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PENGEMBANGAN MODEL KOLABORASI JIGSAW ROLE PLAYING SEBAGAI UPAYA PENINGKATAN KEMAMPUAN BEKERJASAMA SISWA KELAS V SD PADA PELAJARAN IPS Pratiwi, Ika Ari
JURNAL KONSELING GUSJIGANG Vol 1, No 2 (2015): Jurnal Konseling Gusjigang Desember 2015
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (522.389 KB) | DOI: 10.24176/jkg.v1i2.411

Abstract

Penelitian bertujuan untuk mengembangkan model kolaborasi jigsaw, role playing untuk meningkatkan kemampuan bekerjasama siswa yang valid, efektif dan praktis. Metode penelitian adalah penelitian dan pengembangan (R&D). Tahap uji coba pengembangan terdiri atas uji coba ahli, uji coba skala terbatas dan uji coba skala luas. Keefektifan model kolaborasi jigsaw role playing diperoleh rata-rata 51,83 dalam kategori baik diterapkan dalam pelajaran IPS, peningkatan kemampuan bekerjasama siswa hasil N-gain = 0,56 dengan kategori sedang, peningkatan hasil belajar IPS N-gain = 0,50 dengan kategori sedang dan hasil ketuntasan klasikal pembelajaran IPS 97,14%. Hasil respon guru dan siswa terhadap model yang digunakan adalah berkriteria baik. Model final penelitian ini menghasilkan model kolaborasi jigsaw role playing yang dikemas dalam suatu buku pedoman.
PENERAPAN MODEL PEMBELAJARAN JIGSAW UNTUK MENINGKATKAN HASIL BELAJAR IPS BERBASIS MULTIKULTURAL Pratiwi, Ika Ari; Kanzunnudin, Mohammad; Rondli, Wawan Shokib
JURNAL KONSELING GUSJIGANG Vol 2, No 1 (2016): Jurnal Konseling Gusjigang Juni 2016
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (263.469 KB) | DOI: 10.24176/jkg.v2i1.579

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Penelitian ini bertujuan: 1) mendeskripsikan perencanaan model jigsaw pada pelajaran IPS berbasis multikultural di SD Kanisius Kudus, 2) menganalisis seberapa besar peningkatan hasil belajar IPS berbasis multikultural dengan menggunakan model jigsaw pada siswa kelas V SD Kanisius Kudus. Pelajaran IPS berbasis multikutural dikembangkan dengan metode mengajar yang mampu memfasilitasi siswa untuk melakukan klarifikasi dan dapat membantu siswa mengembangkan sikap toleransi, saling menghormati, kerjasama, saling mengakui dan menghargai kemajemukan menggunakan model pembelajaran jigsaw atau tutor sebaya. Penelitian Tindakan kelas dilaksanakan pada siswa kelas V di SD Kanisius Kudus, dengan subjek penelitian 40 siswa. Penelitian ini berlangsung selama dua siklus. Hasil penelitian menunjukkan bahwa dengan menggunakan model jigsaw pada pelajaran IPS berbasis multikultural dapat meningkatkan hasil belajar ranah kognitif yaitu peningkatan hasil belajar siklus I 62,5% meningkat pada siklus II menjadi 85%. Peningkatan ranah afektif dari siklus I ke siklus II yaitu: a)memperhatikan penjelasan guru 77,5% meningkat menjadi 90%, b)tanggung jawab 70% meningkat menjadi 87,5%, c)aktif berdiskusi 62,5% meningkat menjadi 77,5%, d)berani berpendapat 70% meningkat menjadi 82,5%, e)menghargai pendapat 57,5% meningkat menjadi 75%, f)bekerjasama 55,5% meningkat menjadi 80%, dan g)mengakui hasil kerjasama 57,5% menjadi 85%.
IMPLEMENTASI PROJECT BASED LEARNING (PjBL) BERPENDEKATAN SCIENCE EDUTAINMENT TERHADAP KREATIVITAS PESERTA DIDIK Ardianti, Sekar Dwi; Pratiwi, Ika Ari; Kanzunnudin, Mohammad
Refleksi Edukatika : Jurnal Ilmiah Kependidikan Vol 7, No 2 (2017): JUNI 2017
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/re.v7i2.1225

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The development of science and technology gives effect to the development of human resources. Education has a decisive role for the development and realization of human resources according to the demands of the times. One of the basic education that should be mastered by students is a science because science can not be separated from everyday human life. Science as the proceedings applies the scientific method to solve problems and discover new concepts. In the process of inquiry or discovery are required special skills in thinking and acting. One of the capabilities that need to be developed is the ability of students to think creatively. This study was aimed at examining the effect of the the project based learning by science edutainment approach on students creativity. This study used the post-test control group design. This study used cluster random sampling to devide samples into two groups. The experimental group was implemented model of project based learning by science edutainment approach and the control group was implemented conventional method. The independent variables in this study are the type of learning method and dependent variable is the students creativity. The average of students creativity score in experimental group is 7,52 and 6,78 for control group. The t-test showed a significantly different students creativity, between the experimental and control groups. The use of project based learning by science edutainment approach significantly influenced the students creativity
PENINGKATAN KEMAMPUAN KERJASAMA MELALUI MODEL PROJECT BASED LEARNING (PjBL) BERBANTUAN METODE EDUTAINMENT PADA MATA PELAJARAN ILMU PENGETAHUAN SOSIAL Pratiwi, Ika Ari; Ardianti, Sekar Dwi; Kanzunnudin, Moh.
Refleksi Edukatika : Jurnal Ilmiah Kependidikan Vol 8, No 2 (2018): Juni 2018
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/re.v8i2.2357

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Tujuan penelitian ini untuk mendeskripsikan kemampuan kerjasama dan hasil belajar siswa menggunakan model project based learning berbantuan edutainment. Metode penelitian yang digunakan control group post-test  design, yang terdiri dari kelompok kontrol dan kelompok eksperimen. Hasil uji-t analisis kemampuan kerjasama menunjukkan bahwa nilai t-hitung 3,279 > t-tabel 2,011 dan  analisis hasil belajar siswa dengan uji-t menunjukkan bahwa nilai t-hitung 2,854 > t- tabel 2, 011. Maka terdapat perbedaan yang signifikan kemampuan kerjasama dan nilai post test siswa kelompok ekperimen dengan kelompok kontrol. Dengan demikian model project based learning (PjBL) berbantuan metode edutainment dapat meningkatkan kemampuan kerjasama dan hasil belajar siswa kelas IV SD Muhammadiyah Kudus.
CORRELATION BETENGAN TRADITIONAL GAMES ON LOCOMOTOR MOVEMENTS AND CHARACTERS Pratiwi, Ika Ari; Kuryanto, Mohammad Syaffruddin
Refleksi Edukatika : Jurnal Ilmiah Kependidikan Vol 10, No 1 (2019): Refleksi Edukatika : Jurnal Ilmiah Kependidikan
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/re.v10i1.3883

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The purpose of this study is to determine the positive correlation between traditional games with student movements and friendly characters.The study was conducted at SD Muhammadiyah 1 Kudus. Research methods using a quantitative correlational approach. The research sample consisted of 29 students. This research technique is collecting observation data, analyzed using Pearson product-moment correlation test with prerequisite linearity and normality tests.The results showed that the data met the prerequisite test with a significance of linearity of 0.898 and the significance of normality of 0.20. Obtained results of the coefficient significance of traditional game betengan with the locomotor motion of 0.708> 0.5 and with a very strong correlation category level. On the other hand, there is a significant coefficient of correlation betengan traditional games with friendly characters of 0.702> 0.05 with a very strong level. So the results of traditional game betengan research have a strong correlation with locomotor motion and student-friendly character. 
Analisis Kebiasaan Bermain Game Online Terhadap Interaksi Sosial Anak Usia SD di Desa Prawoto Mustikasari, Bety; Setiawan, Deka; Pratiwi, Ika Ari
Jurnal DIDIKA: Wahana Ilmiah Pendidikan Dasar Vol 6, No 2 (2020): JURNAL DIDIKA : WAHANA ILMIAH PENDIDIKAN DASAR
Publisher : universitas hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/didika.v6i2.2846

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AbstrakPenelitian ini bertujuan untuk mengetahui dampak bermain game online terhadap interaksi sosial anak usia Sekolah Dasar di Desa Prawoto. Pendekatan dalam penelitian ini menggunakan pendekatan deskirptif kualitatif. Teknik pengumpulan data menggunakan metode observasi, wawancara, dan dokumentasi. Teknik analisis data yang digunakan adalah reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian ini disimpulkan bahwa dampak dari bermain game online dapat mengakibatkan mata menjadi minus, pemborosan, melupakan waktu untuk beribadah, dan menghabiskan waktu selama berjam-jam untuk menuntaskan misi game yang sedang dimainkan. Selain itu, pemain game online lebih tertutup dengan lingkungan luar dan keterampilan sosial yang dimiliki menjadi menurun sehingga membuat anak menjadi sulit untuk berkomunikasi dengan orang lain.Kata Kunci: Anak Usia SD, Game Online, Interaksi Sosial AbstractThis study aims to determine the impact of online gaming to social interaction of childhood elementary school in Prawoto village. The approach of this study uses qualitative descriptive approach. Data collection techniques use observation, interview, and documentation methods. The data analysis techniques used are data reduction, data presentation, and conclusion. The results of this study is that the impact of playing online games can suffer eyes’ children, wasting credit quota, forgetting time to worship, and spending hours to complete the game mission that is being played. In addition, online game players more closed to the external environment and social skills have to be decreased so as to make children become difficult to communicate with others.Keywords: Childhood Elementary School Online, Games, Social Interaction
Perubahan Tingkah Laku Anak Sekolah Dasar Akibat Game Online Santi, Richa Julia; Setiawan, Deka; Pratiwi, Ika Ari
Jurnal Penelitian dan Pengembangan Pendidikan Vol 5, No 3 (2021): Oktober
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppp.v5i3.38576

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Game online merupakan salah satu bentuk kemajuan perkembangan teknologi. Hanya saja pada perkembangannya, bermain game memberikan berbagai dampak pada perkembangan tingkah laku siswa sekolah dasar. Tujuan penelitian ini yakni untuk mengetahui perubahan tingkah laku anak sekolah dasar akibat game online. Penelitian ini merupakan jenis penelitian kualitatif dengan menggunakan metode deskriptif kualitatif. Subjek yang terlibat dalam penelitian ini yakni 6 orang tua siswa, 6 orang siswa sekolah dasar, serta 1 orang guru. Pengumpulan data dalam penelitian dilakukan dengan menggunakan metode observasi, wawancara, serta dokumentasi. Analisis data hasil penelitian dilakukan dengan menggunakan analisis deskriptif kualitatif. Hasil penelitian dijabarkan secara terperinci dan mengaitkan dengan hasil penelitian terdahulu. Hasil yang diperoleh dalam penelitian ini menunjukkan bahwa kecanduan siswa dalam bermain game online cenderung disebabkan oleh kurangnya perhatian orang tua. Siswa yang memiliki kecanduan bermain game online menunjukkan berbagai perubahan tingkah laku, misalnya anak akan menjadi lebih emosional, tidak mampu mematuhi tata tertib yang diberikan oleh orang tua, anak menjadi kurang sopan dalam berbicara karena terlalu terbiasa berbicara kasar di dalam game online. Berdasarkan hasil tersebut dapat disimpulkan bahwa siswa yang kecanduan bermain game online cenderung menunjukkan perubahan tingkah laku ke arah negatif, khususnya dalam perubahan sikap sosial dan emosional.
Pendidikan Multikultural Berbantuan Metode Pictorial Riddle Untuk Meningkatkan Karakter Kreatif dan Bersahabat Siswa Kelas 3 Sekolah Dasar Ika Ari Pratiwi; Siti Masfuah; Wawan Shokib Rondli
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 8 No 2 (2018)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (596.14 KB) | DOI: 10.24246/j.js.2018.v8.i2.p109-119

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The differences in social, religious, and cultural status make an impact on social attitudes, the cooperative systems, and how to make friends in school. Efforts to harmonize and unify the diversity of students in schools today is integrated with multicultural education. The purpose of this research is to describe the effectiveness of multicultural education implementation with the help of pictorial riddle method to increase the value of creativity, and friendly/communicative character. In this research, the application of multicultural education is carried out in thematic integrated learning of social and natural science in grade 3 semester 2. The quasi experiment design with control group used pre-test and post-test. The result showed that multicultural education, aided with pictorial riddle method increased the value of creative and friendly/communicative character. The creative character in the experimental class increased significantly from the pretest score of 69 to 85 in the posttest, with the gain of 0.53 in the medium criterion. The increase of friendly/communicative value in the pretest experimental class was 70, increased to 80 at posttest, with the gain of 0,31 in medium criterion.
DAMPAK PENGGUNAAN GAME ONLINE TERHADAP KEMAMPUAN BERKOMUNIKASI ANAK Lusi Asmiati; Ika Ari Pratiwi; Much Aryad Fardhani
Jurnal Ilmiah P2M STKIP Siliwangi Vol 8, No 1 (2021): Volume 8 Nomor 1
Publisher : IKIP Siliwangi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/p2m.v8i1p37-45.2227

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All students admitted that they had been given cellphones by their parents, and all of them had online game applications. This study aims to explain the impact of using online games on children's communication skills. This research is a descriptive study with a qualitative approach. This research is located in the village of Pagendisan Dukuh, Kampung Metu Pati, Central Java, with the subjects of grade IV elementary school students. Data collection techniques in this study were interviews, questionnaires, observation, and documentation. Data analysis in the study consisted of data collection, data reduction, data display, and verification. Child A starts addicted to online games and has an impact on verbal and nonverbal communication skills in the less category. Child B is an online game addict and has an impact on verbal and non-verbal communication skills in the poor category. Children C are not addicted to online games, even for children C online games have a positive impact, such as getting English words and drawing clothes designs. Child D becomes addicted to playing online games. His addiction to playing online games affects children's communication skills. D. In conclusion, the impact of using online games on children's communication skills depends on the child's category in the intensity of time playing online games
PERAN GURU DALAM PEMBELAJARAN DARING UNTUK MENUMBUHKAN MINAT BELAJAR SISWA SEKOLAH DASAR DI DESA KEDUNGSARI Ratna Ro'ifah; Ika Ari Pratiwi; Erik Aditia Ismaya
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol 10, No 2 (2021)
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (649.922 KB) | DOI: 10.33578/jpfkip.v10i2.8125

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This research in Kedung Sari Village with 17 research subjects consisting of elementary school students and elementary school teachers in Keduingsari Village. This research was conducted from 5 October – 14 October 2020. The data in this study were obtained orally or in writing. Oral data is obtained based on the results of interviews conducted with sources. The results showed that the roles played by the teachers of Kedungsari Village in increasing student interest in learning were: a) As a teacher, demonstration act as an educator and teacher. b) As a learning manager. The teacher can manage the class well during the online learning process. c) As a mediator and facilitator. During this pandemic, the teacher tries to establish communication with all students and parents. Besides that, the teacher can also become a facilitator for students. d) as an evaluator. The teacher must be a role model for a student to increase student interest in learning and evaluate the learning outcomes achieved.