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Rahmat Rudianto
Institut Al Azhar Menganti Gresik

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Pengembangan Bahan Ajar Berbasis Majalah Dengan Pendekatan Model Problem Based Learning Untuk Meningkatkan Berpikir Kritis Siswa Kelas V DI MI Roudlotus Shibyan Beton Menganti Gresik Windah Dwi Komaroh; Rahmat Rudianto; Nuru Agustin
InsightEd Vol. 1 No. 1 (2025): Inovasi Pembelajaran
Publisher : Konsorsium Pengetahuan Innoscientia (KOPINNOS)

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  This study aims to develop magazine-based teaching materials using the Problem Based Learning (PBL) approach to enhance critical thinking skills among fifth-grade students at MI Roudlotus Shibyan Beton Menganti Gresik. The background of the research stems from the lack of engaging and contextual teaching media and students' low critical thinking skills due to monotonous learning materials. This research adopts the ADDIE development model, which includes five stages: analysis, design, development, implementation, and evaluation. Data collection instruments include observation, interviews, questionnaires, and pretest–posttest assessments. Validation results showed that the teaching material was categorized as reasonably feasible to highly feasible, with average validator scores of 60% and 91%. Implementation results revealed positive student responses, with a practicality score of 83.5% and an increase in critical thinking from an average score of 35.75 to 84.25. These findings are supported by theories and prior studies emphasizing the effectiveness of PBL in fostering critical thinking skills. In conclusion, the magazine-based teaching materials integrated with the PBL approach are effective in enhancing student engagement and critical thinking in IPAS subjects.
Pengembangan Model Problem Based Learning Pada Penggunaan Game Kahoot Untuk Meningkatkan Berpikir Kreatif Siswa Kelas III SD Miftahul Ulum Menganti Gresik Nur Izzumaroh Septiana; Rahmat Rudianto; Nurul Agustin
InsightEd Vol. 1 No. 1 (2025): Inovasi Pembelajaran
Publisher : Konsorsium Pengetahuan Innoscientia (KOPINNOS)

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The low creative thinking skills of third-grade students at SD Miftahul Ulum Menganti Gresik serve as the background for this research. Observations and interviews with teachers revealed that learning was still conventional, lacked interactive media, and did not adequately stimulate student creativity. This study aims to develop a Problem Based Learning (PBL) model integrated with the Game Kahoot to enhance students’ creative thinking skills. This research is a development study using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Data were collected through observation, questionnaires, pretest and posttest, and interviews. Validation results from experts indicate that the learning tools, including Kahoot media and teaching modules, are categorized as “Highly Feasible” with a feasibility percentage of 93%–95%. The trial results show a significant improvement in students’ creative thinking, with mastery learning increasing from 9% (pretest) to 100% (posttest), and the average score rising from 47.7 to 90. Students' responses to the media were also very positive, with an average practicality score of 94.6%. Thus, the PBL model based on Game Kahoot is proven to be feasible, practical, and effective for use in IPAS learning to enhance creative thinking in elementary students.
Penerapan Metode Mind Mapping Untuk Meningkatkan Kemampuan Berpikir Kreatif Siswa Kelas III MI Tarbiyatul Ulum Pengampon Menganti Gresik Nur Hayya Romadhoni; Nurul Agustin; Ria Resti Fauziah; Rahmat Rudianto; Ainul Fithriyah
InsightEd Vol. 1 No. 2 (2026): Inovasi Pendidikan dan Pembelajaran
Publisher : Konsorsium Pengetahuan Innoscientia (KOPINNOS)

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This study aimed to improve the creative thinking ability of third-grade students at MI Tarbiyatul Ulum Pengampon Menganti Gresik through the implementation of the Mind Mapping method. The research employed Classroom Action Research (CAR) conducted in two cycles, each consisting of planning, implementation, observation, and reflection stages. The participants were 20 third-grade students. Data were collected through observations of teacher and student activities, creative thinking tests, interviews, and documentation. Data analysis was carried out using qualitative descriptive and quantitative techniques. The results showed an improvement in teacher activity from 60.2% in Cycle I to 82.0% in Cycle II, and student activity increased from 52.7% to 82.3%. In addition, students’ creative thinking abilities—covering fluency, flexibility, originality, and elaboration—also improved significantly in Cycle II. These findings indicate that Mind Mapping effectively helps students organize information visually, understand conceptual relationships, and develop ideas more creatively. Therefore, the Mind Mapping method is appropriate as an innovative learning strategy to enhance creative thinking skills among lower-grade students in Islamic elementary schools.
Implementasi Model Pembelajaran PBL (Problem Based Learning) Berbasis Fenomenologi Pada Pembelajaran IPAS Untuk Meningkatkan Berpikir Kritis Siswa Madrasah Ibtidaiyah Asmaul Fauziyah; Nurul Agustin; Ria Resti Fauziah; Rahmat Rudianto; Ainul Fithriyah; Muhammad Luthfi Efendi
InsightEd Vol. 1 No. 2 (2026): Inovasi Pendidikan dan Pembelajaran
Publisher : Konsorsium Pengetahuan Innoscientia (KOPINNOS)

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The main problem in science and social studies (IPAS) learning at elementary schools is the low level of student engagement and the lack of critical thinking skills due to the dominance of conventional teaching methods. This study aims to improve students’ learning activities and outcomes through the implementation of the Problem Based Learning (PBL) model. The research method used was Classroom Action Research (CAR) with the Kemmis & McTaggart model, carried out in two cycles, each consisting of planning, action, observation, and reflection. The subjects were 37 fourth-grade students of MI Miftahul Huda Gempol Kurung Menganti Gresik in the 2025/2026 academic year. Data were collected through observation, tests (pretest and posttest), and documentation, and analyzed both qualitatively and quantitatively. The results showed an improvement in teacher activity from 77.63% to 90.78%, and student activity from 75.52% to 88.15%. The average pretest score increased from 62.8% to 75.4%, while the posttest score rose from 71.3% to 82.2%. The percentage of students achieving mastery also improved significantly from 43.2% in cycle I to 83.7% in cycle II. Thus, the implementation of PBL proved effective in enhancing students’ learning activity, engagement, and critical thinking skills in IPAS learning at the elementary school level.
Penerapan Model Pembelajaran Kooperatif Tipe Make A Match Untuk Meningkatkan Hasil Belajar Siswa Kelas IV Di MI Miftahul Ulum Betiting Cerme Gresik Isnatil Fadhila; Ainul Fitriyah; Nurul Agustin; Ria Resti Fauziah; Muhammad Luthfi Efendi; Rahmat Rudianto
InsightEd Vol. 1 No. 2 (2026): Inovasi Pendidikan dan Pembelajaran
Publisher : Konsorsium Pengetahuan Innoscientia (KOPINNOS)

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Abstract

The Make a Match cooperative learning model is an innovation of the cooperative learning model that emphasizes collaboratively finding pairs of question and answer cards to create an active and enjoyable learning atmosphere. The problem of this research is the low learning outcomes and activeness of fourth-grade students at MI Miftahul Ulum Betiting Cerme Gresik due to teacher-centered learning. This study aims to improve student learning outcomes through the application of the Make a Match model. The method used is Classroom Action Research (CAR) in two cycles which include the planning, implementation, observation, and reflection stages. The research subjects were 20 students in the 2024/2025 academic year. Data collection techniques used tests, observations, interviews, and documentation, then analyzed descriptively quantitatively and qualitatively. The results showed an increase in the average score from 60.5 in the pretest to 72.0 in cycle I and 82.4 in cycle II. The percentage of learning completeness increased from 10% to 50% and reached 85%. Thus, the Make a Match model is effective in improving student learning outcomes, participation, and interaction.