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Keefektifan Model Interaksi Sosial Role Playing berbantuan Media Dussmart terhadap Sikap Sosial Siswa Kelas III SD Ana Muttabiah; Kartika Yuni Purwanti
Jurnal Papeda: Jurnal Publikasi Pendidikan Dasar Vol. 5 No. 2 (2023): Jurnal Papeda: Jurnal Publikasi Pendidikan Dasar
Publisher : Universitas Pendidikan Muhammadiyah Sorong

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

Abstract

Penelitian ini dilakukan untuk mengetahui keefektifan model interaksi sosial Role playing berbantuan dussmart terhadap sikap sosial siswa. Penelitian yang digunakan adalah pendekatan kuantitatif dengan jenis metode eksperimen yaitu Quasi Experimental Design dengan bentuk desain Nonquivalent Control Group. Lokasi Penelitian adalah di SD Negeri Ungaran 01. Populasi yang digunakan dalam penelitian adalah seluruh kelas III SDN Ungaran 02. Dan sampel untuk kelas III A sebagai kelas kontrol dan III B sebagai kelas Eksperimen. Teknik dan instrumen pengumpulan data yang digunakan adalah angket, observasi, wawancara dan dokumentasi. Teknik analisis data menggunakan Uji Independent Sample T-Test, Regresi Linier Sederhana, dan Uji Paired Sample T-Test. Hasil dari penelitian ini adalah (1) Terdapat perbedaan sikap sosial siswa dengan penggunaan model interaksi sosial Role playing berbantuan dussmart yang dibuktikan dari Uji Independent Sample T-Test dengan melihat signifikansi 0,006 < 0,05, (2) Terdapat pengaruh penggunaan model interaksi sosial Role playing berbantuan dussmart yang dibuktikan dari Uji Regresi Linier Sederhana dengan signifikansi 0,000 < 0,05 dan (3) Terdapat peningkatan sikap sosial siswa yang dibuktikan dari Uji Paired Sample T-Test dengan signifikansi 0,000 < 0,05. Dari hasil penelitian, dapat disimpulkan bahwa model interaksi sosial Role playing berbantuan dussmart efektif dalam meningkatkan sikap sosial siswa kelas III Sekolah Dasar.
KEEFEKTIFAN MODEL INKUIRI TERBIMBING BERBANTUAN VIDEO INTERAKTIF TERHADAP KEMANDIRIAN BELAJAR SISWA KELAS V SD NEGERI JATIJAJAR Sari, Bunga Septiana; Purwanti, Kartika Yuni
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol 8, No 2 (2025): May 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i2.3180

Abstract

Abstract: The aim of this study was to ascertain whether the guided inquiry model, with the aid of interactive video, increased the level of learning independence among grade V students at SDN Jatijajar 01. This study was designed using a quasi-experimental methodology. With samples of grade V students from SDN Jatijajar 01 and SDN Jatijajar 02, the study's population consisted of SDN Jatijajar students. Questionnaires, observation sheets, unstructured interviews, and documentation were among the methods utilized to collect data. The Normality Test, Homogeneity Test, Independent Sample T-test, Simple Linear Regression Test, and Paired Sample T-test were among the data analysis methods employed. The findings of this investigation show that: (1) With the help of interactive videos, students' learning independence varies in the guided inquiry approach. H0 is rejected while Ha is accepted based on the Independent Sample T-test findings, which indicate a significance value of 0.001 <0.05. (2) Students' learning independence is impacted by the guided inquiry model with interactive video assistance. The significance value, which is 0.001 <0.05, indicates that Ha is accepted and H0 is rejected. (3) Using guided inquiry models with the use of interactive films increases students' learning freedom. With a significant value of 0.001 <0.05 from the paired sample t-test, Ha is accepted and H0 is denied. It is clear that the interactive video-assisted guided inquiry methodology works well to help pupils at Jatijajar 01 State Elementary School become more independent learners. Keyword: Guided Inquiry; Interactive Video; Learning Independence. Abstrak: Tujuan penelitian adalah untuk mengidentifikasi tingkat kemandirian belajar yang meningkat melalui penggunaan model inkuiri terbimbing berbantuan video interaktif oleh siswa kelas V di SDN Jatijajar 01. Penelitian ini dilakukan dengan populasi siswa SDN Jatijajar, dengan sampel siswa kelas V dari SDN Jatijajar 01 dan SDN Jatijajar 02. Desain penelitian ini adalah Quasi Eksperimen. Angket, wawancara tidak terstruktur, lembar observasi, dan dokumentasi adalah metode pengumpulan pada data. Analisis data juga menggunakan uji normalitas, homogenitas, uji sampel T bebas, uji regresi pada linier sederhana, dan uji sampel T berurutan. Penelitian ini menemukan bahwa: (1) Terdapat perbedaan dalam kemandirian belajar siswa dalam model inkuiri terbimbing berbantuan video interaktif. Hasil Uji Sampel pada Independen T juga menunjukkan bahwa nilai signifikansi 0.001 di bawah 0,05 menunjukkan bahwa H0 ditolak dan Ha diterima, (2) Terdapat juga pengaruh model inkuiri pada terbimbing berbantuan video interaktif terhadap kemandirian belajar siswa, dan (3) Terdapat peningkatan dalam kemandirian belajar siswa dalam model inkuiri terbimbing berbantuan video interaktif. Dengan nilai signifikansi 0.001 < 0,05, uji sampel ganda t menunjukkan bahwa H0 ditolak dan Ha juga diterima. Model inkuiri terbimbing berbantuan video interaktif meningkatkan kemandirian belajar siswa SD Negeri Jatijajar 01. Kata kunci: Inkuiri Terbimbing; Video Interaktif; Kemandirian Belajar. 
Pengenalan Game Edukasi Android Sebagai Penunjang Perkembangan Kognitif Anak Suryani, Ela; Purwanti, Kartika Yuni
Aksiologiya: Jurnal Pengabdian Kepada Masyarakat Vol 3 No 2 (2019): Agustus
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/aks.v3i2.1486

Abstract

Community service activities performed in PKK Payungan Village, Kaliwungu District Semarang Regency help to parents understand educational games android decent child consumed. Educational games to support cognitive development of children so that parents must understand the various types of educational game applications, how to choose the right educational game, and how to install on the phone The implementation method used was presentation, demonstration, practice, brainstorming, and sharing about educational game to PKK Payungan Village. This activity is done through three stages: 1) socialization, 2) mentoring, 3) monitoring and evaluation.The results of the implementation of this activity was : 1) understanding educational games android as supporting the cognitive development of children in very good category. This is indicated by the percentage of achievement indicators of educational games (96%), choosing educational games (89%), installing educational games (93%), and implementing educational games (86%); 2) get positive response seen from indicator attendance reaches 93% of target and enthusiastic participant during activity from beginning to end of activity. The final goal of the introduction of educational games was IT literacy parent so as to be able to monitor their children in using mobile phones especially when playing games.  
Pendampingan Penggunaan Aplikasi Smartdle Untuk Meningkatkan Karakter Kreatif Siswa Sekolah Dasar Purwanti, Kartika Yuni; Putra, Lisa Virdinarti; Mujiyono, Sri
Jurnal Masyarakat Madani Indonesia Vol. 2 No. 3 (2023): Agustus
Publisher : Alesha Media Digital

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59025/js.v2i3.105

Abstract

Pengabdian ditujukan kepada Siswa Kelas 4 SDN Jubelan 01 Kecamatan Sumowono Kabupaten Semarang. Masalah yang dihadapi mitra adalah belum adanya penguatan pendidikan karakter pada siswa, kurangnya karakter kreatif siswa, serta guru belum menggunakan media berbasis aplikasi yang mampu meningkatkan karakter kreatif siswa. Metode yang digunakan adalah sosialisasi,demonstrasi dan praktik penggunaan aplikasi smartdle, pendampingan penerapan aplikasi smartdle dalam pembelajaran, serta monitoring dan evaluasi. Hasil dari pelatihan ini peserta kegiatan telah mengalami peningkatan pengetahuan danketerampilan dengan rata-rata 92%, yaitu penguatan pendidikan karakter siswa sebesar 98%, peningkatan karakter kreatif siswa sebesar 85% serta kemampuan guru dalam mengembangkan media pembelajaran berbasis digital sebesar 93%. Oleh karena itu, hasil kegiatan pendampingan penggunaan aplikasi smartdle ini dapat dikatakan berhasil dalam kategori sangat baik. Program pengabdian berupa penguatan pendidikan karakter perlu terus diupayakan. Melalui penerapan pembiasaan literasi di sekolah, maka penguatan karakter siswa akan terbentuk dengan sendirinya
Implementasi Program Hidroponik dalam Menanamkan Jiwa Kewirausahaan Siswa SD Suryani, Ela; Purwanti, Kartika Yuni; Hawa, Anni Malihatul
Jurnal Pengabdian Masyarakat Progresif Humanis Brainstorming Vol 6, No 1 (2023): Jurnal Abdimas PHB : Jurnal Pengabdian Masyarakat Progresif Humanis Brainstormin
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/japhb.v6i1.4580

Abstract

Kesadaran siswa SDN Susukan 04 Kecamatan Ungaran Timur Kabupaten Semarang belum nampak untuk mendaur ulang limbah botol plastik menjadi produk yang bermanfaat bagi lingkungan sebesar 90%. Selain itu, siswa di SDN Susukan 04 belum dibekali kegiatan yang menumbuhkan jiwa kewirausahaan di sekolah. Apabila permasalahan yang terjadi di SDN Susukan 04 tidak segera dikaji maka siswa tidak memiliki jiwa kewirausahaan sebagai bekal di masa depannya. Oleh karena itu, pendampingan program hidroponik dapat dijadikan salah satu alternatif untuk menanamkan jiwa kewirausahaan kepada siswa sejak dini. Program hidroponik merupakan aktivitas menanam yang dijalankan dengan menggunakan air sebagai medium untuk menggantikan tanah. Metode yang digunakan adalah community development melalui tahapan : 1) awal (persiapan dan pengenalan); 2) inti (pelaksanaan pendampingan); 3) akhir (monitoring dan evaluasi). Hasil PkM ini menunjukkan siswa kelas VI SDN Susukan mampu melakukan daur ulang gelas mineral bekas menjadi media tanam hidroponik. Siswa tidak lagi membuang limbah botol plastik namun siswa mampu memanfaatkannya menjadi produk yang bermanfaat bagi lingkungan. Selain itu, terdapat perubahan pemahaman dan perilaku yang dimiliki oleh siswa. Pemahaman hidroponik yang dimiliki siswa meningkat sebesar 81.24% (semula 7.06% menjadi 88.3%). Karakter jiwa kewirausahaan yang dimiliki siswa juga mulai nampak sebesar 84.5% setelah dilaksanakannya pendampingan program hidroponik.
Pengaruh model pembelajaran project based learning berbantuan mind mapping terhadap kreativitas siswa kelas v SDN Ungaran 01 Pitaloka, Diah; Kartika Yuni Purwanti
TRIHAYU: Jurnal Pendidikan Ke-SD-an Vol 10 No 2 (2024): Trihayu: Jurnal Pendidikan Ke-SD-an
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/trihayu.v10i2.15750

Abstract

Penelitian dilakukan untuk mengetahui pengaruh model pembelajaran project based learnig berbantuan mind mapping terhadap kreativitas siswa. Penelitian ini menggunakan kuantitatif metode eksperimen (Quasi experiment Design) bentuk Nonquivalent Control Group. Populasi pada penelitian ini adalah seluruh siswa kelas V SD Negeri Ungaran 01. Sedangkan untuk sampel pada penelitian ini adalah kelas VB dan kelas VC.Teknik pengumpulan data yang digunakan angket, observasi dan dokumentasi. Teknik analisis data menggunakan uji normalitas, uji homogenitas, Uji Independent Sample T-Test dan uji Regresi Linier Sederhana. Hasil penelitian menunjukkan: (1) Terdapat perbedaan kreativitas siswa melalui penggunaan model pembelajaran project based leaning berbantuan mind mapping yang dibuktikan dengan taraf signifikansi 0,000 < 0,05 pada kelas kontrol dan untuk kelas eksperimen taraf signifikasnin 0,000 < 0,05 dengan menggunakan uji independent sample t-test. (2) Terdapat pengaruh penggunaan model project based learning berbantuan mind mapping terhadap kreativitas siswa, dibuktikan dengan taraf signifikansi 0,000 < 0,05 menggunakan uji regresi linier sederhana. Kesimpulan penelitian yaitu terdapat pengaruh penggunaan model pembelajaran project based learning berbantuan mind mapping terhadap kreativitas siswa sangat efektif.
Pengaruh model pembelajaran inkuiri terbimbing berbantuan media puzzle hero terhadap kemampuan berpikir kritis siswa SD Negeri 2 Sukorejo Syafitri, Nisrina Irra; Purwanti, Kartika Yuni
TRIHAYU: Jurnal Pendidikan Ke-SD-an Vol 10 No 3 (2024): Trihayu: Jurnal Pendidikan Ke-SD-an
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/trihayu.v10i3.17374

Abstract

This study aims to determine the effect of students' critical thinking skills through the application of the guided inquiry learning model assisted by the hero puzzle media. This study used a quantitative method of experimental type with a pretest-posttest control group design. The population in this study were fifth grade students at SDN 02 Sukorejo. In collecting data, this study uses test techniques, questionnaires and documentation. Data analysis techniques used the normality test, homogeneity test, and regression test. The results showed that there was an influence of the guided inquiry learning model assisted by the hero puzzle media on students' critical thinking skills. This is proven by a significance level of 0.00 <0.05, which means that Ho is rejected and Hi is accepted. So it can be concluded that the guided inquiry learning model using puzzle hero media can influence students' critical thinking skills.
Keefektifan model pembelajaran scramble berbantuan media big book terhadap kemampuan membaca permulaan siswa SD Negeri Gondoriyo Aprillia, Nindya Silvy Wahyu; Purwanti, Kartika Yuni
Trihayu: Jurnal Pendidikan Ke-SD-an Vol 11 No 1 (2024): Trihayu: Jurnal Pendidikan Ke-SD-an
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/trihayu.v11i1.17700

Abstract

This study aims to determine the effectiveness of the scramble learning model aided by the media big book on the reading ability. This type of research is experimental with the form of a nonequivalent control group design. The population in this study was all students of SD Negeri Gondoriyo, and the sample were class IA and IB. Data collection techniques are test and non-test techniques. Test techniques use pretest and posttest while non-test techniques use anchor, observation, and documentation. Data analysis techniques by normality test, homogeneity test, independent sample t-test, simple linear regression test, and paired sample t-test. The results of the study show: (1) There is a difference in SD Negeri Gondoriyo students early reading ability with use of a big book media-aided scramble learning model, with a significance score of 0,002 < 0,05 (2) There is an effect of SD Negeri Gondoriyo students’ initial reading ability with the use of a scramble learning model, with a significance score of 0,011 and 0,000 < 0,05 (3) There is an increased ability to read early SD Negeri Gondoriyo students with the use of a big book media-enabled scramble learning model, with a significance score of 0,000 < 0,05.
Pengaruh model C.I.R.C berbantuan media komik literasi terhadap kemampuan membaca pemahaman siswa kelas III di SD Negeri Wirogomo 01 Dariyanto, Alfin; Purwanti, Kartika Yuni
Trihayu: Jurnal Pendidikan Ke-SD-an Vol 11 No 2 (2025): Trihayu: Jurnal Pendidikan Ke-SD-an
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/trihayu.v11i2.18493

Abstract

Reading is a complex skill that involves a series of other smaller skills. The aim of this research is to determine the differences and influences on students' reading comprehension abilities through the use of the CIRC model assisted by comic literacy at SD N Wirogomo 01. The experimental research design that will be used in this research is the Quasy Experiment Design with the type The One Group Pretest-Posttest Design. The sample in this study was all class III students at SD Negeri Wirogomo 01 totaling 30 and SD Wirogomo 02 totaling 22 students. The results of the research show that there is a difference between students' reading abilities assisted by the CIRC model assisted by comics at SD Wirogomo 01. The results of the unstandardized coefficient are 7.232, that if there is comic media (x) then the reading comprehension consistency value (y) is 7.232. The regression coefficient figure is 0.385. This figure means that for every 1% addition of comic media (x), reading comprehension (y) will increase by 0.385. It can be concluded that HO is rejected and Ha is accepted, which means that there is an influence between the CIRC model assisted by comics on the reading comprehension of class III students. Wirogomo 01 Elementary School.
Pengaruh Model Pembelajaran Project Based Learning Berbantuan Media Ruinmahi Terhadap Pemahaman Konsep Siswa Sekolah Dasar Maya Miftahul Ulum; Hesti Yunitiara Rizqi; Kartika Yuni Purwanti
Innovative: Journal Of Social Science Research Vol. 5 No. 2 (2025): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v5i2.18511

Abstract

Learning strategies and innovations in teaching and learning activities are lacking, which contributes to students' lack of conceptual understanding. The purpose of this study is to ascertain how the project-based learning approach, with the aid of Ruinmahi media, affects the conceptual comprehension of third-grade elementary school pupils. This study employs a purposive sample design and a quasi-experimental research design. Tests, specifically the pretest and posttest, are used in data collection procedures. Techniques for gathering non-test data include documentation, questionnaires, unstructured interviews, and observation. Validity, reliability, difficulty, discriminatory power, normalcy, homogeneity, hypothesis testing with independent sample t-tests, and basic linear regression tests are some of the methods used to collect data. The study's findings show that the experimental class, which used the project-based learning approach with the help of ruinmah media, and the control class, which used the project-based learning model alone, had significantly different conceptual understandings. The experimental class's conceptual comprehension average is 82.36 points greater than the control class's, which is 72.36 points lower. Furthermore, with a R square value of 0.619, or 61.9%, the project-based learning paradigm with Ruinmahi's assistance has an impact on students' conceptual knowledge. This demonstrates that students' conceptual knowledge may be enhanced by 61.9% using the project-based learning methodology with the help of Ruinmahi media. The study's findings suggest that the project-based learning approach, with the use of Ruinmahi media, can enhance third-grade elementary school pupils' conceptual comprehension.