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Peningkatan Hasil Belajar Siswa dengan Penerapan Model Problem Based Learning (PBL) pada Mata Pelajaran Pendidikan Pancasila dan Kewarganegaraan Kelas V SD Negeri 64 Banda Aceh Noviyanti, Inda Mutia; Tursinawati; Herdiana
Mozaic : Islam Nusantara Vol. 11 No. 1 (2025): Mozaic: Islam Nusantara
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Nahdatul Ulama Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47776/mozaic.v11i1.1540

Abstract

The research aims to improve student learning outcomes by using the PBL model in Pancasila and Citizenship Education subjects. This research is a Classroom Action Research model by Kemmis and Mc. Taggart. The research method used includes four stages, namely planning, action, observation and reflection. The subjects of this research were 16 class V students at SD Negeri 64 Banda Aceh in the odd semester of the 2023/2024 academic year, consisting of 9 boys and 7 girls. The data collection techniques used were written tests, observation and documentation. The data collection instruments used were diagnostic assessment, pretest and posttest, observation sheets, and documents. The data analysis technique used is quantitative descriptive. Based on the research, the results of student evaluations, which initially had an average score of 63% in the pre-cycle, experienced an increase in the average score in the first cycle by 67% and in the second cycle the average score was 81%. This shows an increase in learning outcomes for class V students at SD Negeri 64 Banda Aceh by using the PBL learning model which is characterized by student activity.
PERAN GURU DALAM PROGRAM MERDEKA DI SD NEGERI 2 MEUREUDU Maulidani Putri; Sulaiman; Tursinawati
Cendikia: Jurnal Pendidikan dan Pengajaran Vol. 2 No. 4 (2024): Cendikia: Jurnal Pendidikan dan Pengajaran
Publisher : Cendikia: Jurnal Pendidikan dan Pengajaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.572349/cendikia.v2i4.1237

Abstract

Guru penggerak diharapkan dapat menjadi peran penting dalam pencapaian membangun program merdeka belajar dalam menggerakkan sekolah. Pada program merdeka belajar guru diharapkan dapat memimpin inovasi pembelajaran sesuai dengan kebutuhan siswa, memanfaatkan teknologi dalam pembelajaran, mengembangkan kreativitas siswa, dan berkolaborasi antar guru dan pihak terkait untuk meningkatkan kualitas pembelajaran. rumusan masalah dalam penelitian ini yaitu bagaimana peran guru penggerak dalam program merdeka belajar di SD Negeri 2 Meureudu?. Penelitian ini bertujuan untuk mendeskripsikan peran guru penggerak dalam program merdeka belajar di SD Negeri 2 Meureudu. Pendekatan yang digunakan dalam penelitian ini adalah pendekatan kualitatif dengan jenis penelitian deskriptif. Penelitian ini dilakukan di SD Negeri 2 Meureudu dengan subjek penelitian ini 2 orang guru penggerak. Data dikumpulkan melalui observasi dan wawancara yang dianalisis dengan cara mereduksi data, penyajian data, dan penarikan kesimpulan/vertifikasi. Berdasarkan hasil analisis data, peran guru penggerak dalam program merdeka belajar seperti mendorong peningkatan kepemimpinan siswa, mengelola pembelajaran dengan teknologi, menjadi penggerak komunitas belajar, menjadi pendamping pengembangan pembelajaran, dan membuka ruang diskusi dan kolaborasi terlaksana dengan baik.
PENGARUH MODEL LEARNING START WITH A QUESTION (LSQ) BERBANTU MEDIA GAME TERHADAP HASIL BELAJAR MATERI DAERAHKU DAN KEKAYAAN ALAMNYA DI KELAS IV SD NEGERI 1 RIMO Aisah, Nofitri; Husin , Muhammad; Tursinawati
Cendikia: Jurnal Pendidikan dan Pengajaran Vol. 2 No. 6 (2024): Cendikia: Jurnal Pendidikan dan Pengajaran
Publisher : Cendikia: Jurnal Pendidikan dan Pengajaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.572349/cendikia.v2i6.1647

Abstract

Penelitian ini dilatar belakangi oleh seorang guru hanya memberikan informasi pembelajaran secara utuh dan lisan, tanpa memberikan kesempatan kepada siswa untuk merekonstruksi pengetahuan mereka sendiri. Maka dari itu siswa tidak ikut berperan aktif pada saat proses pembelajaran berlangsung sehingga siswa tidak ada yang bertanya dan mengemukakan pendapat di kelas yang menyebabkan lingkungan kelas menjadi kaku dan bosan yang berpengaruh pada hasil belajar yang diperoleh oleh siswa. Penelitian ini bertujuan untuk mengetahui Pengaruh Model Learning Start With A Question Berbantu Media Game Terhadap Hasil Belajar IPAS Materi Daerahku dan Kekayaan Alamnya di Kelas IV SD Negeri 1 Rimo. Penelitian ini menggunakan pendekatan kuantitatif metode eksperimen dengan jenis penelitian Quasi Eksperimental Design dengan desain Non-equivalent Control Group Design. Pengambilan sampel menggunakan teknik purposive sampling dengan jumlah sampel sebanyak 66 siswa SD Negeri 1 Rimo tahun ajaran 2023/2024 yaitu 34 siswa IVA kelas eksperimen dan 32 siswa IVB kelas kontrol. Data dikumpulkan menggunakan soal tes objektif untuk mengukur hasil belajar pada materi daerahku dan kekayaan alamnya. Hasil penelitian menunjukkan adanya peningkatan hasil belajar siswa setelah melakukan pembelajaran menggunakan model LSQ berbantu media game wordwall dengan hasil belajar siswa berdasarkan rata-rata nilai posttest untuk kelas eksperimen sebesar 73,82 dan kelas kontrol sebesar 62,84. Adapun hasil uji hipotesis menggunakan uji Man-Whitney hasil Sig (2-tailed) sebesar 0.010 < 0,05. Hal ini berarti menunjukkan bahwa terdapat perbedaan nilai posttest yang signifikan antara kelas eksperimen dan kelas kontrol. Hal ini dapat disimpulkan bahwa terdapat pengaruh model Learning Start With A Question (LSQ) berbantu media game terhadap hasil belajar IPAS materi daerahku dan kekayaan alamnya di kelas IV UPTD SPF SD Negeri 1 Rimo
Pengaruh Model Pembelajaran Project Based Learning Tehadap Hasil Belajar IPAS Pada Materi Sistem Pernapasan Dikelas V SD Negeri Lampeuneurut. Rahmia, Fifi; Tursinawati; Mislinawati
Cendikia: Jurnal Pendidikan dan Pengajaran Vol. 2 No. 6 (2024): Cendikia: Jurnal Pendidikan dan Pengajaran
Publisher : Cendikia: Jurnal Pendidikan dan Pengajaran

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

Abstract

Pada pembelajaran IPAS guru dituntut untuk menggunakan model-model yang menarik, yang mampu meningkatkan hasil belajar siswa. Pembelajaran yang hanya berpusat pada guru seringkali menyebabkan siswa merasa bosan, mengantuk, dan tidak aktif selama proses pembelajaran berlangsung. Hal tersebut dapat terlihat dari sikap siswa yang hanya menunggu informasi pengetahuan dari guru saja. Salah satu model yang efektif untuk mengatasi masalah tersebut adalah dengan menggunakan model pembelajaran Project Based Learning. Tujuan penelitian ini untuk mengetahui adanya pengaruh model pembelajaran Project Based Learning terhadap meningkatkan hasil belajar IPAS pada materi sistem pernapasan pada kelas V SD Negeri Lampeuneurut. Metode yang digunakan adalah Kuasi Eksperimen (Quasi Eksperimental). Penelitian ini menggunakan dua kelas sampel, yaitu kelompok eksperimen dan kelompok kontrol.. Hasil rata-rata analisis data kuantitatif menunjukkan ketercapaian hasil belajar siswa pada pretest 61,16 dan posttest 88.33. berdasarkan pengujian Hipotesis statistic dengan Uji-t (∝= 0,05) Penguji menunjukkan hasil bahwa hipotesis yang dihasilkan sebesar < 0.001 yang artinya <0,05. Dengan demikian dari Uji-t tersebut dapat disimpulkan bahwa hipotesis ini terdapat pengaruh Model Project Based Learning terhadap pemahaman konsep siswa kelas VA SD Negeri Lampeuneurut.
PENGEMBANGAN E-MODUL BERBASIS FLIP-BOOK TERINTEGRASI NILAI-NILAI KEISLAMAN PADA PEMBELAJARAN IPAS MATERI KERAJAAN ISLAM KELAS IV SD Wina Humaira; Tursinawati; Intan Safiah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.25675

Abstract

This research is motivated by the demands of the 21st century that encourage the use of technology in education and the need for learning innovations that are not only digital, but also shape the character of students through the integration of Islamic values, so that it includes the development of cognitive, spiritual, and moral aspects. The purpose of this study is to examine the process and results of the development of flip-book-based E-modules that integrate Islamic values in learning Islamic Kingdom materials for grade IV elementary school students who meet valid, practical, and effective criteria. This research uses the Research and Development (R&D) method with the ADDIE model which consists of five stages: Analyze, Design, Development, Implementation, and Evaluation. The subjects of the study were students in grades IVa and IVb of SD Negeri 2 Mata Ie, with 16 students in the small-scale test and 30 students in the large-scale test. The instruments used were validation sheets by validators, student response questionnaires, and evaluation test questions. The data analysis technique used in this study uses descriptive qualitative analysis consisting of validity analysis, practicality analysis, and effectiveness analysis. The results of the study showed that the E-module developed met the criteria very valid with the validation results of material experts of 93.04% with the criterion of "Excellent" and the validation of media experts of 94% with the criterion of "Excellent". The e-module was also declared practical based on the student response questionnaire on the small-scale test of 94.19% with the criterion of "Excellent" and the wide scale of 96.07% with the criterion of "Excellent". In addition, the E-module is quite effective, as evidenced by 100% of students obtaining scores above the Minimum Completeness Criteria (KKM) in small-scale and large-scale trials.
PENGINTEGRASIAN KEYAKINAN AGAMA PADA PEMBELAJARAN IPA DI SEKOLAH DASAR Tursinawati; Ari Widodo; Wahyu Sopandi; Hasbi Amiruddin
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 11 No. 3 (2022): June
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v11i3.8864

Abstract

Up to now the integration of religion and science in the implementation of learning is often neglected. Whereas, these two aspects are part of the curriculum and educational objectives. The study in this article is aimed to examine the integration of religious beliefs in achieving the knowledge on natural science teaching and learning that is applied by elementary school teachers so far. The research method is a case study with the elementary school teacher as the research subject. The sources of data are observations, interviews, and questionnaires. The data analysis technique used is descriptive quantitative for the questionnaire and analyzed to in-depth qualitative data entirely. The findings showed that up to now elementary school teachers have integrated religious beliefs and science by relating the verses of the Al-Qur'an to the natural science learning materials, but they rarely integrated students' religious beliefs in achieving scientific knowledge in natural science learning. Teachers have often difficulties integrated religious and scientific beliefs in applying methods, time management, and teaching and learning materials. Teachers sometimes applied teaching strategies such as motivating students, giving apperception and using the methods to integrate the religious beliefs into natural science learning. The teachers have not ever applied any assessment yet related to the religious beliefs in natural science learning. Students are sometimes active to be involved in the discussion and question and answer session about the religious beliefs in achieving their science and knowledge in natural science learning class. The integration of religious beliefs in natural science learning should be implemented explicitly in order to make these two aspects become a unified whole curriculum.
PENGARUH MEDIA FLASHCARD BERBASIS AUGMENTED REALITY TERHADAP HASIL BELAJAR PESERTA DIDIK PADA MATERI ORGAN PENCERNAAN MANUSIA KELAS V SD NEGERI 1 PAGAR AIR Dwi Sartika; Mislinawati; Tursinawati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42685

Abstract

This research was motivated by the low learning outcomes of students in the human digestive organs subject in fifth grade at SD Negeri 1 Pagar Air, which is caused by the lack of use of engaging and innovative learning media. The use of appropriate learning media is expected to help students understand the material more easily and improve learning outcomes. One such media is Augmented Reality-based flashcards, which can display objects realistically and interactively. This study aims to determine the effect of using Augmented Reality-based flashcards on the learning outcomes of fifth grade students at SD Negeri 1 Pagar Air. This study used a quantitative approach with a Quasi-Experimental Design with a Pretest–Posttest Control Group Design. The research sample consisted of two classes: an experimental class using Augmented Reality-based flashcards and a control class using video learning. Data collection was conducted through learning outcome tests in the form of pretests and posttests. Data were analyzed using statistical tests. The results showed that the average pretest score for the experimental class was 46.36, increasing to 88.73 in the posttest. Meanwhile, the average pretest score for the control class was 36.52, increasing to 79.48 in the posttest. The results showed a significance value (Sig. 2-tailed) of 0.000 < 0.05, thus concluding that the use of Augmented Reality-based flashcards significantly impacted the learning outcomes of fifth-grade students at SD Negeri 1 Pagar Air on the topic of human digestive organs.
PENGARUH MODEL FLIPPED CLASSROOM BERBANTUAN MEDIA INTERAKTIF CANVA TERHADAP HASIL BELAJAR IPAS SISWA KELAS VI SD NEGERI GAROT ACEH BESAR Ainul Zahra, Cindi; Tursinawati; Hasniyati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42770

Abstract

Limited learning time with a broad scope of material and the less than optimal use of smartphones as a learning tool cause students to experience difficulties in understanding the science and natural sciences material. Learning that is still dominated by teacher explanations makes learning time less efficient and the material is not conveyed completely, thus impacting low student learning outcomes. This study aims to determine the effect of the implementation of the flipped classroom model assisted by Canva interactive media on the science learning outcomes of sixth-grade students at Garot Aceh Besar Elementary School. This study uses a quantitative approach with a quasi-experimental type through a nonequivalent control group design. The study population was all sixth-grade students, with class VI-A as the experimental class and VI-B as the control class. Data were collected through learning outcome tests in the form of pretests and posttests, then analyzed using the N-gain test, normality test, and Independent Samples t-Test. The results showed that the average learning outcomes of students in the experimental class were higher than those in the control class. The Independent Samples t-Test yielded a significance value of 0.001 < 0.05, indicating a significant effect of the flipped classroom model with the aid of Canva interactive media on the science learning outcomes of sixth-grade students at Garot State Elementary School, Aceh Besar. Thus, this learning model can be used as an alternative effective science learning strategy with the support of school facilities and infrastructure.
PENGARUH MODEL KOOPERATIF TIPE TEAMS GAMES TOURNAMENT (TGT) BERBANTUAN MEDIA ULAR TANGGA TERHADAP HASIL BELAJAR SISWA PADA MATERI GAYA DI SEKITAR KITA DI KELAS IV SD NEGERI 49 BANDA ACEH Nurul Amelia; Tursinawati; Fitri, Aida
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.43462

Abstract

The problem in this study is that the learning outcomes of fourth-grade students in the subject of force are still not optimal. The lack of application of learning models and interactive learning media causes the material not to be delivered optimally and has an impact on student learning outcomes, so it is necessary to apply a learning model that can increase student activity and understanding. This study aims to determine the effect of the cooperative learning model of the Teams Games Tournament (TGT) type assisted by snakes and ladders media on the learning outcomes of fourth-grade students in the subject of force in SD Negeri 49 Banda Aceh.The approach used in this study is a quantitative approach with a pre-experimental research type. The research design used is One Group Pretest–Posttest Design. This research was conducted in fourth-grade students of SD Negeri 49 Banda Aceh. The research sample consisted of all fourth-grade students who were used as the experimental class. The research instrument used was a test of learning outcomes of the science given before the treatment, namely the pretest and after the treatment, namely the posttest. Data analysis techniques were performed using the SPSS program, including normality tests, hypothesis testing using paired sample t-tests, The results of the hypothesis test indicate a significance value <0.05, so H₀ is rejected and Hₐ is accepted. So it can be concluded that there is a significant influence of the cooperative learning model of the Teams Games Tournament (TGT) type assisted by snakes and ladders media on student learning outcomes on the material of forces around us in grade IV of SD Negeri 49 Banda Aceh. The results of this study indicate that the cooperative learning model of the Teams Games Tournament (TGT) type assisted by snakes and ladders media can be used as an alternative to science learning to improve student learning outcomes and activity. Keywords: Kooperatif Tipe Teams Games Tournament, snakes and ladders, science learning outcomes