21 research outputs found

    PENDEKATAN INVESTIGATIF MELALUI PRODUCTIVE STRUGGLE UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS DAN SELF EFFICACY SISWA

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    Penelitian ini didasarkan pada rendahnya kemampuan berpikir kritis dan self efficacy siswa pada pembelajaran matematika di Sekolah Dasar. Di sisi lain, pembelajaran matematika perlu didukung suasana pembelajaran yang mendorong siswa untuk mampu berjuang menyelesaikan permasalahan matematika dan meningkatkan kemampuan berpikir kritis dan self efficacy. Oleh karena itu, diperlukan pembelajaran inovatif berupa pendekatan investigatif melalui productive struggle. Tujuan dari penelitian ini adalah untuk melihat kualitas peningkatan kemampuan berpikir kritis dan self efficacy siswa. Metode penelitian yang digunakan adalah kuasi eksperimen dengan desain non equivalent group pretest-postest. Teknik pengumpulan data yang digunakan adalah tes dan non-tes. Sampel dalam penelitian adalah siswa kelas IV pada dua Sekolah Dasar di Kota Tasikmalaya. Data hasil penelitian berupa skor gain ternormalisasi dianalisis dengan menggunakan uji t (independent sample t-test) dengan taraf signifikansi sebesar lima persen. Hasil penelitian yang dianalisis menunjukkan terdapat perbedaan yang signifikan berkaitan dengan peningkatan kemampuan berpikir kritis dan self efficacy siswa yang menggunakan pendekatan investigatif melalui productive struggle dengan kemampuan berpikir kritis dan self efficacy siswa yang menggunakan pendekatan konvensional. Selain itu, kualitas peningkatan kemampuan berpikir kritis dan self efficacy siswa yang menggunakan pendekatan investigatif melalui productive struggle ada pada kategori sedang.-- This research is based on the low ability of critical thinking and self efficacy of students in learning mathematics in primary school. On the other hand, mathematics learning needs to be supported by an atmosphere of learning that encourages students to be able to struggle to solve mathematical problems. Therefore, innovative learning is required in the form of an investigative approach through productive struggle. The purpose of this research is to see the quality improvement of critical thinking skill and self efficacy of students. The research method used is quasi experiment with non-equivalent group pretest-postest design. Data collection techniques used were test and non-test. The sample in this research is the fourth grade students in two elementary schools in Tasikmalaya City. The result data of the research in the form of normalized gain score was analyzed by using t test (independent sample t-test) with significance level of five percent. The result of the research analyzed shows that there are significant differences related to the improvement of critical thinking ability and self efficacy of students using investigative approach through productive struggle with critical thinking skill and self efficacy of students using conventional approach. In addition, the quality improvement of critical thinking ability and self efficacy of students using the investigative approach through productive struggle is in the medium category

    GAMIFIKASI DALAM PEMBELAJARAN MATEMATIKA MELALUI PRODUCTIVE STRUGGLE SEBAGAI SOLUSI PEMBELAJARAN SELAMA PANDEMI

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    This study aims to know the design of mathematics learning using the principle of gamification through productive struggle as a learning solution during the pandemic. This study used a descriptive qualitative approach with secondary data from several theories. The data collection process is carried out through a literature study that known as library research. The result of this study is an analysis of the application of gamification in mathematics learning through productive struggle design based on the characteristics of gamification and productive struggle concept. So, it can be concluded that the design of gamification through productive struggle in mathematics learning consist of these steps: 1) Teachers and students have an agreement for implementing gamification in mathematics learning; 2) The teacher introduces the challenges to students that must be faced and resolved; 3) Teachers design a leaderboard which is updated periodically; 4) The teacher designs badges for the acquisition and progress of learning; 5) The teacher provides an understanding of competition and collaboration value; 6) The teacher appreciates all the efforts that have been made by students. This study is very useful as a guide for implementing gamification through productive struggle which was considered effective in the provision of education during the pandemic

    PENANAMAN NILAI EMPATI MELALUI APLIKASI “TEMAN DISABILITAS†DI SD ISLAMIC LEADER SCHOOL

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    This research is a research on the development of the “Teman Disabilitas†application to instill the value of empathy for people with physical disabilities. The purpose of the research is to find out the need for applications based on the value of empathy for disability in elementary schools, develop and describe the form of application designs based on the value of empathy for disabilities in elementary schools, conduct trials of application products based on empathy values for disabilities in elementary schools, and produce a form of the end of the application product based on the value of empathy for disabilities in elementary schools. The method in this research is Design Based Research according to Reeves. This research was conducted at SD Islamic Leader School. The stages in this research are (1) principles and collaborative problem and practice analysis, (2) prototype development as a solution based on existing design, and technological innovations, (3) iterative testing cycle and solution refinement in practice, and (4) cycle improvement and refinement of solutions in practice. The types of data collection used are interviews, questionnaires, observations, and Values Clarification Test. The final product of this research is the “Teman Disabilitas†application. This research trial was conducted before and before using the “Teman Disabilitas†application using the Values Clarification Test. Based on data analysis, there was an increase in the empathy value of students before and before using the "Teman Disabilitas" application.Penelitian ini merupakan penelitian pengembangan aplikasi “Teman Disabilitas†guna menanamkan nilai empati kepada disabilitas fisik. Tujuan dari penelitian yaitu untuk mengetahui kebutuhan aplikasi berbasis nilai empati terhadap disabilitas di Sekolah Dasar, mengembangkan dan mendeskripsikan bentuk rancanagan aplikasi berbasis nilai empati terhadap disabilitas di Sekolah Dasar, melakukan uji coba produk aplikasi berbasis nilai empati terhadap disabilitas di Sekolah Dasar, dan menghasilkan bentuk akhir produk aplikasi berbasis nilai empati terhadap disabilitas di Sekolah Dasar. Metode pada penelitian ini yaitu Design Based Reseacrh menurut Reeves. Penelitian ini dilakukan di SD Islamic Leader School. Adapun tahapan pada penelitian ini (1) identifikasi dan analisis masalah dan praktisi secara kolaboratif, (2) pengembangan prototype sebagai solusi yang berdasarkan desain, prinsip, dan inovasi teknologi yang ada, (3) siklus berulang pengujian dan penyempurnaan solusi dalam praktik, dan (4) siklus berulang pengujian dan penyempurnaan solusi dalam praktik. Jenis pengumpulan data yang digunakan yaitu wawancara, angket, observasi, dan Values Clarification Test. Produk akhir penelitian ini berupa aplikasi “Teman Disabilitasâ€. Uji coba penelitian ini dilakukan pada saat sesudah dan sebelum menggunakan aplikasi “Teman Disabilitas†menggunakan Values Clarification Test. Berdasarkan analisis data adanya peningkatan nilai empati peserta didik pada saat sesudah dan sebelum menggunakan aplikasi “Teman Disabilitasâ€

    Pengembangan Perangkat Pembelajaran Menggunakan Pendekatan Gamification Berbasis Marczewski’s Framework Di Sekolah Dasar

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    Penelitian ini bertujuan untuk mengembangkan gamification berbasis framework Marczewski sehingga menghasilkan perangkat pembelajaran gamification berbasis Marczewski framework yang layak digunakan pada pembelajaran matematika materi kelas IV sekolah dasar. Penelitian ini menggunkan metode R&D dengan model desain EDR (Educational Design Research) karya Mc Kenney & Reeves. Subjek penelitian terdiri dari tim validator perangkat pembelajaran yakni satu orang dosen dan guru SD sebagai validator RPP, dua orang dosen sebagai tim validator LKPD, serta satu orang dosen sebagai validator media pembelajaran.Sedangkan objek penelitian yakni perangkat pembelajaran RPP, LKPD, dan media pembelajaran (lembar mission achievement dan badge/trofi ). Instrumen pengumpulan data berupa validasi perangkat pembelajaran dan angket respons siswa. Teknik analisis data yang digunakan adalah teknik analisis data kuantitatif deskriptif dan deskriptif kualitatif. Berdasarkan analisis data dapat dikatakan bahwa pengembangan perangkat pembelajaran pendekatan gamifikasi berbasis kerangka kerja marczewskypada pembelajaran matematika materi kelas IV sekolah dasar yang dapat digunakan berdasarkan hasil validasi dan respons siswa telah mencapai rata-rata maksimal yaitu dengan Kriteria Baik hingga baik sekali pengembangan pendekatan gamifikasi berbasis kerangka kerja marczewsky sesuai dengan yang diharapkan. Sehingga bentuk produk akhir rancangan yang dihasilkan berupa perangkat pembelajaran antara lain, RPP, LKPD, media pembelajaran (lembar mission achievement dan badge/trofi ) di Sekolah Dasar

    PENGGUNAAN MODEL FLIPPED CLASSROOM BERBANTUAN DIGITAL TOOLS UNTUK MENINGKATKAN KUALITAS PEMBELAJARAN DI SEKOLAH DASAR SELAMA MASA PANDEMI COVID-19

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    Salah satu permasalahan dalam masa transisi pelaksanaan pembelajaran di masa pandemi Covid-19 ini  adalah waktu pembelajaran yang terbatas. Permasalahan ini semakin kompleks di tingkat SD karena siswa SD belum memahami situasi pandemi secara utuh. Oleh karena itu, studi literatur ini mengkaji model pembelajaran flipped classroom (kelas terbalik) yang dapat menjadi solusi untuk membantu guru mengefektifkan waktu pembelajaran. Hal ini karena model ini mendorong guru untuk mentransfer informasi secara daring sebelum siswa menerapkan dan mempraktikan hal yang sedang dipelajari secara tatap muka. Model ini dapat diterapkan dalam berbagai mata pelajaran seperti Matematika, IPA, IPS, dan Bahasa Inggris. Selanjutnya, untuk memaksimalkan manfaat penerapan model ini, guru dapat menggunakan sejumlah alat-alat digital untuk membuat materi digital seperti gambar, audio, slide bernarasi, screen-capture/screen-casting video, video pembelajaran interaktif, dan animasi papan tulis. Melalui penerapan flipped classroom berbantuan alat-alat digital, sejumlah manfaat dapat diperoleh salah satunya membantu siswa yang memiliki kesulitan belajar. Namun, terdapat sejumlah tantangan dalam penerapan model ini dari segi siswa, guru, dan aspek operasional. Sehingga persiapan yang matang dan implementasi secara bertahap harus dilakukan untuk memastikan model pembelajaran ini dapat membantu meningkatkan kualitas pembelajaran di SD

    DESAIN DIDAKTIS KEMAMPUAN PEMAHAMAN MATEMATIS MATERI BALOK DAN KUBUS SISWA KELAS IV SD

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    Abstract: Didactic design of mathematic understanding competency of block and cube in fourthgrade elementary school student. Purpose of the research was to describe: (1) learning obstacles of mathematic understanding competency, (2) design of didactic learning material based on development of a block and cube material understanding competency, (3) implementation of the design of didactic learning material based on development of a block and cube material understanding competency. The research used didactic design research and analyzed qualitatively. An instrument was writing test. Research procedure: prospective analysis, experiment and restropective analysis. Results of the research were an alternative didactic design which could be used in elementary school mathematic learning.Keyword: didactic design, mathematic understanding, block and cube concept, elementaryAbstrak: Desain Didaktis Kemampuan Pemahaman Matematis Materi Balok dan Kubus Siswa Kelas Iv Sekolah Dasar. Penelitian ini bertujuan mendeskripsikan: (1) learning obstacle kemampuan pemahaman matematis,(2) desain didaktis bahan ajar berbasis pengembangan kemampuan pemahaman matematis materi balok dan kubus,(3) implementasi desain didaktis bahan ajar berbasis pengembangan kemampuan pemahaman matematis siswa materi balok dan kubus. Subjek siswa kelas IV SD dengan lokasi penelitian di SDN 1 Pengadilan. Penelitian ini menggunakan penelitian desain didaktis dan dianalisis kualitatif. Instrumen berupa tes tertulis. Prosedur penelitian: prospective analysis, eksperiment dan retrospective analysis. Hasil penelitian ini adalah suatu desain didaktis alternatif yang dapat digunakan dalam pembelajaran matematika SD.Kata kunci: desain didaktis, pemahaman matematis, konsep balok dan kubus, SD

    Analisis Kemampuan Siswa dalam Menyelesaikan Soal Geometri pada Asesmen Kompetensi Minimum-Numerasi Sekolah Dasar

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    The implementation of the Minimum Competency Assessment (AKM) which will be held at the school education level, especially at the elementary school level requires preparation in order to carry it out. One of the components that must be prepared is from the students. The readiness of students in this case is seen as very important because as a subject that will be tested in the implementation of the Minimum Competency Assessment (AKM). The basic competencies that are tested on students are divided into two main components, namely reading literacy and numeracy. In the Numerical Minimum Competency Assessment (AKM), one of the materials tested is geometry. This study discusses the analysis of the ability of fourth grade elementary school students in solving geometry problems in the Numeration Minimum Competency Assessment (AKM). This study aims to see and describe the ability of fourth grade elementary school students in solving geometry problems in the Numeration Minimum Competency Assessment (AKM) in terms of the quality of student responses based on the results of students' completeness in completing tests and interviews. This study uses a qualitative description method. Data were obtained from the results of tests and interviews with fourth grade students in the neighborhood of RT 04 Pasirjaya, Tasikmalaya City. There is 1 grade IV student who is the subject of this research. The results of this study indicate that the student's ability to solve geometry problems in the Numeration Minimum Competence Assessment (AKM) is still low, with a percentage of 17.65%

    Analysis of Elementary School Students' Ability in Solving Geometry Problems Minimum Competency Assessmen

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    Implementation of the Minimum Competency Assessment (AKM) which will be held at the school education level, especially at the elementary school education level requires preparation in order to carry it out. One of the components that must be prepared are students. The readiness of the student aspect in this case is seen as very important because it is a subject that will be tested in the implementation of the Minimum Competency Assessment (AKM). The basic competencies that are tested on students are divided into 2 competencies, namely reading literacy and numeracy. One of the scopes of the material in the Numeration AKM that is tested is geometry. This study discusses the analysis of the ability of elementary school students in solving geometry problems in the Minimum Numeration Competency Assessment. This study aims to see and describe the ability of fourth grade students in solving geometry problems in the AKM Numeration in terms of the quality of student responses based on the results of students' completeness in completing the test. This study uses a qualitative description method. The data were obtained from the results of tests and interviews with fourth grade students in the neighborhood of RT 04 Pasirjaya, Tasikmalaya City. There is 1 grade IV student who is the subject of this research. The results of this study indicate that the student's ability to solve geometry problems in the Minimum Numeration Competency Assessment is relatively low, with a percentage of 17.65%

    ANALISIS KEMAMPUAN SISWA SD DALAM MENYELESAIKAN SOAL GEOMETRI ASESMEN KOMPETENSI MINIMUM

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    Pelaksanaan Asesmen Kompetensi Minimum (AKM) yang akan diselenggarakan pada jenjang pendidikan sekolah, khususnya dijenjang pendidikan Sekolah Dasar membutuhkan persiapan dalam rangka menyelenggarakannya. Salah satu komponen yang harus disiapkan diantaranya siswa. Kesiapan aspek siswa dalam hal ini dipandang sangat penting karena sebagai subjek yang akan diujikan dalam pelaksanaan Asesmen Kompetensi Minimum (AKM). Kompetensi mendasar yang diujikan kepada siswa terbagi ke dalam 2 kompetensi yaitu literasi membaca dan numerasi. Salah satu lingkup materi pada AKM Numerasi yang diujikan adalah geometri. Penelitian ini membahas mengenai analisis kemampuan siswa sekolah dasar dalam menyelesaikan soal geometri pada Asesmen Kompetensi Minimum Numerasi. Penelitian ini bertujuan untuk melihat dan mendeskripsikan kemampuan siswa kelas IV dalam menyelesaikan soal geometri pada AKM Numerasi ditinjau dari kualitas respon siswa berdasarkan hasil ketuntasan siswa dalam menyelesaikan tes. Penelitian ini menggunakan metode deskripsi kualitatif. Data diperoleh dari hasil tes dan wawancara dari siswa kelas IV di lingkungan warga RT 04 Pasirjaya Kota Tasikmalaya. Terdapat 1 siswa kelas IV yang menjadi subjek penelitian ini. Hasil penelitian ini menunjukkan bahwa kemampuan siswa tersebut dalam menyelesaikan soal geometri pada Asesmen Kompetensi Minimum Numerasi tergolong rendah yaitu dengan presentase sebesar 17,65%

    Pre-Service Teachers’ Experiences in Developing Digital Learning Designs using ADDIE Model Amid COVID-19 Pandemic

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    This study aims to discover pre-service teachers’ experiences in developing digital learning designs during the COVID-19 pandemic. It is expected that the findings of this study can help lecturers, university students, higher education institutions, and other relevant stakeholders in preparing the implementation of learning amid a global pandemic or other relevant crises, especially related to conducting the development of a particular design or product using ADDIE model. The method used in this study was a case study with a descriptive approach. Research subjects or participants involved in this study were 41 pre-service teachers who took a unit named “Desain Sistem Pembelajaran Digital or Digital Learning System Design” offered in the sixth semester in Bachelor of Elementary School Teacher Education Study Program, UPI Tasikmalaya Campus. This study results in several findings related to pre-service teachers’ experiences in developing digital learning designs using the ADDIE model amid the COVID-19 pandemic. In addition, this study also has discovered information regarding digital learning designs and digital learning materials/tools developed by the pre-service teachers
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