Claim Missing Document
Check
Articles

Found 10 Documents
Search

Developing Augmented Reality-Based Flashcards to Enhance Science Literacy in Elementary Schools Angga Setiawan; Indah Yunitasari; Diyanti Jati Pratiwi; Yesita Inka Dela; Wahyu Agung Jatmiko
Pedagogia: Jurnal Ilmiah Pendidikan Vol. 17 No. 1 (2025)
Publisher : FKIP UNIVERSITAS PAKUAN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55215/pedagogia.v17i1.49

Abstract

One of the basic skills that elementary school students must have is science literacy. However, the educational attainment of primary school students in a rural location remains unfulfilled. This study aims to develop flashcard-based learning media equipped with Augmented Reality (AR) technology to improve elementary school students' science literacy. The research method used is Research and Development with the ADDIE development model. Data collection methods used questionnaires and tests, while the instruments used were validation questionnaires and pre- and post-tests. Data analysis in this study used the N-Gain test. The validation results from experts indicate that the AR-based flashcard learning media is considered fasible to be implemented in the classroom for cultivate students’ science literacy. Before conducting the hypothesis test, a prerequisite test was conducted, showing the data is normally distributed, as well as a homogeneity variance. The results of the N-Gain test showed a value that indicating an improvement of students' science literacy after using this learning media. Based on the research results, it can be concluded that flashcard-based learning media with Augmented Reality technology is effective in improving the science literacy of elementary school students.
The Effect Of Traditional Engklek Game Based On Problem Based Learning Model On Improving Crithical Thinking Ability Of Elementary School Students In Science Subjects Nisfah Lailla Handarizki; Angga Setiawan; Indah Yunitasari
JOSAR (Journal of Students Academic Research) Vol 10 No 2 (2025): September
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/pmsxqx47

Abstract

Twenty-first-century education demands a transformation in teaching strategies, with a focus on cultivating higher-order thinking skills, especially critical thinking. Observations and interviews at SD Negeri 2 Bendoagung, SD Negeri 3 Bendoagung, and SD Negeri 2 Karangrejo revealed that students' critical thinking skills are still relatively low. One of the underlying causes is the application of instructional methods that fail to sufficiently stimulate critical thinking. This study seeks to investigate the effect of incorporating traditional engklek games into a Problem-Based Learning (PBL) model on students’ critical thinking abilities in science education. The research employed a quantitative method with a quasi-experimental approach, specifically using a nonequivalent control group design. The sample was selected purposively, involving fourth-grade students from SD Negeri 2 and 3 Bendoagung as the experimental group, while students from SD Negeri 2 Karangrejo acted as the control group. Data were gathered using a critical thinking test, and analyzed using normality and homogeneity tests, followed by an independent sample t-test. Results showed a significant improvement in the experimental group, with a 46.55% increase in critical thinking performance, compared to only 11.11% in the control group. The hypothesis test produced a significance (2-tailed) value of 0.000, which is below the 0.05 threshold indicating that the integration of traditional engklek games within a PBL framework has a positive impact on students’ critical thinking skills.
The Effect Of Gallery Walk Learning Model To Improve Students' Creativity In Elementary School Fine Arts Subjects Nia Agis Susanti; Angga Setiawan; Indah Yunitasari
JOSAR (Journal of Students Academic Research) Vol 10 No 2 (2025): September
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/xt6fy347

Abstract

Teachers play a crucial role in fostering innovative and engaging learning environments to ensure that educational goals are effectively achieved. Selecting an appropriate learning model can significantly support the development of student creativity, particularly in Fine Arts, a subject that heavily relies on imagination and personal expression. The creativity levels among fourth-grade elementary students remain relatively low, as reflected in their limited ability to generate original ideas and the lack of variety in instructional models used by teachers, which are still largely traditional and project-based. This research aims to examine the impact of the Gallery Walk learning model on enhancing student creativity in Fine Arts. A quantitative approach was employed using a Quasi-Experimental method with a Nonequivalent Control Group Design. The study population included all fourth-grade students in Pule District, totaling 578 students. From this population, 82 students were selected through purposive sampling from SD Negeri 1 Joho, SD Negeri 4 Pule, and SD Negeri 2 Joho. Data were gathered through observation, interviews, and documentation, using instruments such as creativity rating scales and product assessment tools. The results of the hypothesis test, conducted using an independent samples t-test, indicated a significance value of 0.000 ≤ 0.05, demonstrating a meaningful effect of the Gallery Walk model on improving student creativity. This model has proven effective in encouraging students to express their creative ideas more fully in Fine Arts learning.
Development of Animated Comic Media Containing Local Wisdom "Learning the Culture of Dam Bagong Trenggalek" to Improve Cultural Literacy Students Grade IV Elementary School Duwi Ika Pitri Hardianti; Indah Yunitasari; Angga Setiawan
JOSAR (Journal of Students Academic Research) Vol 10 No 2 (2025): September
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v10i2.4784

Abstract

Cultural literacy is an important part of learning to support the Independent Curriculum, especially on the theme of exploring local wisdom. However, the younger generation's attention to local culture is decreasing due to modern developments. This study aims to develop an animated comic media containing local wisdom "Learning the Culture of Dam Bagong Trenggalek" to improve the cultural literacy students grade IV elementary school. The method used is Research and Development (R&D) with the ADDIE development model. The research sample consisted of 90 students from four elementary schools in Trenggalek District, namely SDN 2 Ngantru, SDN 2 Surodakan, SDN 1 Sumbergedong, SDN 3 Tamanan with a purposive sampling technique. Data collection techniques included observation, interviews, questionnaires, tests, and documentation. The validation results showed a score of 93% for media experts, 92.5% for material experts, and 92.5% for language experts, which is classified as very valid. The practitioner's assessment obtained a score of 97.5% and is classified as very practical. The effectiveness test showed an increase in pretest and posttest results of 32.5% on a field scale. The hypothesis test showed a significance value of 0.000 < 0.05. The N-Gain value of 86.12 is included in the high category. Student responses to the media reached 99.34% and were classified as very interesting. The results of the study concluded that the animated comic media containing local wisdom "Learning the Culture of Dam Bagong Trenggalek" is very valid, practical, interesting, and effective in improving the cultural literacy students grade IV elementary school.
Efektivitas Model Inkuiri Terbimbing Dalam Meningkatkan Kemampuan Problem solving Murid Kelas V Pada Pembelajaran IPAS Dila Nurfita; Indah Yunitasari; Angga Setiawan
Science and Education Journal (SICEDU) Vol 5 No 2 (2026): Science and Education Journal 2026
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/sicedu.v5i2.443

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya kemampuan problem solving murid pada pembelajaran IPAS yang masih didominasi oleh pembelajaran konvensional dan kurang memberikan kesempatan bagi murid untuk berpikir kritis serta melakukan penyelidikan. Penelitian ini bertujuan untuk menganalisis efektivitas model pembelajaran Inkuiri Terbimbing terhadap kemampuan problem solving murid kelas V pada pembelajaran IPAS. Metode penelitian yang digunakan adalah kuantitatif dengan desain kuasi eksperimen dan jenis nonequivalent control group design. Sampel penelitian terdiri dari 24 murid sebagai kelas eksperimen dan 21 murid sebagai kelas kontrol. Pengumpulan data dilakukan melalui tes kemampuan problem solving berbasis indikator Polya. Data dianalisis menggunakan uji independent sample t-test dan uji N-Gain. Hasil penelitian menunjukkan bahwa model Inkuiri Terbimbing terbukti efektif dalam meningkatkan kemampuan problem solving murid dengan nilai signifikansi sebesar 0,024 (<0,05). Rata-rata nilai kelas eksperimen meningkat dari 72 menjadi 87, sedangkan kelas kontrol dari 71 menjadi 80. Nilai N-Gain sebesar 0,5722 menunjukkan kategori sedang dengan tingkat efektivitas sebesar 57,21%. Dengan demikian, model Inkuiri Terbimbing terbukti efektif dalam meningkatkan kemampuan problem solving murid kelas V pada pembelajaran IPAS.
Efektivitas Model Problem Based Learning Dalam Meningkatkan Literasi Sains Murid Sekolah Dasar pada Materi Perubahan Lingkungan Alya Rohana; Indah Yunitasari; Angga Setiawan
Science and Education Journal (SICEDU) Vol 5 No 2 (2026): Science and Education Journal 2026
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/sicedu.v5i2.444

Abstract

Kemampuan literasi sains murid pada materi perubahan lingkungan masih belum berkembang secara optimal akibat proses pembelajaran yang cenderung berpusat pada guru dan kurang melibatkan murid secara aktif. Penelitian ini bertujuan untuk menganalisis pengaruh model Problem Based Learning terhadap kemampuan literasi sains murid kelas V pada materi perubahan lingkungan. Metode penelitian yang digunakan adalah kuantitatif dengan desain kuasi eksperimen jenis nonequivalent control group design. Penelitian melibatkan dua kelas, yaitu kelas eksperimen yang menerapkan model Problem Based Learning dan kelas kontrol yang menggunakan pembelajaran konvensional. Teknik pengumpulan data menggunakan tes pretest dan posttest berupa soal pilihan ganda yang mengacu pada indikator literasi sains. Analisis data dilakukan melalui uji normalitas, homogenitas, independent sample t-test, dan uji N-Gain. Hasil penelitian menunjukkan bahwa nilai rata-rata posttest kelas eksperimen sebesar 89 lebih tinggi dibandingkan kelas kontrol sebesar 79. Selain itu, hasil uji N-Gain memperoleh nilai 69,03% dengan kategori cukup efektif. Hasil uji hipotesis juga menunjukkan nilai signifikansi < 0,05 sehingga terdapat pengaruh signifikan model Problem Based Learning terhadap kemampuan literasi sains murid.
STRATEGI PENGUATAN BRANDING DAN DIGITALISASI PRODUK JAMUR TIRAM PADA UMKM DESA DOMPYONG Angga Setiawan; Muhammad Irwawan Siswantoro; Wahyu Agung Jatmiko; Cheryl Baharizki Adi Ulinnuha; Defita Rahmatdani; Styaning Lujeng Pangesti; Putri Aulian Nisa; Indah Yunitasari
Jurnal Mitra Dedikasi Masyarakat Vol. 3 No. 1 (2026): Edisi Juni
Publisher : Yayasan Bakti Cendekia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70305/jmdm.v3i1.199

Abstract

Pengabdian ini bertujuan untuk mengatasi permasalahan pemasaran konvensional dan lemahnya identitas produk (branding) pada UMKM jamur tiram di Desa Dompyong. Metode pelaksanaan menggunakan pendekatan Participatory Action Research (PAR) yang meliputi tahapan sosialisasi, pelatihan re-branding, dan pendampingan pemasaran digital. Kegiatan ini menghasilkan luaran berupa identitas visual baru (logo dan kemasan standing pouch berstandar ritel), akun bisnis media sosial yang aktif, serta pemahaman mitra mengenai manajemen konten. Evaluasi program menunjukkan adanya perluasan jangkauan pasar hingga ke luar Kecamatan Bendungan dan peningkatan omzet penjualan mitra. Kesimpulannya, digitalisasi dan penguatan branding efektif meningkatkan daya saing dan kemandirian ekonomi mitra di era industri 4.0.
Pengaruh Model Discovery Learning Terhadap Keterampilan Proses Sains Dalam Pembelajaran IPAS Murid Kelas IV Sekolah Dasar Rofingatul Hanifah; Indah Yunitasari; Angga Setiawan
Science and Education Journal (SICEDU) Vol 5 No 2 (2026): Science and Education Journal 2026
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/sicedu.v5i2.499

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya keterampilan proses sains murid dalam pembelajaran IPAS di sekolah dasar. Murid cenderung pasif dan belum terbiasa melakukan kegiatan ilmiah seperti mengamati, mengklasifikasi, mengukur, menafsirkan, memprediksi, dan mengomunikasikan hasil pengamatan. Penelitian ini bertujuan untuk mengetahui pengaruh penerapan model Discovery Learning terhadap keterampilan proses sains murid kelas IV sekolah dasar. Penelitian ini menggunakan pendekatan kuantitatif dengan desain Quasi Experimental Design jenis Nonequivalent Control Group Design. Populasi penelitian adalah seluruh murid kelas IV SD Islam Al-Badar tahun pelajaran 2025/2026 sebanyak 41 murid. Teknik pengambilan sampel menggunakan sampel jenuh dengan pembagian kelas eksperimen dan kelas kontrol. Teknik pengumpulan data menggunakan tes pilihan ganda dan lembar observasi. Data dianalisis menggunakan uji Independent Sample T-Test dan uji N-Gain. Hasil penelitian menunjukkan bahwa terdapat pengaruh model Discovery Learning terhadap keterampilan proses sains murid pada pembelajaran IPAS. Hal tersebut dibuktikan melalui hasil uji hipotesis yang menunjukkan nilai signifikansi 0,002 < 0,05 sehingga Ha diterima dan Ho ditolak. Dengan demikian, model Discovery Learning efektif meningkatkan keterampilan proses sains murid sekolah dasar.  
Efektifitas Media Wordwall Dalam Meningkatkan Kemampuan Berpikir Kritis Siswa Kelas IV Pada Pembelajaran IPAS Indana Kusnadia; Indah Yunitasari; Angga Setiawan
Science and Education Journal (SICEDU) Vol 5 No 2 (2026): Science and Education Journal 2026
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/sicedu.v5i2.500

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya kemampuan berpikir kritis siswa dalam pembelajaran IPAS serta penggunaan media pembelajaran yang kurang bervariasi sehingga pembelajaran cenderung berlangsung secara konvensional. Penelitian ini bertujuan untuk menganalisis efektivitas media Wordwall terhadap kemampuan berpikir kritis siswa kelas IV pada pembelajaran IPAS. Metode penelitian yang digunakan adalah kuantitatif dengan desain kuasi eksperimen dan jenis nonequivalent control group design. Sampel penelitian berjumlah 36 siswa yang terdiri dari 20 siswa kelas eksperimen dan 16 siswa kelas kontrol. Pengumpulan data dilakukan melalui tes kemampuan berpikir kritis berupa soal pilihan ganda. Data dianalisis menggunakan uji independent sample t-test dan uji N-Gain. Hasil penelitian menunjukkan bahwa media Wordwall terbukti efektif dalam meningkatkan kemampuan berpikir kritis siswa dengan nilai signifikansi sebesar 0,001 (<0,05). Rata-rata nilai kelas eksperimen meningkat dari 76 menjadi 89, sedangkan kelas kontrol dari 70 menjadi 78. Nilai N-Gain sebesar 0,5854 menunjukkan kategori sedang dengan tingkat efektivitas sebesar 58,53%. Dengan demikian, media Wordwall cukup efektif dalam meningkatkan kemampuan berpikir kritis siswa pada pembelajaran IPAS.
PENGARUH MODEL GAME BASED LEARNING TERHADAP KEMAMPUAN BERPIKIR KRITIS MURID PADA MATA PELAJARAN IPAS Anggun Leony; Indah Yunitasari; Angga Setiawan
AL-MUADDIB: Jurnal Kajian Ilmu Kependidikan Vol. 8 No. 3 (2026): Juli
Publisher : LPPM STAI Muhammadiyah Probolinggo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46773/dfc04m13

Abstract

Critical thinking skills are essential competencies in 21st-century learning. However, students' critical thinking skills in Natural and Social Sciences (IPAS) remain relatively low due to teacher-centered learning and a lack of innovative models. While prior studies heavily rely on digital games, research on non-digital Game-Based Learning (GBL) models in elementary schools is still limited. This study aimed to determine the effect of a non-digital GBL model using the 'Pos Environment Damage Challenge' media on the critical thinking skills of fifth-grade students in IPAS subjects. This research employed a quantitative approach with a quasi-experimental method and a nonequivalent control group design using intact classes. The sample consisted of 36 fifth-grade students divided into an experimental class (n=19) and a control class (n=17). Data were collected through multiple-choice tests that passed validity and high reliability tests. Data analysis involved independent sample t-tests and N-Gain tests via SPSS 27.0. The results showed that the average critical thinking score of the experimental class significantly increased from 48.00 to 82.53, whereas the control class only shifted from 49.18 to 50.12. The independent sample t-test obtained a significance value of 0.000 < 0.05, indicating that the GBL model significantly affected students’ critical thinking skills. The critical analysis confirms that the non-digital GBL model stimulates higher-order thinking skills through contextual problem-solving and peer interaction while minimizing digital cognitive overload. It concludes that the GBL model successfully enhances students' critical thinking without digital dependency.