Aisyah, Diana Shafa Nur
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Analisis Rencana Pembelajaran Pengajaran Bilingual dan Analisis Pada Sekolah Dasar di Indonesia Melani, Riski Ayu; Noorkhalisha, Alma Putri; Amanda, Bunga; Aisyah, Diana Shafa Nur; Prismarini, Fernandia; Lestari, Desinta Vita; Widagdo, Arif
Jurnal Pendidikan Tambusai Vol. 9 No. 2 (2025): Agustus
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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Abstract

Dalam kurikulum Merdeka, modul ajar memainkan peran strategis sebagai alat transformasi pendidikan yang tidak hanya mendukung proses belajar mengajar, tetapi juga memenuhi kebutuhan siswa. Penelitian ini dilakukan dengan menganalisis modul ajar pada kelas VI (Fase C) mata pelajaran Ilmu Pengetahuan Alam dan Sosial (IPAS) dengan menggunakan model pembelajaran Problem Based Learning (PBL). Metode yang digunakan dalam penelitian ini adalah studi literatur dari berbagai artikel jurnal yang menganalisis artikel yang sesuai dengan analisis modul ajar pada mata pelajaran IPAS kelas 5. Hasil penelitian menunjukan bahwa modul ajar yang dianalisis telah didesain dengan baik dan sesuai dengan prinsip-prinsip kurikulum merdeka. Namun, dengan perbaikan di beberapa elemen, modul ajar akan lebih efektif dalam mencapai tujuan pembelajaran dan melengkapi kebutuhan siswa yang beragam.
Efektivitas Penggunaan Aplikasi Games Edukasi Sistem Tata Surya Berbasis Android Terhadap Minat Belajar Peserta Didik Kelas VI SDN Wonolopo 02 Febriani, Dwi; Hidayati, Yeni Tri; Hidayatullah, Muchamad; Rani, Amanda Dwi Setyo; Aisyah, Diana Shafa Nur; Sutikno, Putri Yanuarita
Jurnal Ilmiah Wahana Pendidikan Vol 11 No 10.C (2025): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

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Abstract

This study aims to determine the effectiveness of the use of Android-based educational game media on students' interest in learning solar system material in the subject of Natural and Social Sciences (IPAS) grade VI at SDN Wonolopo 02, Semarang City. This study uses a quantitative approach with a quasi-experimental method and a one-group pretest-posttest design. The sample in this study amounted to 28 students who were selected using purposive sampling techniques. The instrument used is a learning interest questionnaire with a Likert scale that has been tested for validity and reliability. Data were analyzed using a paired sample t-test with the help of SPSS version 26.0. The results of the study showed that there was a significant increase in students' interest in learning after using educational game media. This is shown by the tcal value of 50,857 > ttable 1.70562 with a significance value of 0.000 < 0.05. These findings reinforce that the use of Android-based educational games can be an innovative solution in creating more interactive, interesting, and fun learning, as well as effective in increasing students' interest in learning abstract materials such as the solar system.
Efektivitas Penggunaan Aplikasi Games Edukasi Sistem Tata Surya Berbasis Android Terhadap Minat Belajar Peserta Didik Kelas VI SDN Wonolopo 02 Febriani, Dwi; Hidayati, Yeni Tri; Hidayatullah, Muchamad; Rani, Amanda Dwi Setyo; Aisyah, Diana Shafa Nur; Sutikno, Putri Yanuarita
Jurnal Ilmiah Wahana Pendidikan Vol 11 No 10.C (2025): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

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

Abstract

This study aims to determine the effectiveness of the use of Android-based educational game media on students' interest in learning solar system material in the subject of Natural and Social Sciences (IPAS) grade VI at SDN Wonolopo 02, Semarang City. This study uses a quantitative approach with a quasi-experimental method and a one-group pretest-posttest design. The sample in this study amounted to 28 students who were selected using purposive sampling techniques. The instrument used is a learning interest questionnaire with a Likert scale that has been tested for validity and reliability. Data were analyzed using a paired sample t-test with the help of SPSS version 26.0. The results of the study showed that there was a significant increase in students' interest in learning after using educational game media. This is shown by the tcal value of 50,857 > ttable 1.70562 with a significance value of 0.000 < 0.05. These findings reinforce that the use of Android-based educational games can be an innovative solution in creating more interactive, interesting, and fun learning, as well as effective in increasing students' interest in learning abstract materials such as the solar system