cover
Contact Name
Muhammad Erfan
Contact Email
muhammaderfan@unram.ac.id
Phone
+6282325653225
Journal Mail Official
jurnal@prospek.unram.ac.id
Editorial Address
Jl. Brawijaya No.22, Cakranegara Selatan, Kec. Cakranegara, Kota Mataram Nusa Tenggara Barat, Indonesia
Location
Kota mataram,
Nusa tenggara barat
INDONESIA
PROGRES PENDIDIKAN
Published by Universitas Mataram
ISSN : 27213374     EISSN : 27219348     DOI : https://doi.org/10.29303/prospek
PROGRES PENDIDIKAN merupakan jurnal yang mempublikasikan artikel-artikel hasil penelitian dan kajian studi literatur dalam bidang pendidikan dasar. Bidang pendidikan dasar ini mencakup, model pembelajaran, evaluasi pembelajaran, strategi pembelajaran, media pembelajaran dan lima mata pelajaran utama pada jenjang pendidikan dasar (IPA, IPS, Bahasa Indonesia, PPKN, dan Matematika).
Articles 231 Documents
IMPROVING THE ABILITY TO UNDERSTAND THE CONCEPT OF MULTIPLICATION THROUGH THE RME APPROACH WITH THE HELP OF THE CONGKLAK GAME FOR CLASS III ELEMENTARY SCHOOL Ummayyah, Miftakhatul; Lungdiansari, Nevananda Arica; Pratiwi, Friska Dyah Ayuk; Ermawati, Diana
PROGRES PENDIDIKAN Vol. 5 No. 3 (2024): September 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/prospek.v5i3.570

Abstract

This research was carried out because it saw a lack of optimal understanding of the concept of multiplication calculations. Objective from study This namely knowing how to increase the ability to understand the concept of calculating multiplication using (Realistic Mathematic Education) RME through the innovation of the congklak game in mathematics learning. To obtain the results of this research, the research method used was Classroom Action Research (PTK). The subjects of this research were 23 grade III students at SD 2 Klaling for the 2022/2023 academic year, consisting of 7 male students and 16 female students. The data sources for this research are students and teachers. Data collection techniques include interviews, observation, tests and documentation. Data analysis techniques are quantitative and qualitative. This research was carried out through two cycles that include four stages: planning, implementation, observation, and reflection. The research results showed that in cycle I the average score was 83.63 and 88.94 with a completion percentage of 84% and 94%, while in cycle II the average score was 95.78 with a completion percentage of 100%. In this way, it can be shown that the indicators of success have been achieved in accordance with what was expected, namely that at least 70% of students obtained a score ≥ 70.
DEVELOPMENT OF INTERACTIVE ANIMATED VIDEO LEARNING MEDIA ON ENERGY TRANSFORMATION MATERIAL FOR CLASS IV PRIMARY SCHOOL Afina, Nazzila Hasya; Irianto, Dede Margo; Aljamaliah, Syifa Nailul
PROGRES PENDIDIKAN Vol. 5 No. 2 (2024): May 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/prospek.v5i2.576

Abstract

This research is based on the use of animated video learning media which has often been one-way between the media and students without actively involving students. This research was conducted to describe the initial design, results of design development, as well as user responses to interactive animated video learning media on energy transformation material. Interactive animated video learning media was developed using the Design and Development (D&D) research method and using the ADDIE research model which includes five stages, namely analysis, design, development, implementation, and evaluation. The results of the assessment of the interactive animated video learning media that have been developed are obtained from validation questionnaire scores by material experts of 88.89% in the "very feasible" category, media experts of 91.1% in the "very feasible" category, language experts of 79.17 % in the "feasible" category, and the overall expert validation percentage was 86.39% in the "very feasible" category. The media that had been developed was then tested on users and obtained a percentage of 85.42% in the "very appropriate" category from responses from teachers, 87.96% in the "very appropriate" category from fourth grade elementary school students, and user response assessment overall 86.69% in the "very feasible" category. Based on the recapitulation of the expert validator assessment results and user responses, it shows that the interactive animated video learning media that has been developed is very suitable for use in the learning process on energy transformation material for class IV elementary schools.
IMPROVING READING COMPREHENSION ABILITY THROUGH DIFFERENTIATED LEARNING Maharatri, Kisma Arrum; Maryani, Ika; Saputri, Valynsa Milawati
PROGRES PENDIDIKAN Vol. 5 No. 3 (2024): September 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/prospek.v5i3.578

Abstract

This research aims to improve the reading comprehension skills of class III A students at SD Muhammadiyah Noyokerten through differentiated learning strategies for the 2022/2023 academic year. This type of research is Collaborative Classroom Action Research. The subjects in this research were class III A students at SD Muhammadiyah Noyokerten, totaling 17 students consisting of 07 male students and 10 female students. This research uses data collection techniques in the form of observation, interviews and tests. The data analysis technique uses qualitative and quantitative methods in the form of interactive data analysis consisting of data reduction, data presentation, and drawing conclusions. Qualitative data was obtained from interviews and observations. Meanwhile, quantitative data was obtained from the results of reading comprehension tests. The results of the implementation of cycle 1 and cycle 2 show that differentiated learning strategies can improve reading comprehension skills, the improvement is shown by 6 students or 35.29% completing the pre-action test. Then cycle 1 was carried out and the result was an increase of 11 students or 64.70%. In cycle 1 the indicators of success had not been achieved and cycle 2 was carried out. The test results in cycle 2 increased to 13 students or 76.47%.
DEVELOPMENT OF AUDIOVISUAL LEARNING MEDIA BASED ON WORDWALL APPLICATIONS TO IMPROVE LITERACY SKILLS Sakamurti, Novida Ari; Nugroho, Wahyu; Pratiwi, Diyanti Jati
PROGRES PENDIDIKAN Vol. 5 No. 3 (2024): September 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/prospek.v5i3.585

Abstract

In the world of education, teachers are required to play an important role in supporting students' learning. Efforts that can be made are using learning media. One of them is the use of audiovisual learning media to clarify the material so that learning objectives can be achieved. However, its use is often inappropriate, where in learning, student literacy is lacking and even student interest in knowledge is very low. Based on these problems, improving student literacy can be overcome using the online game learning media Wordwall. The aim of this research is to increase the literacy of fourth grade elementary school students. R&D research method the sampling technique used is purposive sampling. The sample for this research consisted of 33 fourt grades students, namely 13 students at SDN 1 Tamanan and 20 students at SDN 1 Karanganyar. the results of the paired sample t-test showed that H 0 was rejected and H a was accepted so that there were differences before and after the use of audiovisual learning media based on the wordwall game application to increase the literacy of elementary school students with the effectiveness value through the N -Gain test showing an increase, So it can be concluded that audiovisual learning media based on the wordwall game application is able to increase student literacy and is an interesting, fun, valid and practical media to be applied in the learning process in elementary schools.
GAME MEDIA BASED ON LOCAL WISDOM TO IMPROVE PRIMARY SCHOOL STUDENTS' CRITICAL THINKING ABILITIES Jatayu, Putri Dataliya; Nugroho, Wahyu; Pratiwi, Diyanti Jati
PROGRES PENDIDIKAN Vol. 5 No. 3 (2024): September 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/prospek.v5i3.586

Abstract

This research aims to analyze the effectiveness test of interactive game media using Educandy based on local wisdom to improve the critical thinking skills of class V students which include C4 (analyzing), C5 (concluding) and C6 (creating). The research method is Research and Development (RnD) with the ADDIE Model which consists of 5 stages, namely Analysis, Design, Development, Implementation and Evaluation. Data collection instruments are interviews, expert validation questionnaires, practitioner questionnaires, pre-test and post-test questions, teacher and student response questionnaires. Data analysis used Paired sample T-Test and N-Gain tests with the help of SPSS 26.00 software. The research data shows that the recapitulation of expert scores was 90.14% in the media, including the valid category, the expert practitioner results were 86.67%, including the very practical category, and the average teacher response score was 90%, while the students' results were 87.1. % which means very valid and interesting. The results of the Paired Sample T-Test and N-Gain different tests show a significance value of 0.00 or ≤ 0.05, which means there is a difference before and after the use of game media. So, it can be concluded that interactive game media uses Educandy based on local wisdom fulfills the categories of valid, practical and interesting to use in learning and is effective for improving the critical thinking skills of fifth grade elementary school students.
DEVELOPMENT OF ANDROID-BASED METAVERSE MEDIA TO IMPROVE NUMERATION LITERACY OF CLASS V STUDENTS IN PRIMARY SCHOOLS Anwar, Salma Rosyida; Nugroho, Wahyu; Pratiwi, Diyanti Jati
PROGRES PENDIDIKAN Vol. 5 No. 3 (2024): September 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/prospek.v5i3.589

Abstract

The research is motivated by the problem of mathematics learning in class V of elementary schools. It is known that students have difficulty collecting data in story form, so students' numeracy literacy is considered low. Research to determine mathematics learning problems related to numeracy literacy in grade V elementary schools. The research uses the Research and Development (RnD) method and the Lee and Owens model. The data collection techniques used were interviews, observation, media validation, materials, language, practitioners, student and teacher responses, numeracy literacy questionnaires, and test questions. The effectiveness test (N-Gain) obtained a mean of 65.4 %. So, the media is considered effective in use, so it is concluded that Android-based metaverse media can increase the numeracy literacy of fifth grade elementary school students.
USE OF DIGITAL MEDIA AND TECHNOLOGY IN THE LEARNING PROCESS BY TEACHER SDIT BAITUSSALAM Putra, Lovandri Dwanda; Hedrina, Lusy; Idam, Devi Akita; Arifa, Dian Nur
PROGRES PENDIDIKAN Vol. 5 No. 2 (2024): May 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/prospek.v5i2.608

Abstract

The world of education is currently increasingly developing. In the past, learning in schools usually used manual methods, namely teachers explained lessons in class by explaining directly to students . The aim of this research is to determine the use of digital media and technology at SDIT BAITUSSALAM. The research method used is descriptive qualitative. Media and technology in the world of education today is increasingly developing, one of which is at SDIT BAITUSSALAM. The school also has information technology-based facilities and infrastructure available . The technology at SDIT BAITUSSALAM uses computers. Learning media also plays an important role in the learning process to support smooth teaching and improve student learning outcomes . SDIT BAITUSSALAM utilizes learning media available in schools, for example maps, globes, atlases and photos of the Garuda Pancasila bird for classroom learning. Meanwhile, the technology used is LCD projectors and laptops. How to use it: Teachers usually use Kahoot and Quiziz for classroom learning . An interesting learning atmosphere at SDIT BAITUSSALAM, by using the Student Center Learning learning method teachers can invite students to be more active.
THE DEVELOPMENT OF LEARNING KITS BASED ON CAUSALITY MODEL TO IMPROVE CREATIVITY THINKING SKILLS MOMENTUM AND IMPULSE OF STUDENTS Faresta, Rangga Alif; Warodiah, Yudia Nikmatul
PROGRES PENDIDIKAN Vol. 5 No. 3 (2024): September 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/prospek.v5i3.630

Abstract

Teachers still do not fully pay attention to the creative thinking abilities of students. This is seen from the selection of models in the teaching tools used by teachers in teaching. The selection of teaching models that tend to be directed towards direct teaching results in students being less active in following physics learning. Therefore, this research aims to determine the feasibility of a causality model learning device to improve creative thinking skills on the material of momentum and impulse. This type of research includes research and development (R&D), using a 4D model design. However, in this research, only the development stage is carried out. The research procedures carried out refer to the steps of developing the 4D model, namely define, design, and develop. The developed learning device consists of a syllabus, lesson plans, and pre-tasks. Data collection is done through validation of the learning device by validators. The results of the validation of the learning device reached an average validation value of 87.50% with the criteria of very valid and the reliability score is 92.30%. Based on these results, it can be concluded that the causality model learning device to improve the creative thinking skills of momentum and impulse students is suitable to be used in learning.
IMPLEMENTATION OF KAMPUS MENGAJAR 4 PROGRAM TO EQUALIZE THE QUALITY OF BASIC EDUCATION AT FIRST SEKUNYIT PUBLIC ELEMENTARY SCHOOL Suhardiman, Arif; Liastamin, Anwar; Alambana, Bondan Muhammad; Kurniawansyah, Edy
PROGRES PENDIDIKAN Vol. 5 No. 1 (2024): January 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/prospek.v5i1.660

Abstract

The fourth teaching campus program is one of the MBKM programs from the Indonesian Ministry of Education and Culture. It was carried out by students in groups at placement schools, one at First Sekunyit Public Elementary School. The method used in this research is descriptive qualitative research, carried out by students planning and going directly to placement schools and carrying out activity programs. This program aims to help schools learn literacy and numeracy, adopt technology, and assist school administration. The result of implementing the KM4 program is that students help teach literacy and numeracy through various activity programs in the form of helping teach in class, carrying out class AKM (minimum competition assessment), numeracy literacy corner, talent interest development, and natural school. Judging from helping adapt technology, KM4 students carry out learning activities that are integrated with the use of innovative learning media. As for assisting administration, the implementation is in the form of data collection on students who receive BIP (competent Indonesian assistance) funds and orderly and organized library services. Apart from that, additional programs like group prayer activities, morning exercises, and Indonesian speeches exist.
STUDENTS’ REFLECTION ON THEIR PERSONAL AND ACADEMIC LIFE DURING EARLY COVID-19 PANDEMIC Inharjanto, Anselmus; Raharjo, Yohanes Maria Restu Dian
PROGRES PENDIDIKAN Vol. 5 No. 3 (2024): September 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/prospek.v5i3.698

Abstract

Our world has been transformed dramatically by COVID-19 Pandemic as it affected health, economy, politic, social, education, etc. The aim of this research is discovering students’ reflection toward their personal and academic life during early COVID-19 pandmic situations grounded on three zones, namely fear, learning, and growth zones. This descriptive qualitative survey research used questionnaires to gather the data from 187 freshmen in a university in Palembang. The data were analyzed and interpreted by using a thematic analysis consisting of six steps, namely (1) familiarizing with the data, (2) generating initial codes, (3) searching for themes, (4) reviewing themes, (5) defining and naming themes, and (6) producing the report. The research results show that students reflected on their personal and academic life differently when it was reflected based on the three zones. There were also some factors influencing the reflection, namely the transition between senior high school and university and the typically online learning process demanding autonomous learning. Finally, the research suggests that, alongside the society, students might learn how to move gradually one zone to another in order to overcome this global crisis. Therefore, covid-19 pandemic should be perceived then as a lesson learnt.