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PEMANFAATAN PERMAINAN TRADISIONAL ENGKLEK SEBAGAI MEDIA PEMBELAJARAN GEOMETRI KELAS II DI SDN 01 KALIKUNING Andhika Fajar Nugraha; Sugiyono; Suryatin
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7638

Abstract

This study aims to describe the use of traditional engklek games as a geometry learning medium for second-grade students at SDN 01 Kalikuning, as well as to determine the obstacles faced in using traditional engklek games as a geometry learning medium. The type of research used is qualitative research. Descriptive research aims to describe or explain a phenomenon based on existing facts systematically, factually, and accurately. This study focuses on the use and obstacles of traditional engklek games as a geometry learning medium for second-grade students at SDN 1 Kalikuning. Data were obtained from observation, interviews, and documentation. The data analysis technique used is Miles and Huberman with three activities, namely, data reduction, data display, and conclusion drawing/verification. The results of the study show that traditional engklek games are proven to be an effective learning medium for lower-grade students, able to provide concrete learning experiences that are appropriate to their cognitive development stage. The use of traditional engklek games as a geometry learning medium for second-grade students at SDN 1 Kalikuning found several obstacles. Namely related to classroom conditioning carried out outdoors, the open environment causes distractions such as noise and other student activities that interfere with students' focus and concentration.
Analysis of Fourth Grade Elementary Students’ Mathematical Problem-Solving Abilities Dita Nurdianti; Sugiyono; Suryatin
STEAM Journal For Elementary School Education Vol. 1 No. 02 (2025): STEAM Journal for Elementary School Education
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/sjese.1.02.2025.1

Abstract

The purpose of this study is to describe students’ mathematical problem-solving abilities and to identify the factors that influence them. This research is a qualitative study with a descriptive approach conducted at SDN 1 Mendolo Kidul, with fourth-grade students and their teacher as research subjects. Data were collected using tests, interviews, and documentation. The validity of the data was ensured through source triangulation and technique triangulation. The data were analyzed using the Miles and Huberman model, which includes data reduction, data display, and conclusion drawing. The results show that students in the high category tend to apply all problem-solving steps correctly, while those in the medium category still make mistakes in some steps. In contrast, students in the low category make errors in almost all of the steps. The factors that influence students’ mathematical problem-solving abilities include experiential, affective, and cognitive factors. The results of this study can serve as a reference for teachers in designing more effective learning strategies to improve students’ mathematical problem-solving abilities. In addition, the findings can assist schools in developing remedial programs tailored to students’ ability levels. This study also contributes to providing empirical information on the variation of mathematical problem-solving abilities at the elementary school level and the influencing factors, which can serve as a reference for further research in this field.
Kartu Nusantara Cinta Indonesia: Media Edukatif Untuk Mengenalkan Keragaman Budaya pada Siswa SDN Menadi Hana Fadlilah; Lina Erviana; Suryatin
Journal of Education Technology Information Social Sciences and Health Vol. 5 No. 2 (2026): September 2026
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/jetish.v5i2.8954

Abstract

Pembelajaran keragaman budaya di SD Negeri Menadi telah memanfaatkan berbagai metode dan media penunjang seperti poster serta ular tangga budaya. Meskipun mendapat respon positif dan antusias dari siswa, tetapi penggunaan media tersebut belum optimal karena berfokus pada hafalan dan pengulangan informasi yang disampaikan guru. Oleh karena itu, diperlukan adanya pengembangan media pembelajaran baru untuk mengenalkan dan memberikan pengalaman belajar sambil bermain. Penelitian ini bertujuan untuk, 1) Mengetahui kelayakan media Kartu Nusantara Cinta Indonesia (KUNCI) untuk mengenalkan keragaman budaya pada siswa kelas VI SD Negeri Menadi, dan 2) Mengetahui respon guru serta siswa kelas VI SD Negeri Menadi terhadap penggunaan media Kartu Nusantara Cinta Indonesia (KUNCI) dalam pembelajaran. Peneliti menggunakan metode Research and Development (R&D) dengan prosedur pengembangan ADDIE (Analyze, Design, Development, Implementation, dan Evaluation). Penggunaan metode dan prosedur pengembangan ADDIE menunjukkan alur yang sitematis dan dapat dipertanggungjawabkan keabsahannya. Subjek penelitian adalah siswa kelas VI SD Negeri Menadi sebanyak 6 siswa pada tahap uji coba dan 17 siswa pada tahap uji lapangan. Hasil temuan pada penelitian menunjukkan bahwa media Kartu Nusantara Cinta Indonesia (KUNCI) memenuhi kriteria, yaitu: 1) Hasil validasi ahli media memperoleh rata-rata presentase 85% dengan kategori “Sangat Layak”, sedangkan validasi ahli materi memperoleh rata-rata presentase 89% dengan kategori “Sangat Layak”. 2) Hasil uji coba produk memperoleh presentase 98% dengan kategori “Sangat Baik”, dan mengalami peningkatan pada hasil uji lapangan memperoleh presentase 100% dengan kategori “Sangat Baik”. Hasil observasi peneliti dan wawancara respon guru menunjukkan bahwa media pembelajaran Kartu Nusantara Cinta Indonesia (KUNCI) mampu mengenalkan keragaman budaya Indonesia kepada siswa melalui kegiatan belajar sambil bermain. Media Kartu Nusantara Cinta Indonesia (KUNCI) membantu siswa mengembangkan sikap menghargai perbedaan budaya dan menciptakan suasana belajar yang aktif, menyenangkan, dan bermakna.
Penerapan Model Pembelajaran Berbasis Game Domatika (Domino Matematika) dalam Menumbuhkan Minat Belajar Matematika Siswa Fase C MIM Gembuk II Nova Ayuningtyas; Suryatin; Afid Burhanuddin
Scholarly Journal of Elementary School Vol 6 No 2 (2026): Scholarly Journal of Elementary School
Publisher : PGSD STKIP PGRI Pacitan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21137/sjes.2026.6.2.6

Abstract

This study aimed to describe the implementation of the Domatika (Mathematics Domino) game-based learning model in fostering mathematics learning interest among Phase C students at MIM Gembuk II. This research employed a qualitative approach, with data collected through observations, interviews, and questionnaires. The research subjects consisted of two teachers and eight students involved in the mathematics learning process. The findings revealed that the implementation of the Domatika game was able to create a more active, interactive, and enjoyable learning environment. Based on the observation results, students appeared more enthusiastic, actively engaged in discussions, and more focused on solving mathematical problems through the game. The interview results indicated that both teachers and students responded positively to the use of the Mathematics Domino game, as it helped students understand mathematical concepts more easily. In addition, the questionnaire results showed an increase in students’ learning interest, which was reflected in their enjoyment, attention, and active participation during the learning process. Therefore, the implementation of the Domatika game-based learning model can serve as an effective alternative learning strategy for fostering students’ interest in learning mathematics.