Ramiatun
Universitas PGRI Ronggolawe Tuban

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UPAYA MENINGKATKAN HASIL BELAJAR MATEMATIKA PECAHAN SENILAI MELALUI MEDIA BLOK PECAHAN PADA PESERTA DIDIK KELAS IV UPT SD NEGERI SIDOMULYO 2 Ramiatun
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Order
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.6514

Abstract

Penelitian ini dilakukan untuk meningkatkan hasil belajar peserta didik pada mata pelajaran matematika pokok bahasan pecahan senilai melalui media blok pecahan kelas IV UPT SD Negeri Sidomulyo 2 Tuban. Penelitian Tindakan Kelas digunakan dalam penelitian ini. Sejumlah 7 peserta didik yang terdiri dari 4 peserta didik laki-laki dan 3 peserta didik perempuan menjadi subjek penelitian. Pelaksanaan penelitian dilakukan dalam 2 silkus, setiap siklus terdiri dari 2 kali pertemuan dimana pada pertemuan ke-2 diadakan tes evaluasi hasil belajar peserta didik. Antusias peserta didik saat pembelajaran berlangsung mengalami peningkatan, terbukti pada hasil observasi aktivitas peserta didik siklus I mencapai 62,5% dan siklus II mengalami kenaikan sebesar 91,6%. Aktivitas pendidik dalam pembelajaran juga mengalami kenaikan, kenaikan tersebut berdasarkan aktivitas pendidik siklus I yang awalnya mencapai hasil 89,2% kemudian bertambah menjadi 96,4%. Pada siklus I pendidik menggunakan media blok pecahan dengan satu bentuk saja sebagai media pembelajaran, hasil belajar peserta didik yang menuntaskan pokok bahasan yaitu 28,6%. Kemudian pada siklus II pendidik menggunakan media blok pecahan dengan tiga bentuk berbeda, hasil belajar peserta didik yang menuntaskan pokok bahasan mencapai 100%. Hal ini menunjukkan peningkatkan yang cukup tinggi yaitu 71,4%. Berdasarkan data yang telah didapat, disimpulkan bahwa pemanfaatan media blok pecahan dalam pelajaran matematika pada topik pecahan senilai di kelas IV UPT SD Negeri Sidomulyo 2 Tuban efektif meningkatkan hasil belajar siswa
PENERAPAN GAME DRAG AND DROP UNTUK MENINGKATKAN HASIL BELAJAR IPAS MURID KELAS IV SD Ramiatun; Tabitha Sri Hartati W.; Karjono
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 Nomor 02, Juni 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.14627

Abstract

This study aims to improve the learning outcomes of the Social Sciences (IPAS) topic of My Role and Duties in the School and Community Environment through the Drag and Drop Game media for fourth-grade students of UPT SD Negeri Kutorejo 3 Tuban. This study uses the Classroom Action Research (CAR) method of the Kemmis and McTaggart model which is implemented in two cycles. The research subjects were 26 students consisting of 11 male students and 15 female students. Data collection techniques were carried out through observation, interviews, tests, and documentation. Data were analyzed descriptively quantitatively and qualitatively. The results of the study showed an increase in student learning outcomes in each cycle. In the pre-cycle stage, the average student learning outcome was 49.3 with a learning completeness of 19.2%. In the first cycle, the average learning outcome increased to 53.8 with a learning completeness of 26.9%. Furthermore, in the second cycle, the average learning outcome increased to 90 with a learning completeness reaching 92.3%. In addition to improving learning outcomes, the use of the Drag and Drop Game media also increased student activity, motivation, and involvement during the learning process. Thus, the Drag and Drop Game is effective in improving the science learning outcomes of fourthgrade elementary school students.
PEMANFAATAN CANVA AI SEBAGAI INOVASI PEMBUATAN MEDIA PEMBELAJARAN INTERAKTIF BAGI GURU SEKOLAH DASAR Nanang Subrobo; Nanum Sovia; Niko Haslam; Nur Azizah Putri F; Prisma Yusdinar; Ramiatun; Tabitha Sri Hartati; Karjono; Susy Hapsari
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 03, September 2026 Published
Publisher : STKIP Subang

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

Abstract

The development of Artificial Intelligence (AI) has created new opportunities for teachers to design more interactive, creative, and student-centered learning media. However, the implementation of AI in elementary schools remains limited due to teachers' insufficient digital competencies and the lack of professional training. This community service program aimed to enhance elementary school teachers' digital competencies in utilizing Canva AI as an innovative tool for developing interactive learning media. The program was conducted at UPT SD Negeri Kutorejo 3, Tuban Regency, involving all teachers through workshops, hands-on training, and mentoring activities. Program effectiveness was evaluated using pre-tests, post-tests, observations, documentation, and participant response questionnaires. The results indicated a significant improvement in participants' competencies, with the average score increasing from 129 in the pre-test to 143.3 in the post-test, representing an 11.1% improvement. A total of 77.8% of participants improved their scores, while all participants successfully developed AI-assisted learning media, including interactive presentations, instructional illustrations, and educational games ready for classroom implementation. The combination of practical training and intensive mentoring effectively improved teachers' digital literacy, creativity, and confidence in integrating AI technology into teaching practices. Therefore, Canva AI training can serve as an effective strategy for supporting digital transformation in education and improving the quality of learning in elementary schools.