9 research outputs found

    Analisis Kemampuan Berpikir Kritis Matematis Berbasis Realistik

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    The purpose of this study is to describe students' critical thinking skills in realistic-based. This research is a qualitative descriptive study. The subjects of this study were students of Elementary School Teacher Education, FKIP, Satya Wacana Christian University in mathematics courses. The data collection technique in this study was a test of students' critical thinking skills. The results of the critical thinking test were analyzed by describing the students' critical thinking skills in the fraction operation. Based on the results of the study, it is known that: 1) students of elementary school teacher candidates need to improve their ability to generalize in teaching addition, subtraction and division arithmetic operations with the same denominator; 2) students need assistance and improvement in their ability to analyze the addition and multiplication count operations with the same denominator; 3)students need assistance and increase their ability to generalize to the addition and subtraction of fractions with different denominators, 4) Students need assistance in improving their ability to analyze multiplication and division counting operations on different denominators.The purpose of this study is to describe students' critical thinking skills in realistic-based. This research is a qualitative descriptive study. The subjects of this study were students of Elementary School Teacher Education, FKIP, Satya Wacana Christian University in mathematics courses. The data collection technique in this study was a test of students' critical thinking skills. The results of the critical thinking test were analyzed by describing the students' critical thinking skills in the fraction operation. Based on the results of the study, it is known that: 1) students of elementary school teacher candidates need to improve their ability to generalize in teaching addition, subtraction and division arithmetic operations with the same denominator; 2) students need assistance and improvement in their ability to analyze the addition and multiplication count operations with the same denominator; 3)students need assistance and increase their ability to generalize to the addition and subtraction of fractions with different denominators, 4) Students need assistance in improving their ability to analyze multiplication and division counting operations on different denominators

    PENGEMBANGAN MEDIA KERETA BUDAYA UNTUK MENANAMKAN KARAKTER CINTA TANAH AIR SISWA KELAS IV SD

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    This research aims to produce a learning media. The product is about “a train culture” which can be used properly as a learning material of cultural diversity to embed nationalism character for fourth grade students of SD N Golo Yogyakarta. This research’s using Research and Development (RnD) Borg and Gall model. The data resources were collected from interview, observation, and questionnaire. This product was passed planning step, validation step (by two experts), and trial steps. Final validation by material expert got average score 4,3 with ‘very high’ validity and quality. Final validation by media expert got average score 5 with ‘very high’ validity and quality. Initial field trials were conducted on 3 students and 1 teacher in class IV B, while the main field test was conducted on 12 students and 1 teacher in class IV A, SD N Golo Yogyakarta. Preliminary field testing result got average score 4,2 in teacher testing ‘very high’ validity and quality, and got average score 4,38 in student testing ‘very high’ validity and quality. Main field testing result got average score 4,8 in teacher testing ‘very high’ validity and quality, and got average score 4,36 in student testing ‘very high’ validity and quality. So, overall, this media train of culture can be used properly into a social science lessons. AbstrakPenelitian ini bertujuan untuk menghasilkan media pembelajaran Kereta Budaya (train of culture) yang layak digunakan pada materi keberagaman budaya Indonesia sebagai upaya untuk menanamkan karakter cinta tanah air bagi siswa kelas IV SDN Golo Yogyakarta. Penelitian ini merupakan penelitian pengembangan yang mengacu pada model yang dikembangkan Borg & Gall. Teknik pengumpulan data menggunakan wawancara, observasi, studi pustaka, dan angket. Teknik analisis data menggunakan statistik deskriptif kuantitatif. Hasil penelitian menunjukkan bahwa media pembelajaran Kereta Budaya layak digunakan dan mempunyai kualitas tinggi sehingga dapat digunakan di Sekolah Dasar. Hasil validasi materi memperoleh skor rata-rata 4,3 memiliki tingkat validitas dan kualitas “sangat tinggi”. Hasil validitas terakhir dari segi media, memperoleh skor rata-rata 5 (memiliki tingkat validitas dan kualitas “sangat tinggi”). Uji coba lapangan awal dilakukan kepada 3 siswa dan 1 guru kelas IVB; sedangkan uji coba lapangan utama dilakukan kepada 12 siswa dan 1 guru kelas IVA SDN Golo Yogyakarta. Hasil uji coba lapangan awal kepada guru memperoleh skor rata-rata 4,2 (tingkat validitas dan kualitas “sangat tinggi”; sedangkan kepada siswa memperoleh skor rata-rata 4,38 (tingkat validitas dan kualitas “sangat tinggi”). Hasil uji coba lapangan utama kepada guru memperoleh skor rata-rata 4,8 (tingkat validitas dan kualitas “sangat tinggi”); sedangkan kepada siswa memperoleh skor rata-rata 4,36 (tingkat validitas dan kualitas “sangat tinggi”).

    Pengaruh Model Pembalajaran Value Clarification Technique (VCT) dan Two Stay Two Stray (TSTS) terhadap Pemahaman Konsep dan Sikap Cinta Tanah Air Siswa SD Di Kecamatan Karangmoncol.

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    Penelitian ini memiliki tiga tujuan, yaitu untuk mengetahui: 1) pengaruh model VCT terhadap pemahaman konsep dan sikap cinta tanah air siswa kelas IV SD; 2) pengaruh model TSTS terhadap pemahaman konsep dan sikap cinta tanah air siswa kelas IV SD; 3) pengaruh model VCT dan TSTS terhadap pemahaman konsep dan sikap cinta tanah air siswa kelas IV SD. Penelitian ini merupakan penelitian quasi experiment dengan pola nonequivalent control group design. Populasi dalam penelitian ini adalah SDN di gugu Nusantara kecamatan Karangmoncol. Penentuan sampel penelitian menggunakan Teknik random sampling. Terpilih 3 SD di gugus Nusantara sebagai sampel penelitian. Pertimbanganya dikarenakan karakteristik siswa dan kualifikasi guru yang homogen, serta lokasi yang berdekatan. SDN 1 Karangsari menggunakan model VCT, SDN 1 Pepedan menggunakan model TSTS, sedangkan SDN 2 Baleraksa menggunakan metode ceramah. Instrumen yang digunakan untuk mengumpulkan data meliputi tes pemahaman konsep yang berupa soal uraian dan angket sikap cinta tanah air. Uji hipotesis menggunakan uji univariat dan uji multivariat. Hasil penelitian menunjukan bahwa: 1) terdapat pengaruh model VCT terhadap pemahaman konsep dan sikap cinta tanah air siswa kelas IV SD dengan taraf signifikansinya secara berurutan yaitu 0,002 dan 0,000; 2) terdapat pengaruh model TSTS terhadap pemahaman konsep dan sikap cinta tanah air siswa kelas IV SD dengan taraf signifikansinya secara berurutan 0,004 dan 0,002; 3) terdapat perbedaan pengaruh yang signifikan antara model pembelajaran VCT dan TSTS, model pembelajaran VCT lebih signifikan terhadap sikap cinta tanah air, model pembelajaran TSTS lebih signifikan terhadap pemahaman konsep

    KELAYAKAN PENGEMBANGAN MULTIMEDIA INTERAKTIF RAMAH ANAK UNTUK MENINGKATKAN KEMAMPUAN PEMAHAMAN KONSEP DAN KARAKTER CINTA TANAH AIR SISWA KELAS IV SD

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    The purpose of the research was to produce  development of  child-friendly interactive multimedia to improve the understanding of the concept and character of loving the country for fourth grade of elementary school student feasibility. The type of research that already done conducted is Research and Development through 10 stapes, 1) research and information collecting; 2) planning; 3) develop preliminary form of product; 4) preliminary field testing; 5) main product revision; 6) main field testing; 7) operasional product revision; 8) operational field testing; 9) final product revision; and 10) implementation and dissemination. The results of the research conducted show that the development of child friendly interactive multimedia products to improve the understanding of the concept and character of homeland love for grade IV elementary school students is "very feasible" to use. The following results of the validation by the expert judgement get a value of 91 from a maximum score of 100 so that it can be stated that the products developed in the category of "very feasible".The result of validation by media experts got a value of 113 from a maximum score of 128 so that it can be stated that the products developed in the category of "very feasible". Furthermore, students and teachers respond and fall into the category of "very feasible" in the development of  child-friendly interactive multimedia. ABSTRAKPenelitian ini bertujuan untuk  menghasilkan multimedia interaktif ramah anak yang layak.  Jenis penelitian yang sudah dilaksanakan yaitu penelitian dan pengembangan atau Research and Development (R&D) yang melalui 10 tahap yaitu: 1) penelitian dan pengumpulan informasi; 2) perencanaan; 3) pengembangan produk awal; 4) uji coba lapangan awal yang dilaksanakan di SDN Pakel menggunakan 12 subjek; 5) revisi uji coba lapangan awal; 6) uji coba lapangan utama yang dilaksanakan di SDN Mendungan 2 menggunakan 30 subjek; 7) revisi uji coba lapangan utama; 8) uji coba lapangan operasional yang dilaksanakan di SDN Kotagede 3 dan SDN Glagah menggunakan 60 subjek; 9) revisi uji coba lapangan operasional; dan 10) diseminasi yang dilaksanakan secara tervatas dan diperluas. Hasil penelitian yang dilakukan menunjukkan bahwa pengembangan produk multimedia interaktif ramah anak untuk meningkatkan pemahaman konsep dan karakter cinta tanah air siswa kelas IV SD “layak” digunakan. Hasil validasi oleh ahli materi dinyatakan bahwa produk yang dikembangkan dalam kategori “sangat layak”. Hasil validasi oleh ahli media dinyatakan bahwa produk yang dikembangkan dalam kategori “sangat layak”. Selanjutnya, siswa dan guru memberikan respon dan masuk dalam kategori “sangat layak” pada pengembangan produk multimedia interaktif ramah anak

    Pendidikan Kewarganegaraan

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    Barriers in Online Learning Based on the First and Second Graders’ Perspective

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    Primary school children in grade 1 and 2 are children who need more attention and guidance from teachers and parents. However, primary school children in grade 1 and 2 faced many challenges in online learning. Therefore, we aimed to explore challenges that 22 primary school children in grade 1 and 2 (7-8 years old) faced in online learning during Covid-19 pandemic in 8 primary schools in Palembang, South Sumatra Province, Indonesia. This research is a qualitative research with a type of phenomenology. We found that first and second grade primary school children faced varied challenges both from the children themselves (internal challenges) and the environment such as parents, teachers and others (external challenges). Hopefully, this research is useful for teachers, principals, other school members and government of Indonesia in gathering information about challenges that happened in online learning during Covid-19 pandemic and its solutions

    The Self-efficacy of Primary School Teachers in Teaching Mathematics: A Comparative Research on Teacher Training Program Products

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    This research aims at comparing the self-efficacy of primary school (SD – Sekolah Dasar) teachers who have taken teacher training program (PPG – Program Pelatihan Guru) on mathematics teaching and those who have not, which was seen from the personal belief sub-factors in teaching mathematics and the expected mathematics teaching outcomes. This research employed quantitative method with comparative research type to 198 samples. The data were analysed through T-test using SPSS. The result showed that there was no significant self-efficiency differences between primary school teachers who have taken PPG on mathematics teaching and those who have not. The results of this research indicated that self-efficacy was an important variable in pedagogical competence as it could influence the way teachers manage the classroom to attain maximum students’ achievement

    Pengembangan Media Kereta Budaya untuk Menanamkan Karakter Cinta Tanah Air Siswa Kelas IV SD

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    Penelitian ini bertujuan untuk menghasilkan media pembelajaran Kereta Budaya (train of culture) yang layak digunakan pada materi keberagaman budaya Indonesia sebagai upaya untuk menanamkan karakter cinta tanah air bagi siswa kelas IV SDN Golo Yogyakarta. Penelitian ini merupakan penelitian pengembangan yang mengacu pada model yang dikembangkan Borg & Gall. Teknik pengumpulan data menggunakan wawancara, observasi, studi pustaka, dan angket. Teknik analisis data menggunakan statistik deskriptif kuantitatif. Hasil penelitian menunjukkan bahwa media pembelajaran Kereta Budaya layak digunakan dan mempunyai kualitas tinggi sehingga dapat digunakan di Sekolah Dasar. Hasil validasi materi memperoleh skor rata-rata 4,3 memiliki tingkat validitas dan kualitas “sangat tinggi”. Hasil validitas terakhir dari segi media, memperoleh skor rata-rata 5 (memiliki tingkat validitas dan kualitas “sangat tinggi”). Uji coba lapangan awal dilakukan kepada 3 siswa dan 1 guru kelas IVB; sedangkan uji coba lapangan utama dilakukan kepada 12 siswa dan 1 guru kelas IVA SDN Golo Yogyakarta. Hasil uji coba lapangan awal kepada guru memperoleh skor rata-rata 4,2 (tingkat validitas dan kualitas “sangat tinggi”; sedangkan kepada siswa memperoleh skor rata-rata 4,38 (tingkat validitas dan kualitas “sangat tinggi”). Hasil uji coba lapangan utama kepada guru memperoleh skor rata-rata 4,8 (tingkat validitas dan kualitas “sangat tinggi”); sedangkan kepada siswa memperoleh skor rata-rata 4,36 (tingkat validitas dan kualitas “sangat tinggi”)

    The Effectiveness of Kahoot! Based on Local Wisdom to Improve Creative Thinking Skill and the Spirit of Nationality of Students in Islamic Elementary School

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    AbstractThe goal of this research is to see how successful the Kahoot game! based on local wisdom is at boosting students' creative thinking capabilities and national spirit. This is a quasi-experimental study that uses technical data analysis, such as the t-test and MANOVA test, with SPSS as a supporting tool. Tests and questionnaires that had been validated by instrument specialists, class teachers, and peers were used to collect data. The participants in this study were fifth-grade students from an Islamic elementary school, with a total of 81 pupils. The results showed a significant level of 0.000 < 0.05, indicating that fifth-grade students in a Islamic elementary school who are taught using the Kahoot game!! have a considerable comprehension of the ability to think about national characters compared to children who are not taught using the Kahoot game. The Kahoot! game based on local wisdom has a substantial impact on enhancing children's creative thinking skills and nationalism in Islamic elementary school, according to the findings.Keywords: kahoot! game based on local wisdom, creative thinking skill, the spirit of nationality. AbstrakPenelitian ini bertujuan untuk mengetahui tingkat efektifitas game kahoot! berbasis kearifan lokal dalam meningkatkan kemampuan berpikir kreatif dan karakter semangat kebangsaan siswa. Penelitian ini merupakan penelitian quasi experiment dengan menggunakan teknis analisis data menggunakan uji t dan uji MANOVA dengan berbantuan SPSS. Pengumpulan data dilakukan melalui pretest-posttest dengan menggunakan tes dan angket yang telah divalidasi oleh ahli instrumen, guru kelas, dan teman sejawat. Subjek penelitian ini yaitu siswa kelas V madrasah ibtidaiyah yang berjumlah 81 siswa. Hasil penelitian yang diperoleh menunjukkan taraf signifikansi 0,000 < 0,05 artinya ada perbedaan signifikan kemampuan berpikir kreatif dan karakter semangat kebangsaan siswa kelas V madrasah ibtidaiyah yang diajar menggunakan game kahoot! dan siswa yang tidak diajar dengan menggunakan game kahoot!. Sehingga dapat disimpulkan bahwa game kahoot! berbasis kearifan lokal berpengaruh signifikan dalam meningkatkan kemampuan berpikir kreatif dan semangat kebangsaan siswa di madrasah ibtidaiyah/sekolah dasar.Kata kunci: game kahoot! berbasis kearifan lokal, keterampilan berpikir kreatif, semangat kebangsaan
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