmi Murti Harsih; Wahyudi Wahyudi
Jurnal Educatio FKIP UNMA Vol. 9 No. 4 (2023): October-December
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/educatio.v9i4.5764

Abstract

Penelitian ini dilatarbelakangi dengan rendahnya prestasi sains siswa di Indonesia berdasarkan data TIMSS pada tahun 2015, yang menunjukkan kesulitan siswa dalam menerapkan berpikir kritis saat menyelesaikan soal IPA. Peneliti menjelaskan bahwa anak usia SD memerlukan media konkret untuk memahami materi yang abstrak, khususnya dalam mata pelajaran IPA seperti sistem pencernaan hewan ruminansia. Penelitian ini mengeksplorasi penerapan media pembelajaran berupa puzzle dengan kartu masalah dalam materi sistem pencernaan hewan ruminansia pada pelajaran Ilmu Pengetahuan Alam (IPA) di sekolah dasar untuk meningkatkan kemampuan berpikir kritis siswa. Melalui metode penelitian Research and Development (R&D), peneliti mengembangkan media berupa puzzle dan kartu masalah yang diuji validitasnya oleh para ahli materi, media, dan desain pembelajaran. Hasil validasi menunjukkan tingkat kelayakan media yang tinggi. Uji coba terbatas media ini pada siswa kelas 5 SD menunjukkan tingkat kepraktisan yang sangat tinggi, serta peningkatan signifikan dalam kemampuan berpikir kritis siswa dari hasil pre-test ke post-test. Analisis statistik juga mengkonfirmasi peningkatan signifikan ini dengan nilai p-value yang sangat rendah pada uji T. Dari hasil penelitian ini, disimpulkan bahwa media puzzle dengan kartu masalah yang dikembangkan layak, praktis, dan efektif digunakan dalam pembelajaran IPA, serta berhasil meningkatkan kemampuan berpikir kritis siswa di sekolah dasar.
Pengembangan Media Kartu Bergambar dalam Pembelajaran Make and Match untuk Meningkatkan Minat Belajar Materi Gaya pada Siswa Kelas IV Laily Ocktavia Adreyani; Wahyudi Wahyudi
JURNAL PENDIDIKAN MIPA Vol 14 No 2 (2024): JURNAL PENDIDIKAN MIPA
Publisher : Pusat Publikasi Ilmiah, STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/jpm.v14i2.1703

Abstract

Kurangnya pemahaman peserta didik terhadap materi juga disebabkan model, strategi, metode yang tidak tepat dengan kondisi peserta didik. Ketidaktepatan guru dalam merancang kegiatan pembelajaran menjadi salah satu penyebab kurangnya minat belajar peserta didik. Permasalahan lain kurangnya ketersediaan perangkat pembelajaran di sekolahan. Tujuan penelitian adalah untuk mengembangkan media kartu bergambar dengan model Make and Match untuk meningkatkan minat belajar peserta didik kelas IV SD. Jenis Penelitian ini adalah Research and Development (RnD) dengan model pengembangan ADDIE. Subjek penelitian ini adalah peserta didik kelas IV Sekolah Dasar. Teknik pengumpulan data yang digunakan dengan observasi, wawancara, penilaian instrumen lembar validasi, angket respon, kepraktisan, dan kefektivan. Hasil validasi media sebesar 95%, dan hasil validasi materi sebesar 98%, dan hasil validasi desain pembelajaran sebesar 94% sehingga dikategorikan sangat valid. Uji kepraktisan meleibatkan 6 peeserta didik mendapat hasil sebesar 85%. Uji keefektifan dengan melibatkan 16 peserta didik kelas IV SD yang diukur menggunakan pre-test untuk sebelum perlakuan dan post-test setelah perlakuan menggunakan media kartu bergambar. Dari analisis nilai pre-test dan post-test ditemukan bahwa nilai rata-rata 90.63 diperoleh nilai Sig. (2-tailed) sebesar 0.000. Hal ini menunjukkan bahwa nilai Sig. (2-tailed) < 0.05, sehingga Ho ditolak dan Ha diterima. Artinya, terdapat perbedaan secara signifikan antara rata-rata hasil pembelajaran pada tahap awal dan akhir yang menandakan adanya pengaruh dari penggunaan media kartu bergambar. Hal tersebut dapat di simpulkan media tersebut efektif dalam meningkatkan minat belajar siswa untuk kelas IV SD.
PENERAPAN MODEL DISCOVERY LEARNING UNTUK MENINGKATKAN KREATIVITAS PESERTA DIDIK KELAS IV SDN KUTOWINANGUN 01 SALATIGA SESUAI GAYA BELAJAR Via Putika Sari; Wahyudi Wahyudi
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 6, No 4 (2023): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v6i4.1035-1049

Abstract

The purpose of this study is to increase creativity by implementing a Recovery Learning model which is adjusted to the learning style of students in the IVC class SDN Kutowinangun 01 Salga. The type of research used is a collaborative class (PTKK) study with spiral models of Stephen Kemmis and Robin Mc. Taggart consisting of three stages is planning, implementation and observation, and reflection. Data collection techniques use observation and documentation. Data collection instruments used are in the form of observation sheets of students’ creativity and documentation impelementasi model Covered Learning (DL). Data analysis techniques using comparative descriptive analysis by comparing the creativity of students from cycle 1 to cycle 3. The results showed that the average creativity of students at a cycle of 1 only 46% categorized as low creativity, to the 3 cycle of an increase to 76% which is included in the high creativity category. The frequency of students with a high creativity category at the 1 cycle of 5 students (22% of 23 students), then the 3 cycle increases to 18 students (78% of 23 students). Thus, it can be known that the model is covered learning can increase the creativity of students. Through this study, it is hoped that teachers can increase the creativity of students by prioritizing active involvement in finding themselves the concept of the material learned so that students can take meaning both of each learning step followed.
Co-Authors Adi Winanto Amin, Nor Fadila Anisa Rizki Amalia Anita Desy Ratnasari Ari Pujianto Ari Pujianto Azizah, Siti Niswatun Bagas Prima Kristanto Bambang Ismanto Bella Ayu Permatasari Benny Anggara Budi Waluya Cindy Aprillya Sidarta Danang Pamungkas Dani Kusuma Desi Indarwati Desi Nalurita Sari Dewi Nurkhasanah Dewi Retno Larasati Dian Nuryani Dian Pancaningrum Dimas Fajar Maulana Eduar Edo Elva Pristy Afifah Elza Pristy Latifah Endah Murwatiningsih Endang Endarini Endang Indarini Erlin Prasetyo Erlin Prasetyo Erlina Prihatnani Firosalia Kristin Friska Andriani Futichatur Rizqi Gamaliel Septian Airlanda Gustriya Wijayanto Hafilda Suha Abidah Hardi Suyitno Hermawan, Irvan Hermiyanto, Dwi Lucky Ida Frestiyana Indarini, Endang Indra Lesmana Indri Anugraheni Intan Permana Isna Fitri Nurjannah Isnarto Isnarto Kristina Roseven Nababan Kristina Roseven Nababan Kusuma, Dani Laily Ocktavia Adreyani Laksmi Murti Harsih LIONIDA ADHI PRAMESTIKA Maria Resti Andriani, Maria Resti Marisa Ambarwati Martin Sugiyarti Maulani Rizky Gumilang Mawardi Mia Christy Siswanti, Mia Christy Nindya Intan Marviana Nova Aria Siswi Novisita Ratu Nur Laila Mubarokah Pelagia Angwarmasse Pramita, Septiana Putri, Annisa Lutviana Regita Ajeng Pramesti Retno Ningtyas, Retno Ribka Yulista Devi Purnamasari Rika Dwi Susilowati Rizky Nur Hidayah Sachin Gupta Saptono, Bangun Septiana Intan Pratiwi Shafira Dwintha Aulia Silmy Nauli Izati Sisca Rachmaningsih Sisnanto Sisnanto Siti Niswatun Azizah Sophia Tri Satyawati St. Budi Waluya Sthefani Adhitya Syahdan Nugroho Widya Iswara Syera Trivena Dessiane Theana Putri Permananda Tia Sekar Arum Tri Nova Hasti Yunianta Tri Wahyu Swadani Ulva Amalia Putri Via Putika Sari Wahyu Agustina Rimbita Witri Witri Yayi Suryo Prabandari Yohana Intan Dili Susanti Yohana Setiawan Yulihasri Yulihasri Yulita Mei Lindasari