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Eksplorasi Etnomatematika Pada Cagar Budaya Indonesia Jannah, Yunita Miftahul; Wati, Ika Febriana; Wulanningtyas, Melania Eva
Pedagogik Journal of Islamic Elementary School Vol. 8 No. 1 (2025): Pedagogik Journal of Islamic Elementary School
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/pijies.v8i1.6899

Abstract

Cagar budaya merupakan warisan sejarah yang sarat nilai filosofi, seni, dan teknologi, serta memiliki potensi besar untuk dimanfaatkan dalam pembelajaran berbasis kearifan lokal. Integrasi etnomatematika dalam pendidikan matematika menjadi penting sebagai upaya untuk menghubungkan konsep-konsep matematika dengan konteks budaya, sehingga pembelajaran menjadi lebih bermakna dan relevan. Tujuan penelitian ini adalah untuk mengidentifikasi konsep matematika yang terkandung dalam cagar budaya Indonesia, khususnya pada objek seperti benteng, monumen, candi, artefak, prasasti, dan bangunan istana. Penelitian ini menggunakan pendekatan Systematic Literature Review (SLR) dengan lima tahapan utama: identifikasi pertanyaan penelitian, penetapan kriteria inklusi dan eksklusi, strategi pencarian data, seleksi dan evaluasi artikel, serta analisis dan sintesis data. Data diperoleh dari artikel-artikel ilmiah yang dipublikasikan dalam rentang 10 tahun terakhir (2014–2024) dan ditelusuri melalui basis data Google Scholar, ERIC, dan ResearchGate. Dari hasil penelusuran, diperoleh 19 artikel yang relevan dan dijadikan sebagai sumber studi primer. Hasil penelitian menunjukkan bahwa objek-objek cagar budaya di Indonesia mengandung berbagai konsep matematika, seperti geometri bidang datar dan ruang, transformasi geometri, pengukuran, simetri lipat, kongruensi, dan kesebangunan. Konsep-konsep tersebut ditemukan dalam struktur arsitektur, ornamen, serta pola desain pada bangunan dan artefak budaya. Kesimpulan dari penelitian ini adalah bahwa etnomatematika pada cagar budaya Indonesia memiliki potensi besar untuk dikembangkan sebagai sumber belajar matematika kontekstual yang mampu memperkuat identitas budaya, meningkatkan literasi matematika, serta mendukung pembelajaran yang relevan dengan kehidupan siswa.
Studi Eksploratif Kecemasan Matematis dan Determinannya pada Mahasiswa Baru Calon Guru Sekolah Dasar Wati, Ika Febriana; Jannah, Yunita Miftahul; Wulanningtyas, Melania Eva
Pedagogik Journal of Islamic Elementary School Vol. 8 No. 1 (2025): Pedagogik Journal of Islamic Elementary School
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/pijies.v8i1.6915

Abstract

Penelitian ini bertujuan untuk mengeksplorasi tingkat kecemasan matematika serta mengidentifikasi faktor-faktor penyebabnya pada mahasiswa baru program studi Pendidikan Guru Sekolah Dasar (PGSD) di Kampus Unesa 5. Penelitian ini menggunakan pendekatan kuantitatif-deskriptif dengan teknik total sampling, yang melibatkan seluruh mahasiswa baru PGSD tahun akademik 2024/2025 sebanyak 157 orang. Data dikumpulkan melalui angket skala Likert lima poin yang mencakup empat dimensi kecemasan (mood, motorik, kognitif, dan somatik), serta satu pertanyaan terbuka untuk mendalami persepsi mahasiswa. Hasil penelitian menunjukkan bahwa mayoritas mahasiswa (69,4%) berada pada kategori kecemasan matematika sedang, sementara 18,5% menunjukkan kecemasan tinggi. Determinan utama yang memengaruhi kecemasan meliputi pengalaman belajar negatif di masa lalu, ketidakpahaman konsep dasar, gaya mengajar dosen yang monoton, rendahnya kepercayaan diri, serta tekanan sosial dan akademik. Temuan ini menguatkan hipotesis bahwa kecemasan matematika di kalangan mahasiswa calon guru bersifat kompleks dan multidimensional, serta membutuhkan intervensi pedagogis yang empatik dan kontekstual.
Exploring critical literacy of elementary school teacher education students through semantic studies Kharisma, Nanda Veruna Enun; Jannah, Yunita Miftahul
Priviet Social Sciences Journal Vol. 5 No. 9 (2025): September 2025
Publisher : Privietlab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55942/pssj.v5i9.644

Abstract

Developing critical literacy is crucial for elementary school teacher education students to understand texts beyond their literal meanings. This study aimed to describe students' critical literacy skills in interpreting texts from a semantic perspective. Using a descriptive qualitative approach, data were collected from text analysis assignments and class presentations of 30 students and analyzed using the interactive model of Miles, Huberman, and Saldaña. The findings indicate that students performed well in identifying denotative meanings, demonstrated moderate ability in interpreting connotative meanings and synonymy/antonymy relationships, but struggled with hyponymy/polysemy relationships and ideological or contextual reflection. These results suggest that students are more adept at understanding literal meanings than at interpreting implicit or contextual meanings. This study highlights the importance of explicitly integrating semantic studies into teacher education programs to strengthen prospective teachers' critical literacy, particularly in analyzing complex meaning relationships and the ideological dimensions of texts.
Development of fun flashcard series: Fruits and animals for primary students for children at Mustika Tama Orphanage Jannah, Yunita Miftahul; Ransus, Fransiskus; Sinaga, Verawaty; Sinaga, Agrielsa Alphasati; Wardani, Ratih Kusumo
Priviet Social Sciences Journal Vol. 5 No. 10 (2025): October 2025
Publisher : Privietlab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55942/pssj.v5i10.743

Abstract

This study aims to develop the Fun Flashcard Series: Fruits & Animals learning media as an educational tool to increase the learning motivation and involvement of children at Mustika Tama Orphanage. The development model used was 4D (Define, Design, Develop, Disseminate). The research subjects were 10 children in grades 1 and 2 at the elementary school level at the Mustika Tama Orphanage. The research instruments included expert validation sheets, child response questionnaires, and learning engagement observation forms. The validation results showed that the Fun Flashcard Series media was very suitable for use, with an average validation score of 95%. The children's responses showed a high level of enthusiasm, engagement, and interest in the developed media. Thus, the Fun Flashcard Series: Fruits & Animals proved to be effective as an innovative learning medium that can increase children's learning motivation and engagement at the Mustika Tama Orphanage.
STEAM-Based E-LKPD to Enhance Learning Independence on States of Matter Topic Jannah, Yunita Miftahul; Wati, Ika Febriana; Wulanningtyas, Melania Eva
STEAM Journal For Elementary School Education Vol. 1 No. 01 (2025): STEAM Journal for Elementary School Education
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/sjese.1.01.2025.5

Abstract

This study aimed to develop an E-LKPD based on the STEAM approach on the topic of changes in the state of matter to improve the learning independence of fourth-grade elementary school students. The study employed the 4D development model (Define, Design, Develop, Disseminate). The subjects in this study were five fourth-grade students at SDN 1 Wonocoyo, Pogalan Sub-district, Trenggalek District. The instruments used included expert validation sheets, student response questionnaires, and learning independence questionnaires. The validation results showed that the E-LKPD was highly feasible for use, with an average validation score of 90%. Student responses to the E-LKPD indicated a high level of engagement and interest, reaching 92%. In addition, students’ learning independence scores increased significantly after using the E-LKPD, with a gain score of 0.47 (moderate category). Thus, the STEAM-based E-LKPD proved effective in enhancing the learning independence of fourth-grade students at SDN 1 Wonocoyo, Pogalan Sub-district, Trenggalek District.
Developing an Ethnoscience-Based Snakes and Ladders Board Game to Enhance Gross Motor Skills and Independence in Children with Speech Impairments Sinaga, Agrielsa Alphasati; Jannah, Yunita Miftahul; Hutabarat, Christina Ester Manthalina
Jurnal Penelitian Pendidikan IPA Vol 12 No 1 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i1.13395

Abstract

This study aims to develop an ethnoscience-based snakes and ladders board game as a learning medium to improve integrated gross motor skills and independence of students with speech impairments at the junior high school (SMP) level in inclusive education settings. The study employed a Research and Development (R&D) approach using the ADDIE model, which consists of the stages of analysis, design, development, implementation, and evaluation. Gross motor skills were defined as coordinated movement abilities involving balance, body control, and dynamic coordination relevant to adolescents with speech impairments, while independence was defined as the ability of self-regulation, decision-making, task completion, and responsibility in learning activities. The research subjects were 15 seventh-grade students with speech impairments at SLB Negeri 1 Bantul, Yogyakarta. Data were collected through observation sheets, expert validation questionnaires, and assessment instruments for gross motor skills and independence. The validation results indicated that the developed media were highly feasible, with average scores of 91% from material experts and 89% from media experts. Limited trials demonstrated improvements in gross motor skills (mean scores increased from 64.3 to 80.7) and independence (from 66.1 to 83.5), with N-gain values in the moderate to high category. Ethnoscience elements were integrated through local cultural contexts such as traditional games, batik motifs, and Yogyakarta cultural symbols embedded in science learning challenges. These findings indicate that the ethnoscience-based snakes and ladders board game is effective as an alternative learning medium for students with speech impairments at the junior high school level.
Daily Teaching Experiences During Covid19: A Phenomenological Study in Primary Teachers Jannah, Yunita Miftahul
EduGrows: Education and Learning Review Vol. 1 No. 1 (2025): Adapting Educational Paradigms and Communication in the Digital and Post-Pandem
Publisher : Yayasan Penelitian dan Pengabdian Masyarakat Sisi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69836/edugrows.v1i1.23

Abstract

This study aims to explore the experiences of elementary school teachers in delivering online instruction during the Covid-19 pandemic in Indonesia. Since March 2020, the pandemic has necessitated the implementation of health protocols and social restrictions, compelling teachers to shift abruptly to online teaching. Due to the sudden transition and lack of adequate preparation among teachers, students, and parents, numerous challenges emerged throughout the implementation process. This study uses a qualitative approach with phenomenological data analysis. The number of participants in this study were 4 elementary school teachers who work in SD or MI in East Java. Each participant came from a different school and was selected using a purposive sampling technique. Data were collected through interviews using interview guidelines. The data collected through interviews were then analyzed using interpretive phenomenology. This study uses 4 main themes. The first theme is online teaching experience. The second theme is the barriers to teaching online. The third theme is psychological impact. The fourth theme is addressing the barriers to online learning. The results showed that although teachers encountered many obstacles such as signal factors, quotas, full memory easily, parents who were not technology-savvy, could not do evaluation, felt that they were not optimal in educating.
AI-Storylit: Interactive Digital Storybook sebagai Media Literasi Visual Berbasis Kecerdasan Buatan di Sekolah Dasar Alfiansari, Anggitya; Nurfadhilah, Findiyas Azizah; Ishartomo, Farid; Juhaevah, Fahruh; Jannah, Yunita Miftahul; Putri, Rinda Angghita
GERAM (Gerakan Aktif Menulis) Vol. 14 No. 1 (2026): GERAM (Gerakan Aktif Menulis)
Publisher : Program Studi Pendidikan Bahasa dan Sastra Indonesia FKIP Universitas Islam Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/geram.2026.27317

Abstract

Perkembangan kecerdasan buatan (Artificial Intelligence) membuka peluang besar untuk menghadirkan inovasi media pembelajaran yang lebih adaptif, interaktif, dan menarik bagi siswa sekolah dasar. Penelitian ini bertujuan untuk mengembangkan AI-StoryLIT, sebuah Interactive Digital Storybook berbasis kecerdasan buatan yang dirancang untuk memperkuat literasi visual dan kemampuan memahami bacaan siswa sekolah dasar. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Subjek penelitian melibatkan 16 siswa kelas V di SDN 1 Gondang, kecamatan Tugu, kabupaten Trenggalek, serta 2 ahli materi dan 2 ahli media sebagai validator. Hasil penelitian menunjukkan bahwa: (1) media AI-StoryLIT memenuhi kriteria kevalidan dengan kategori sangat layak berdasarkan validasi ahli media (91%) dan ahli materi (87,2%); (2) media memenuhi kriteria kepraktisan dengan kategori sangat baik berdasarkan uji coba lapangan (89,06%); dan (3) media efektif meningkatkan pemahaman membaca dengan peningkatan skor rata-rata dari 64 menjadi 82 (peningkatan 28%), nilai N-Gain 0,50 (kategori sedang), serta ketuntasan belajar mencapai 87% melampaui standar minimal 85%. Media juga efektif meningkatkan motivasi belajar siswa dengan peningkatan rata-rata sebesar 35% (kategori sedang-tinggi). Media ini terbukti layak digunakan sebagai alternatif inovatif dalam pembelajaran literasi di sekolah dasar, khususnya untuk memperkuat literasi visual dan pemahaman membaca siswa kelas V.
Efektivitas AI-Storylit dalam Meningkatkan Literasi Visual dan Computational Thinking Siswa Sekolah Dasar Jannah, Yunita Miftahul; Iktia, Garcia; Wahyuningsih, Yenik; Restiafandi, Wahyu; Batari, Andi Dinda; Hakim, Muhammad Al Furqan; Putri, Rinda Angghita
GERAM (Gerakan Aktif Menulis) Vol. 14 No. 1 (2026): GERAM (Gerakan Aktif Menulis)
Publisher : Program Studi Pendidikan Bahasa dan Sastra Indonesia FKIP Universitas Islam Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/geram.2026.27318

Abstract

Penelitian ini mengkaji pengaruh AI-StoryLIT, Interactive Digital Storybook berbasis kecerdasan buatan dengan fitur text-to-speech, image generation, dan adaptive feedback, terhadap literasi visual dan kemampuan computational thinking siswa kelas V sekolah dasar. Pendekatan kuantitatif dengan desain kuasi-eksperimen pretest-posttest control group diterapkan pada 30 siswa SDN 1 Wonocoyo yang terbagi dalam kelompok eksperimen (n=15) dan kelompok kontrol (n=15). Instrumen tes telah divalidasi ahli (87,2%), dengan analisis menggunakan uji-t independen, N-Gain, dan effect size Cohen's d. Hasil menunjukkan peningkatan signifikan pada kelompok eksperimen. Literasi visual mencapai rerata posttest 84,38 (N-Gain 0,55; sedang) dibanding kontrol 72,12 (N-Gain 0,21; rendah), dengan effect size 1,21 (besar). Computational thinking mencapai rerata 82,75 (N-Gain 0,54; sedang) dibanding kontrol 70,18 (N-Gain 0,19; rendah), dengan effect size 1,34 (besar). Peningkatan tertinggi terjadi pada indikator interpretasi dan pengenalan pola. AI-StoryLIT terbukti menjadi alternatif strategis dalam pembelajaran abad ke-21 yang integratif dan adaptif di sekolah dasar.