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Penerapan Model Pembelaja RAN Kontekstual Meningkatkan Hasil Belajar Matematika Kelas III Di SDN Branggah II Kecamatan Lumbang Ekawati Kusumastutik; Ludfi Arya Wardana; Didit Yulian Kasdriyanto
Jurnal Pendidikan, Sains Dan Teknologi Vol. 2 No. 1 (2023): Januari - Maret
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpst.v2i1.593

Abstract

Mathematics is a subject that is studied by all levels in education with a very important role in mastering science and technology. However, not all individuals have the ability in this mathematical matter. So that it is not uncommon for individuals to think that mathematics is a difficult subject. As was the case with the third grade students at SDN Branggah II, Lumbang District, their math skills were still relatively low. This means that there needs to be an action to fix the problem. Based on research, these problems occur because of the inappropriateness of the learning model used in learning mathematics. For this reason, researchers want to carry out an action to improve mathematics learning outcomes by utilizing the Contextual learning model. This research was carried out using classroom action research (PTK) with the data collection process using observation, tests and documentation. The data analysis process used is descriptive comparative data analysis and quantitative analysis. The use of Contextual learning models to improve student learning outcomes is very significant and effective, with the percentage of completeness in pre-cycle 37.5%, cycle I 61.5, and cycle II 87.9%. This means that here the utilization of this contextual learning model is very suitable for use in learning mathematics.
Peningkatkan Minat Dan Hasil Belajar Siswa Menggunakan Pembelajaran Kelompok Dengan Teknik Permainan Karet Pada Pengurangan Bilangan Sampai 100 Di Kelas II SDN Sogaan II – Probolinggo Syaiful Haq; Ludfi Arya Wardana; Didit Yulian Kasdriyanto
Jurnal Pendidikan, Sains Dan Teknologi Vol. 2 No. 1 (2023): Januari - Maret
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpst.v2i1.594

Abstract

Efforts to improve the quality of education must be holistic, including knowledge, skills, attitudes and values. Here, educators become the main factor in improving the quality of education. Educators must be competent in the use of learning strategies and methods. The motivation for this study is the problems that arise in the learning of 2nd grade mathematics of SDN SOGAAN II - PROBOLINGGO, students are unable to understand the concepts of subtraction of even numbers and subtraction of numbers one and the use learning materials in teaching and the learning process is not very interesting, lack of interests and learning outcomes for category 2 SDN SOGAAN II - PROBOLINGGO. So we need a treatment to solve this problem. For this reason, researchers use rubber games for group learning to increase interest and learning outcomes. The study was conducted using the Classroom Action Research (CAR) method and the data analysis used a circular qualitative approach to measure learning outcomes. The application of group learning and rubber games has a positive impact on improving student learning outcomes, and student learning outcomes have increased in the second cycle. In Cycle I, students achieved an overall average learning outcome of only 73.75, which was considered insufficient to meet academic performance goals, while in Cycle II, they achieved 82.4. This means that group learning through rubber games is very effective in increasing student interest and learning outcomes.
Penerapan Model Role Playing (Bermain Peran) Untuk Meningkatkan Pemahaman Materi Penjumlahan Dan Pengurangan Bilangan Pada Kelas III Siti Aminatus Zahro; Ribut Prastiwi Sriwijayanti; Didit Yulian Kasdriyanto
Jurnal Pendidikan, Sains Dan Teknologi Vol. 2 No. 1 (2023): Januari - Maret
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpst.v2i1.618

Abstract

Mathematics is an important subject to be taught at MI because mathematics is very useful in students' daily lives, especially in terms of subtraction and addition. However, not all students understand mathematics learning. Like the problems that occurred in Class III MI Nurul Hikmah students in their third year, they found difficulties in learning mathematics in the discussion of addition and subtraction. This is due to the lack of precise application of the learning method used. As educators must be more creative in utilizing learning methods. For this reason, researchers are very interested in carrying out this research by applying the Role Playing learning method to fix these problems and increase student scores. This research was carried out with the type of Classroom Action Research (CAR). With the stages of data collection using several ways, namely: observation, interviews, tests of discussion results, documentation, performance indicators. The process of data analysis with descriptive qualitative research. The results of research using the Role Playing method experienced a significant increase with the acquisition of the first cycle completeness value of only 32.5% and the second cycle reached 100%.
Peran Guru Dalam Menanamkan Sikap Toleransi Siswa Melalui Pembelajaran PPKn Kelas VII Di MTS Raudhlatul Hasaniyah Kabupaten Probolinggo Ani Sulianti; Didit Yulian Kasdriyanto; Febriyanto
Jurnal Pendidikan Sosial Dan Konseling Vol. 1 No. 2 (2023): Juli - September
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpdsk.v1i2.67

Abstract

This study aims to describe the teacher's role in encouraging tolerance in students through learning at VII MTS Raudlatul Hasaniyah in the 2022-2023 academic year. This research methodology is based on a qualitative approach with case studies. The material for this research is an overview of the teacher's role in instilling tolerance in students, using interviews and observations as the main data and documentation as a support and complement to the data. The subjects of this research were school principals, teachers and student representatives of MTs Raudlatul Hasaniyah. After data collection, qualitative data analysis was carried out.The results of the study show that the role of Civics teachers in increasing student tolerance is good because they can direct well, provide motivation, guide and evaluate, and manage all existing resources in educational institutions to achieve the character of student goals. However, the program was not implemented optimally, because there were still some teachers who did not support or carry out their duties which resulted in some students not being tolerant values. Known supporting and inhibiting factors. The supporting factors are a clean environment, adequate facilities and infrastructure, teaching staff and student textbooks, while the inhibiting factors are the environment, choosing the wrong friends and the location where students live in remote areas. Civics teacher's solution to increase student tolerance is to hold extracurricular activities, clean up and class meetings. However, the solution proposed by the school principal and PPKn teachers has not been fully implemented because there are still students and teachers who do not participate in its implementation.
Pengembangan Media Berbasis Quiz Flashcard Bermuatan Kearifan Lokal pada Materi Berhitung Kelas I di SDN Curahgrinting 3 Probolinggo Nadya Dwi Luckita; Didit Yulian Kasdriyanto; Ryzca Siti Qomariyah
Journal on Education Vol 6 No 2 (2024): Journal on Education: Volume 6 Nomor 2 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i2.5316

Abstract

Permasalahan pada siswa kelas I di SDN Curahgrinting 3 Probolinggo adalah rendahnya pemahaman siswa, terutama pada kemampuan berpikir logis dan kesulitan dalam menganalisis masalah matematika. Sejumlah siswa menghadapi kesulitan dalam mengembangkan keterampilan berhitung mereka. Beberapa siswa mengalami kesulitan khususnya saat diberikan tugas berhitung secara tertulis Penelitian ini bertujuan untuk mengembangkan media pembelajaran pada materi berhitung menggunakan media berbasis quiz flashcard. Penelitian ini merupakan penelitian R&D (Research and Development) menggunakan model ADDIE. Instrumen pengumpulan data berupa angket validasi ahli media dan validasi ahli materi, serta angket respon guru dan siswa. Berdasarkan hasil penilaian dari ahli materi memperoleh persentase 95% dengan kriteria sangat layak tanpa revisi, ahli media memperoleh persentase 97,5% dengan kriteria sangat layak sesuai revisi, respon guru memperoleh persentase 95% dengan kriteria sangat layak tanpa revisi, serta respon siswa memperoleh rata-rata 96,1%. Hasil penelitian menunjukkan bahwa media pembelajaran berbasis quiz flashcard bermuatan kearifan lokal layak digunakan untuk meningkatkan keterampilan berhitung siswa.
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN DIGITAL BERBASIS EDUCAPLAY BERBANTUAN RIDDLE GAME PADA PELAJARAN PENDIDIKAN PANCASILA TERHADAP HASIL BELAJAR KOGNITIF SISWA KELAS II DI SDN KADEMANGAN 2 KOTA PROBOLINGGO Adella Pramesti Ekaditya Rohman; Didit Yulian Kasdriyanto; Ryzca Siti Qomariyah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.23260

Abstract

This research was conducted due to the lack of use of digital learning media so that students' understanding of the Pancasila Education subject matter is still low, causing students' cognitive learning outcomes to be low. The aim of this research is to improve students' cognitive learning outcomes through the use of educaplay-based digital learning media assisted by riddle games in class II Pancasila Education subjects at SDN Kademangan 2, Probolinggo City. The method used in this research is a quantitative method with a one group pretest-posttest design. In this research, two measurements were carried out, namely giving a pretest before treatment and a posttest after treatment. Before giving the pretest and posttest, a test instrument test is carried out first which includes a validity test, reliability test, question discrimination test, and question difficulty level test. Based on the research results, the results obtained were that there was a significant increase in students' cognitive learning outcomes which can be seen from the average difference between the pretest and posttest of 19.22. The paired sample t-test produces a sig value. (2-tailed) is 0.000 where the value is smaller than 0.05 (0.000 < 0.05) which can be said that H0 is rejected and H1 is accepted.The results of the research show that Educaplay-based digital learning media assisted by Riddle Game in Pancasila Education lessons, the material on recognizing Pancasila symbols, has a significant effect on the cognitive learning outcomes of class II students at SDN Kademangan 2, Probolinggo City.