Journal Universitas Pasundan
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PENGEMBANGAN MEDIA MAGNETIC PUZZLE MUATAN SISTEM PENCERNAAN SISWA KELAS V SD NEGERI 72 PALEMBANG
Students\u27 difficulties in understanding the material in IPAS subjects, especially in abstract material, as well as the lack of utilization of learning media on abstract material, are the background of this research. With this background, this research aims to make it easier for students to understand the material. This study aims to produce magnetic puzzle media that is valid and practical. The method used in this research is the ADDIE model (Analyze, Design, Development, Implementation and Evaluation). The ADDIE model is one of the models in developing a product so that it can be used in the learning process. The results of this study show that students\u27 needs for learning media with an average of three indicators of material difficulty, learning media needs and learning methods obtained a percentage of 73.94%. And three aspects to assess the validity, namely the validity of the media, material and language with a validity value of 88.63% which shows a very valid category. Followed by a one to one evaluation trial which obtained a practicality value of 90.66% and a small group evaluation trial which received a value of 90.2% with a very practical category. Therefore, the development of magnetic puzzle media can be declared valid and practical
PENINGKATAN HASIL BELAJAR IPA KELAS V MATERI EKOSISTEM MENGGUNAKAN MODEL PEMBELAJARAN PROJECT BASED LEARNING
This research aims to describe the improvement in learning outcomes in thematic learning about ecosystems, especially about the relationship between ecosystem components and food chains in the surrounding environment, using the Project Based Learning (PJBL) model for class V students at SD Daarul Quran Tangerang. This research uses a classroom action research design carried out through two cycles. The research subjects were 25 class V students. Data collection techniques were carried out through observation, tests and documentation. Data analysis techniques use planning, implementation, observation and student reflection data. The research results show that the application of the PJBL model can improve thematic learning outcomes regarding ecosystems, especially regarding the relationship between ecosystem components and food chains. In the pre-cycle of 25 students, only 10 students (40%) completed while 15 students (60%) did not complete. In cycle I, out of 25 students, only 15 students (60%) achieved learning completeness, while 10 students (40%) had not yet completed it. In cycle II, the number of students who completed increased to 22 students (88%), with 3 students (12%) still not completing. So, it is concluded that the application of the Project Based Learning (PjBL) model can improve thematic learning outcomes regarding ecosystems, especially the relationship between ecosystem components and food chains in the surrounding environment
STUDI PENERAPAN STANDAR KOMPETENSI LULUSAN DI SDN KALONGAN 01 UNGARAN TIMUR
This research aims to describe the application of graduate competency standards at SDN Kalongan 01 Ungaran Timur, based on (a) affective, (b) cognitive, (c) psychomotor aspects. The research subjects were school principals, teachers and staff employees. Seen at SDN Kalongan 01: (1) Students are not serious when praying (cognitive aspect) showing that students do not understand religious teachings, (2) Students are not yet responsible (affective aspect) seen when many students still break the rules, and (3) there are still many who cannot operate a computer (psychomotor aspect). After the research was carried out using observation, interviews and documentation. Then qualitative descriptive data analysis was carried out using the Miles and Huberman Interactive technique. The research results show that the implementation of graduate competency standards at SDN Kalongan 01 is good. It is proven in the education quality report that affective and cognitive competencies have been achieved well. However, the psychomotor aspect needs to be developed further
PENINGKATAN HASIL BELAJAR MATEMATIKA KELAS IV MENGGUNAKAN MODEL TEAM GAMES TOURNAMENT (TGT)
This research aims to determine the improvement in mathematics learning outcomes regarding multiplication and division of decimal numbers using the Team Games Tournament (TGT) model in class IV students at SD Negeri 01 Klegen. This type of research is PTK. The research design uses the Kimmis and Mc Taggart model. The writing results show that the Team Games Tournament (TGT) model can improve Mathematics learning outcomes for class IV SD Negeri 01 Klegen. The increase in learning outcomes can be seen from the number of students who achieve the KKTP. In pre-action, students who achieved KKTP were 48.27%, in cycle I students who achieved KKTP increased to 72.41%, in cycle II it increased to 82.75% of class IV students who met the criteria for achieving learning objectives. In terms of process, it shows that the quality of the learning process has increased, as seen from students who are more active, communicative, confident and the learning atmosphere is more enjoyable
PENGEMBANGAN MEDIA PEMBELAJARAN MENGGUNAKAN WORDWALL BERBASIS PBL PADA MATA PELAJARAN IPAS KELAS V SDN DARMOREJO 01
Basically, this science lesson contains a lot of material and long explanations that must be memorized. Teachers can utilize learning media simultaneously with the learning process. The main aim of this research is to develop learning media using wordwalls in science subjects. This research method is Research and Development (R&D) by applying the ADDIE model which includes analysis, design, development, implementation and evaluation. Learning media testing was carried out at SDN Darmorejo 01. The validity test of the material obtained a result of 93.3% with a very feasible category. The media validity test obtained a result of 90% with a very feasible category. The language validity test obtained a result of 97.7% in the very appropriate category. The results of the teacher questionnaire obtained results of 88% in the very good category. Then the average result of the questionnaire for 15 students was 90.8% in the very good category. Thus it can be concluded that the learning media using wordwall is good and suitable for use in schools
PENGEMBANGAN INSTRUMEN TES UNTUK MENGUKUR KEMAMPUAN BERPIKIR TINGKAT TINGGI PADA MATA PELAJARAN MATEMATIKA SEKOLAH DASAR
This study aims to produce a test instrument to measure students\u27 higher order thinking skills in the field of mathematics to produce a test instrument to measure problem solving skills by looking at the development procedure and the quality of the developed mathematical problem solving test instrument. The type of research used is the development of test instruments to measure mathematical problem solving skills. The test subjects in this study were fifth grade students of Banjar Agung 2 State Elementary School, Serang City, totaling 30 students. Based on the results of the trials conducted, it was found that: (1) the math problem solving test instrument has been said to be "valid" because based on the CVR results, namely 1 and meets the criteria, namely ≥0.99 and CVI, namely 1 with a very suitable category or is in the range of 0.68-1.00 (2) the math problem solving test instrument has been said to be reliable with a value of 0.76 with a high category, and is in the range of 0.60 <r11<0, 80 (3) the math problem solving test instrument has a fairly good difficulty level, namely 50% of the questions have a good difficulty level then the average difficulty level obtained is 0.59 with a moderate category, which is in the range of 0.31-0.70 (4) the math problem solving test instrument has a good differentiating power 100% of the questions meet the criteria for differentiating power and the average differentiating power obtained is 0.38 with a sufficient category or in the range Dp>0.2. Thus the math problem solving test instrument in the form of High Order Thinking Skill has good quality
PENINGKATAN HASIL BELAJAR PESERTA DIDIK PADA PEMBELAJARAN PENDIDIKAN PANCASILA MENGGUNAKAN MODEL PROBLEM BASED LEARNING ELEMEN KEBHINNEKAAN TUNGGAL IKA DI KELAS V SDN 04 PAUH KOTA PADANG
This study aims to describe the improvement of Pancasila Education learning outcomes by using the Problem Based Learning (PBL) model in class V SDN 04 Pauh Padang City. This research applies the type of Classroom Action Research (PTK) using qualitative and quantitative approaches. The subjects in this study were teachers (researchers) and students totaling 27 students consisting of 10 men and 17 women. The results of this study showed an increase in: a) teaching module cycle I with an average of 85.41% (Good) and cycle II 95.83% (Very Good b) implementation on the aspect of the teacher cycle I with an average of 82.92% (Good) and cycle II 92.85% (Very Good), while the implementation on the aspect of students cycle I with an average of 82.92% (Good) and cycle II 92.85% (Very Good), c) assessment of students in improving learning outcomes in cycle I obtained 74.82% and cycle II with an average of 87.19%. Based on these results it can be concluded that the Problem Based Learning (PBL) model can improve the learning outcomes of Pancasila Education in class V
PENGGUNAAN MODEL PROJECT BASED LEARNING (PJBL) UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK PADA PEMBELAJARAN BAHASA INDONESIA DI KELAS III SEKOLAH DASAR
Students at elementary school age must be equipped with skills, not just focusing on knowledge. However, learning in schools is still rarely carried out by hands-on practical activities. Even though practical activities will have an impact on learning outcomes. This study aims to describe the increase in learning outcomes of students through the application of project-based learning in Indonesian subjects in class III SDN 02 Pandean. This type of research is classroom action research. Data collection techniques by way of observation, interviews, and tests. The results of this research show that the average learning outcomes of students in pre cycle was 66.55, cycle I was 80.69, and cycle II was 85.17 in the good category. The percentage of students\u27 learning completeness increased from 58.62% to 86.21%. Thus, the application of the project-based learning (PjBL) model can improve the learning outcomes of students in Indonesian learning in class III SDN 02 Pandean
PENGARUH MEDIA PEMBELAJARAN WORDWALL TERHADAP KEMAMPUAN BERPIKIR KREATIF SISWA PADA MATA PELAJARAN IPAS KELAS IV UPTD SD INPRES LASIANA KOTA KUPANG
This research aims to determine the effect of wordwall learning media on students\u27 creative thinking abilities in class IV science and science subjects at UPTD SD Inpres Lasiana, Kupang City. The research method used is quantitative with a pre-experimental design approach, one group pretest-posttest design type. The sample in this study were students of class IV B UPTD SD Inpres Lasiana, Kupang City. Data collection techniques in this research are observation, tests and documentation. Data analysis techniques in this research are normality test, homogeneity test and hypothesis test. The results of this research show that there is a significant influence in the use of wordwall learning media on the creative thinking abilities of class IV students in the UPTD UPTD science subject at SD Inpres Lasiana, Kupang City. This is proven by the results of hypothesis testing using a paired sample t-test with a significance level of 0.05, obtaining a sig (2-tailed) value of 0.000 < 0.05, which means H0 is rejected and Ha is accepted
PENGARUH MEDIA AUDIO VISUAL POWTOON TERHADAP KEMAMPUAN PEMECAHAN MASALAH DITINJAU DARI SELF-EFFICACY PADA SISWA SMP
Penelitian ini bertujuan untuk mengetahui Pengaruh Media Audio Visual Powtoon Terhadap Kemampuan Pemecahan Masalah Ditinjau Dari Self-Efficacy Pada Siswa SMP ( Studi Pada Materi Matematika Kelas VIII SMP Negeri 2 Sungguminasa). Jenis penelitian yang digunakan pada penelitian ini adalah jenis penelitian kuantitatif dengan pendekatan ekperimen metode Pre-Experimental design dengan one group pretest-posttest design. Teknik analisis yang digunakan adalah kuantitatif. Data dianalis dengan statistik Deskriptif & Inferensial dengan bantuan SPSS. Berdasarkan hasil penelitian dan analisis Terhadap Kemampuan Pemecahan Masalah Ditinjau Dari Self-Efficacy Pada siswa melalui analisis statistic deskriptif sebelum menggunakan media Audio Visual Powtoon nilai hasil pretest yaitu 61,49 dan nilai hasil posttest yaitu 88,15 Hasil uji hipotesis diperoleh hasil bahwa angket model pembelajaran dan kreativitas belajar berpengaruh dan dapat disimpulkan bahwa H1 diterima dan Ho ditolak. Sehingga penggunaan media pembelajaran Audio Visual Powtoon berpengaruh positif terhadap Kemampuan Pemecahan Masalah Ditinjau Dari Self-Efficacy peserta didik SMP Negeri 2 Sungguminasa Kabupaten Gowa