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Penerapan PjBL Berbasis Culturally Responsive Teaching (CRT) pada Materi Presentasi: Optimalisasi Keterampilan Kolaborasi Siswa dalam Pembelajaran Informatika di SMPN 18 Malang : Penelitian Vitri Yanti; Muhammad Alfan; Ratna Agustyasari
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 2 (2025): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 2 (October 202
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i2.3242

Abstract

Penelitian ini bertujuan mendeskripsikan penerapan model Project-Based Learning (PjBL) berbasis Culturally Responsive Teaching (CRT) dalam pembelajaran Informatika pada materi presentasi untuk mengoptimalkan keterampilan kolaborasi siswa kelas VII SMP Negeri 18 Malang. PjBL memberikan pengalaman belajar aktif melalui proyek nyata, sementara CRT mengakomodasi keberagaman budaya siswa agar tercipta lingkungan belajar yang inklusif dan relevan. Penelitian ini menggunakan pendekatan studi kasus dengan subjek 32 siswa. Data dikumpulkan melalui observasi, rubrik penilaian kolaborasi, dan wawancara. Hasil menunjukkan bahwa penerapan PjBL berbasis CRT meningkatkan partisipasi aktif, tanggung jawab tim, serta kemampuan komunikasi antaranggota kelompok. Pengintegrasian nilai budaya lokal dalam proyek juga meningkatkan motivasi dan rasa dihargai siswa. Temuan ini menunjukkan bahwa kombinasi PjBL dan CRT efektif dalam membentuk pembelajaran yang kolaboratif, bermakna, dan transformatif. Guru Informatika disarankan mengembangkan pendekatan pembelajaran yang responsif terhadap keberagaman siswa.
PENINGKATAN KEMAMPUAN KOLABORASI SISWA KELAS VII PADA PELAJARAN INFORMATIKA MENGGUNAKAN MEDIA PERMAINAN ULAR TANGGA DENGAN MODEL KOOPERATIF TGT Kulsum, Ummi; Muhammad Alfan; Ratna Agustyasari; Fitriyah Ningsih; M. Shokhiful Fikri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 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.v10i02.25893

Abstract

This study aims to determine the effect of the Teams Games Tournament (TGT) cooperative learning model assisted by snakes and ladders media on the collaboration skills of junior high school students in the digital era. The TGT model groups students heterogeneously and uses tournaments as a medium for healthy competition, so it is considered effective in improving collaboration skills, one of the 21st century skills that is very much needed in the world of work and social life. This study used a quantitative design with a sample of grade VII students of SMP Negeri 18 Malang who were selected by random sampling. Data on student collaboration skills were analyzed using descriptive and inferential statistics. The results showed that the average collaboration skills of students taught with the TGT model assisted by snakes and ladders media reached 78.13% (good category), and the paired sample t-test obtained a significance of 0.000 (<0.05), so it can be concluded that the TGT type cooperative learning model assisted by snakes and ladders media has a significant effect in improving students' collaboration skills.
PENGEMBANGAN MEDIA PEMBELAJARAN SWAPMASTER UNTUK MENINGKATKAN KETERAMPILAN BERPIKIR KOMPUTASIONAL Yudhistira Wirayudha Pratama; Muhammad Alfan; Ratna Agustyasari; Kanzul Fikri Fauzi; Moh. Nur Zamzami
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 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.v10i3.29373

Abstract

Computational thinking skills are skills needed to solve various problems that arise in everyday life. Based on the international study of the Programme for Student (PISA), Indonesian students have low thinking and reasoning skills. Therefore, this study aims to develop a game-based learning media (product) called "Swapmaster", to help develop students' computational thinking skills. The method used in this study is the Research and Development (R&D) method, with the stages of the Borg and Gall model that have been adjusted to the needs of the study. These stages include 1) Research and Data Collection, 2) Planning, 3) Making a draft version of the product, 4) Initial validation test 5) Implementation of analysis (operational field test). The results of the study showed that the application of the Swapmaster learning media that had been validated by experts was able to improve students' computational thinking skills and was included in the "Good" criteria. Keywords: Learning media, Swapmaster, Computational thinking.