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Contact Name
M. Ridwan
Contact Email
mridwan@stkippgrisumenep.ac.id
Phone
+62981933011189
Journal Mail Official
mridwan@stkippgrisumenep.ac.id
Editorial Address
Jl. Trunojoyo Gedungan Sumenep
Location
Kab. sumenep,
Jawa timur
INDONESIA
Autentik : Jurnal Pengembangan Pendidikan Dasar
ISSN : 25489119     EISSN : 25491113     DOI : https://doi.org/10.36379/autentik
Autentik is a journal published by Elementary School Teacher Education (PGSD), STKIP PGRI Sumenep. This Journal aimed as media communications and informations around teaching practice and elementary education implementations from various aspect.
Articles 15 Documents
Search results for , issue "Vol 8 No 2 (2024)" : 15 Documents clear
PENINGKATAN KETERAMPILAN MENULIS SEDERHANA TERHADAP MODEL PEMBELAJARAN TEAMS GAMES TOURNAMENT BERBANTUAN PERMAINAN JEJAK KAKI KELAS I Lisa Putri Wihana; Mohammad Kanzunnudin; M. Syaffruddin Kuryanto
Autentik : Jurnal Pengembangan Pendidikan Dasar Vol 8 No 2 (2024)
Publisher : Elementary School Teacher Education (PGSD), STKIP PGRI Sumenep

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36379/autentik.v8i2.536

Abstract

The aim of this research is to determine the improvement of simple writing skills in the Teams Games Tournament (TGT) model with the help of the Footprints game in class I students at SD 2 Demaan. Using a quantitative approach with a quantitative research design, a one-group pretest-posttest design experiment. By using a saturated sampling method, this research included 26 class I students as the population. With a sample size equal to the population, namely 26 respondents. Tests, observation and documentation are the methods used to collect data in this research. The data analysis technique used in this research is the N-Gain Test. The N-Gain test obtained an average value of 0.5958, which is included in the medium category because it is in the range 0.30≤70. This shows that Ha was accepted and Ho was rejected. This is proven that the application of the Teams Games Tournament (TGT) learning model assisted by the Footprints game resulted in an increase in the simple writing skills of class I students at SD 2 Demaan. Keywords: Teams Games Tournament (TGT), Footprint Games, Simple Writing Skills
EFEKTIVITAS PENERAPAN MODEL MIND MAPPING BERBANTUAN MEDIA PUZZLE TERHADAP PENINGKATAN PEMAHAMAN KONSEP SISWA KELAS V Yunia Filiyanda; Fina Fakhriyah; Ika Ari Pratiwi
Autentik : Jurnal Pengembangan Pendidikan Dasar Vol 8 No 2 (2024)
Publisher : Elementary School Teacher Education (PGSD), STKIP PGRI Sumenep

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36379/autentik.v8i2.537

Abstract

The aim of this research is to determine the effectiveness of the mind mapping model assisted by puzzle media in helping fifth grade students understand the science concept. This research uses a quantitative experimental design, namely one group pretest-posttest. The research population consisted of 17 fifth grade students, and the sampling method used was saturated sampling. Data was collected through tests, observations, interviews and documentation. Data were evaluated by t-test. Based on research findings, the use of the Mind Mapping model with Puzzle media can increase 5th grade elementary school students' knowledge regarding science content ideas using the paired sample t test. The findings show that the calculated t value is -9.535, with a sig value of 0.00. The assessment sig value (2-tailed) is 0.00, which is smaller than the significance criterion of 0.05. Therefore, Ha is accepted and Ho is rejected. It can be said that the Mind Mapping method and Puzzle media can help students understand concepts better. Keywords: Mind Mapping Model, Concept Understanding, Puzzle Media
PENINGKATAN KREATIVITAS PESERTA DIDIK MENGGUNAKAN PENDEKATAN CULTURALLY RESPONSIVE TEACHING DENGAN MODEL PEMBELAJARAN PROJECT BASED LEARNING Ipinda Intan Saliya; Yantoro Yantoro; Misnawati S; Basyir Basyir
Autentik : Jurnal Pengembangan Pendidikan Dasar Vol 8 No 2 (2024)
Publisher : Elementary School Teacher Education (PGSD), STKIP PGRI Sumenep

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36379/autentik.v8i2.542

Abstract

This study aims to evaluate the effectiveness of Culturally Responsive Teaching and Project Based Learning approaches in improving the learning creativity of grade 4 students at SDN 42/IV Jambi City during Mathematics learning. The research was conducted using the classroom action research method, with data collected through direct observation of student learning activities during three cycles of action, as well as filling out a learning motivation questionnaire by 28 students. At the beginning of the study, only 14.2% of students had high learning creativity, 35.7% were in the medium category, and 50% had low learning motivation. Through the application of CRT approach and PjBL model, students' participation and involvement in learning increased significantly. In the final cycle, the average student learning motivation score increased from 58 to 82, indicating a consistent increase in student learning creativity. These findings show that the CRT approach and PjBL model are effective in slowly increasing students' creative learning. They also highlight how important it is to consider students' cultural context when making good and relevant learning strategies. Teachers can create an inclusive learning environment by using their cultural background as a learning resource.
BOARDGAME ULAR TANGGA BERBASIS AUGMENTED REALITY DENGAN MODEL PROBLEM BASED LEARNING UNTUK MENINGKATKAN KETERAMPILAN BERPIKIR KRITIS PADA MATERI KERAGAMAN BUDAYA Dwi Lestariningsih; Sutrisna Wibawa; Heri Maria Zulfiati
Autentik : Jurnal Pengembangan Pendidikan Dasar Vol 8 No 2 (2024)
Publisher : Elementary School Teacher Education (PGSD), STKIP PGRI Sumenep

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36379/autentik.v8i2.545

Abstract

The 21st century is the era of industrial revolution 4.0 where technology integration is very necessary in learning. One technology that can be applied in learning is Augmented Reality (AR). This research is development research (Research and Development) with the aim of producing a product in the form of an Augmented Reality Based Snakes and Ladders Board Game with a Problem Based Learning Model to Improve Critical Thinking Skills on Cultural Diversity Material. The development procedure uses the ADDIE (Analyze, Design, Development, Implementation, Evaluation) model. Data collection techniques in the preliminary study were in the form of interviews and documentation, while in implementation it was in the form of interviews, observation and documentation. The instruments in this research are interview instruments for needs analysis, media expert and material expert validation sheets, student and teacher interview instruments, and test questions. The test results show a Sig value. (2-tailed) or Two-Sided < 0.01 with a standard deviation of 4,582. This value shows that the significance level is less than 0.05, so it can be concluded that there is a significant difference between the results obtained before and after using the augmented reality-based snakes and ladders board game media. Based on this, it can be concluded that the use of the Augmented Reality-based snakes and ladders board game media is effective in increasing the achievement of learning objectives regarding cultural diversity material.
PEMBELAJARAN BAHASA INDONESIA MELALUI PROBLEM BASED LEARNING DI SANGGAR BIMBINGAN SUNGAI MULIA KUALA LUMPUR Alviyatus Sholihah; Sulistiyono Sulistiyono; Iwan Kuswandi
Autentik : Jurnal Pengembangan Pendidikan Dasar Vol 8 No 2 (2024)
Publisher : Elementary School Teacher Education (PGSD), STKIP PGRI Sumenep

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36379/autentik.v8i2.567

Abstract

Sanggar bimbingan adalah salah satu tempat pendidikan alternatif bagi non-formal untuk anak pekerja ilegal Indonesia di Negara Malaysia. Tujuan penulisan artikel disini yaitu untuk mengetahui prose belajar mengajar di SB Sungai Mulia 5 Gombak pada mata pembelajaran bahasa Indonesia dengan menerapkan model pembelajaran secara langsung menggunakan model pembelajaran problem based learning (PBL) yang dilaksanakan dengan menggunakan pendekatan kualitatif berupa studi pustaka melalui metode observasi pada kelas 2. Hasil dari penulisan artikel disini yaitu Model Pembelajaran Problem Based Learning adalah pembelajaran yang menganut system student centered agar siswa menjadi aktif dan saling memberi motivasi yang dilaksanakan secara kooperatif.. Model PBL juga memotivasi dan mendorong siswa mengetahui keahlian yang dimiliki serta mengasah karya yang dimiliki dengan melaksanakan interaksi secara baik, lacar dan benar.

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