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Pengaruh Media Pembelajaran Tree Quiz Terhadap Hasil Belajar IPAS Kelas V SDN1 Gunungkarung Aldi Alamsah; Lousy loustiawaty
Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol. 12 No. 1 (2026): Volume 12 No 1 March 2026
Publisher : Pendidikan Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/petik.v12i1.3188

Abstract

Abstrak Penelitian ini dilatarbelakangi rendahnya hasil belajar siswa pada mata pelajaran IPAS. Peneliti menggunakan media pembelajaran Tree Quiz sebagai solusi untuk meningkatkan hasil belajar siswa pada mata pelajaran IPAS. Penelitan ini bertujuan untuk mengetahui adanya pengaruh media pembelajaran Tree Quiz terhadap hasil belajar siswa  pada mata pelajaran IPAS kelas 5 SD Negeri 1 Gunungkarung. Penelitian ini menggunakan metode Pre-eksperimen dan instrumen yang digunakan dalam penelitian ini adalah tes berupa pilihan ganda. Desain penelitian ini menggunakan one grup pretest postes only design. Populasi dalam penelitian ini adalah seluruh siswa kelas 5 yang berjumlah 24 siswa dari 13 siswa laki-laki dan 11 siswa perempuan. Teknik pengumpulan data yang dilakukan adalah observasi, Wawancara, tes dan dokumentasi. Sampel yang digunakan adalah sampel jenuh dimana selalu populasi terlibat.  Hasil penelitian diperoleh kesimpulan bahwa media pembelajaran Tree Quiz berpengaruh terhadap hasil belajar siswa, ini dibuktikan dengan meningkatnya hasil belajar rata-rata nilai akhir pretest sebesar 66.88 dan rata-rata nilai akhir postest sebesar 83.33 Kata Kunci: Media Pembelajaran, Tree Quiz, Hasil Belajar, IPAS.   Abstract This research is motivated by the low learning outcomes of students in the subject of science and natural sciences. Researchers use the Tree Quiz learning media as a solution to improve student learning outcomes in the subject of science and natural sciences. This study aims to determine the effect of the Tree Quiz learning media on student learning outcomes in the subject of science and natural sciences in grade 5 of SD Negeri 1 Gunungkarung. This study uses a pre-experimental method and the instrument used in this study is a multiple-choice test. The design of this study uses a one-group pretest posttest only design. The population in this study were all 24 students in grade 5, consisting of 13 male students and 11 female students. Data collection techniques used were observation, interviews, tests and documentation. The sample used was a saturated sample where the population was always involved. The results of the study concluded that the Tree Quiz learning media has an effect on student learning outcomes, this is evidenced by the increase in learning outcomes with an average final pretest score of 66.88 and an average final posttest score of 83.33. Keywords: Learning Media, Tree Quiz, Learning Outcomes, Science.
Pengaruh Permainan Seni Edukatif Domino Berbasis Problem Based Learning (PBL) dalam Meningkatkan Pemahaman Konsep Perkalian Siswa Kelas III SDN 1 Jalaksana Ismawati; Lousy Loustiawaty; Eliza; Nurholifah
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 4 (2026): November (In Press)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i4.2881

Abstract

Students' mastery of basic mathematical concepts in elementary school is often constrained by one-way teaching methods and a lack of varied learning media. Initial observations at SDN 1 Jalaksana revealed a significant gap between students' rote memorization skills and their understanding of basic multiplication concepts. Although students could memorize multiplication facts, they struggled to grasp the underlying logic that multiplication is repeated addition, specifically failing to distinguish between "the number of groups" and "the quantity per group." As many as 15 out of 34 students (44.11%) fell into this conceptual misplacement. This research aims to examine the effect of Problem Based Learning (PBL)-based educational art domino games on improving the understanding of multiplication concepts among third-grade students at SDN 1 Jalaksana. The research method employed was quantitative, specifically a Quasi-Experimental design with a Nonequivalent Control Group Design. The sample consisted of 61 students, divided into an experimental class (30 students) and a control class (31 students). The research instrument was an essay test consisting of 20 items that had been tested for validity and reliability. The results of the data analysis using the Independent Samples T-Test showed a t_"count"  value of 3.845 with a Sig. (2-tailed) value of 0.000 < 0.05, indicating a significant effect. The average posttest score of the experimental class surged to 77.15 (mastery category) with a classical mastery percentage of 66.67%, far outperforming the control class which only achieved 58.55 with 19.35% mastery. Furthermore, the N-Gain Score test revealed that the effectiveness of the experimental class reached 51.88% (moderately effective criteria), while the control class only reached 21.19% (ineffective). In conclusion, this study proves that the use of PBL-based domino games has a significant and effective impact, serving as an interactive learning tool that aligns with the concrete thinking characteristics of elementary school students.
Pengembangan Model RADEC dengan Pendekatan Deep Learning terhadap Kreativitas Siswa pada Pembelajaran Seni Rupa Kelas V SD Negeri 1 Haurkuning Nadia Sofia Zein; Lousy Loustiawaty
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 4 (2026): November (In Press)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i4.3154

Abstract

Creativity is a crucial skill in visual arts education; however, instruction for fifth-grade students at SD Negeri 1 Haurkuning has tended to rely on conventional methods, resulting in low student engagement and suboptimal development of creativity. The RADEC model (Read, Answer, Discuss, Explain, Create) can foster student engagement and creativity through activities involving reading, discussing, explaining, and creating artworks. To optimize this process, RADEC is integrated with a deep learning approach, which emphasizes conscious, meaningful, and enjoyable learning. This study employs the Research and Development (R&D) method using the ADDIE development model, comprising five stages: Analyze, Design, Development, Implementation, and Evaluation. The research subjects were 30 fifth-grade students at SD Negeri 1 Haurkuning. Data collection techniques included expert validation sheets, teacher and student response questionnaires, observations, and creativity tests (pretest and posttest). Data analysis was conducted using quantitative descriptive methods with the aid of SPSS, encompassing descriptive statistics, normality tests, hypothesis testing, and N-Gain analysis. The results indicate that the RADEC learning model combined with the deep learning approach is feasible and practical for visual arts instruction. Teacher responses showed a 90% positive rate (categorized as "Strongly Agree"), while student responses showed a 98.3% positive rate (categorized as "Strongly Agree"). Analysis revealed that the average pretest score of 44.20 increased to 87.93 in the posttest. The Wilcoxon Signed-Rank test yielded an Asymp. Sig. (2-tailed) value of 0.000 (< 0.05), indicating a significant difference between pretest and posttest results. Furthermore, the average N-Gain score was 0.7831 (or 78.31%), falling into the high category. Thus, the RADEC learning model with a Deep Learning approach is proven effective in enhancing student creativity in Grade V Visual Arts lessons at SD Negeri 1 Haurkuning.