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Implementasi Model PBL berbasis Culturally Responsive Teaching dalam Meningkatkan Hasil Belajar IPAS Siswa Sekolah Dasar Nurul Hidayah; Kharisma Eka Putri; Novi Rohmawati
Jurnal Simki Postgraduate Vol 4 No 1 (2025): Volume 4 Nomor 1 Tahun 2025
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v4i1.1099

Abstract

This study aims to improve student learning outcomes on the material "My Pride, My Region" through the application of the Problem Based Learning (PBL) model based on Culturally Responsive Teaching (CRT) in class V SDN Gayam 1. The study used the Classroom Action Research (CAR) method which was implemented in two cycles. Each cycle consists of the planning stage, action implementation, observation, and reflection. The subjects of the study were 27 students of class V, consisting of 12 males and 15 females. Cycle I used the PBL model with large group discussions, while in cycle II more effective small group discussions were applied, accompanied by learning media in the form of cultural videos, LKPD, and mini projects. The instruments used were observation sheets to measure student involvement and focus and written tests to measure cognitive learning outcomes. The results showed that student learning completeness in cycle I only reached 59.3% or 16 out of 27 students met the Minimum Completion Criteria (KKM). After improvements were made in cycle II, learning completeness increased significantly to 85% or 23 students achieved KKM. In addition to improving learning outcomes, students' active involvement and self-confidence also increased significantly.
Peningkatan Hasil Belajar Siswa Kelas 6 pada Materi Bumi dalam Bahaya melalui Video Ajar dengan Model Discovery Learning di SDN Gayam 1 Siti Yuliana; Kharisma Eka Putri; Novi Rohmawati
Jurnal Simki Postgraduate Vol 4 No 1 (2025): Volume 4 Nomor 1 Tahun 2025
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v4i1.1131

Abstract

Education is one of the important elements to form the quality of human resources. Education is a demand that given to children in order to find all the natural strengths that children have so that children are able to achieve the highest safety and happiness both as humans and members of society. Based on the results of observations on grade 6 students of SDN Gayam 1, it can be seen that there are several problems in the learning process. Through observation and interviews, it is known that ineffective learning can lead to poor learning outcomes. Through video teaching media in the Discovery Learning model, it is hoped that it can help students find existing problems and then compare them with their experiences. From improving learning through classroom action research that has been applied to improve the learning outcomes of grade 6 students on the material of the earth in danger through teaching videos with the Discovery Learning model of SDN Gayam 1, it can result in an increase in student activity so that there is also an increase in student learning outcomes. In cycle 1 there was an increase with the percentage of student learning outcomes completion being 64.1%. In cycle 2, the percentage of student learning outcomes completion was 85.5%. So, it can be concluded that the application of the Discovery Learning model using video teaching media can improve the activeness and learning outcomes of grade 6 students at SDN Gayam 1.
Peningkatan Hasil Belajar Siswa Kelas IV SDN Gayam 1 Kota Kediri melalui Model Teams Games Tournament berbantuan Kartu Domino pada Materi Pengukuran Luas dan Volume Faridhotuz Zulfa; Kharisma Eka Putri; Novi Rohmawati
Jurnal Simki Postgraduate Vol 4 No 3 (2025): Volume 4 Nomor 3 Tahun 2025
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v4i3.1152

Abstract

The purpose of this study was focused on efforts to improve the Mathematics learning outcomes of fourth-grade students. Thus, the study was directed at finding ways to optimize student learning outcomes. This step was implemented through the implementation of the Teams Games Tournament (TGT) model combined with the use of domino cards as a medium. The research subjects consisted of 28 students and was carried out in two cycles using quantitative methods. The findings of this study showed a positive development in student learning outcomes. In other words, student learning outcomes improved after the research was conducted. Learning completeness, which was initially only 7.1% in the pre-action stage, increased to 89.2% in cycle I. Furthermore, in cycle II, the completeness reached 97%. The average student score showed an increase, namely from 67.8 initially to 90.3. In other words, there was a significant increase in student learning outcomes. In conclusion, the implementation of the TGT model assisted by domino cards was able to have a positive impact on improving student learning outcomes.