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Journal : Indonesian Journal of Education Methods Development

Analysis of the Character Value of Caring for the Environment as Culture in SDN Kedungturi in Adiwiyata School: Analisis Nilai Karakter Peduli Lingkungan Sebagai Budaya Di SDN Kedungturi Dalam Sekolah Adiwiyata Safirah Islamiyah; Enik Setiyawati
Indonesian Journal of Education Methods Development Vol. 11 (2020): August
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (327.763 KB) | DOI: 10.21070/ijemd.v11i.578

Abstract

The objectives of this study to describe the character value and its barriers of environmental caring habit in SDN Kedungturi of Adiwiyata. Phenomenological qualitative method is applied, the background of study related to the common phenomenon such in researcher's sorrounding.The primary data are chunks and behavior white documents and thers are as supporting data. Applicable technique is triangulation which are observation, depth-interview and documentation. From the six indicators analysed, two levels of application are found the high and medium. Researcher has been determined students whose environmental ambassador label have got intensive habit and environmental knowledge from their teachers very well. As a result, those students become role model for their friends, so that the environment caring as character value in SDN Kedungturi able to work effectively.
The Effect of Experimental Methods on Students' Cognitive Learning Outcomes in Elementary Schools: Pengaruh Metode Eksperimen Terhadap Hasil Belajar Kognitif Siswa di Sekolah Dasar Elsa Anggun Dwi Artha; Enik Setiyawati
Indonesian Journal of Education Methods Development Vol. 21 No. 1 (2023): February
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (908.274 KB) | DOI: 10.21070/ijemd.v21i.708

Abstract

This study aims to determine the effect of the Experimental Method on cognitive learning outcomes in science learning at SDN Sawohan 1. The method used in this study is a quasi-experimental quantitative type of experiment with a Nonequivalent Control Group Design. Sampling using saturated sampling technique. The instrument used is a written test which is made according to the indicators of cognitive learning outcomes. Data collection in this research is by using pretest and posttest sheets. Data were analyzed using t-test and eta squared test. The results of the hypothesis test of the control class and the experimental class are 8.39 > 2.01 then H0 is rejected and H1 is accepted. So it can be seen that there is an effect of the experimental method to improve cognitive learning outcomes. In addition, the eta squared test results obtained a value of 0.08 with eta square criteria < 0.014, the result is that the experimental method has a moderate effect on improving students' cognitive learning outcomes in elementary schools
Effect of QR Code Scan-Based 3D Puzzle Media on Learning Outcomes in Class V Science Learning in Elementary Schools: Media Puzzle 3D Berbasis Scan QR Code Terhadap Hasil Belajar Pada Pembelajaran IPA Kelas 5 di Sekolah Dasar Maratus Sholicahah; Enik Setiyawati
Indonesian Journal of Education Methods Development Vol. 21 No. 1 (2023): February
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1376.051 KB) | DOI: 10.21070/ijemd.v21i.721

Abstract

This study aims to determine whether there is an effect of scan barcode based 3D Puzzle Media on Learning Outcomes in 5th Grade Students of SDN Krembung 1 Science Learning. This type of research is a quantitative experiment with the type of pre-experimental designs in the form of one-group pretest-posttest design. The instrument in this study uses pretest and posttest test instruments. The samples in this study were grade 5 students at SDN Krembung 1. The results showed that there was an effect of audio-visual-based 3D puzzle media on learning outcomes in science learning which was obtained t count = 2.052, then obtained t table 1729. Because 2,052 > 1,729 Ho is rejected and Ha is accepted, it means that there is a significant difference. From the calculation results of the normlized g > 0.70 test which interprets the high (high) effect of using audio-visual-based 3D puzzle media on learning outcomes in science learning. To find out how much influence scan barcode 3D puzzle media has on learning outcomes in science learning, 5th grade students of SDN Krembung 1 can see in the table n gain score % which interprets the use of puzzle media on learning outcomes in science learning as much as 70.71%.
Model of Problem Based Instruction with Mind Mapping Method on Learning Outcomes of Grade 4 Elementary School Students: Model Problem Based Instruction dengan Metode Mind Mapping Terhadap Hasil Belajar Siswa Kelas 4 Sekolah Dasar Lutfi Indah Cahyani; Enik Setiyawati
Indonesian Journal of Education Methods Development Vol. 21 No. 2 (2023): May
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1235.05 KB) | DOI: 10.21070/ijemd.v22i.746

Abstract

This reserch is motivated by the low learning outcomes of elementary school students after hybride learning are a new problem in the world of education, so there is a need for a solution to improve student learning outcomes. The purpose of this study was to determine the influence and improvement of learning outcomes of grade IV students at SDN Sidoarjo on the material properties of light. The use of the PBI model with a mind mapping method on science material is one of the effective ways to help students to understand the concept of science, so that the learning carried out is based on authentic problems in real life. Trianto (2011) PBI is a model that uses problems in everyday life so that students understand concepts not by memorizing but through their own discoveries. This research uses quantitative research methods for true experimental design experiments. The results of the hypothesis test study using the Independent Sample T-Test t test obtained a sig (α) < 0.05 (0.002 < 0.05). The percentage of increase in n-gain in the experimental class was 58% and the control class was 36%, so it can be concluded that there is a significant influence on the use of problem-based instruction models with the mind mapping method on the learning outcomes of grade IV students elementary school.
Model Teams Games Tournament (TGT) Aided by Audio Visual Media on Learning Activeness of Elementary School Students: Model Teams Games Tournament (TGT) Berbantuan Media Audio Visual Terhadap Keaktifan Belajar Siswa Sekolah Dasar Dewi Ayu Lestari; Enik Setiyawati
Indonesian Journal of Education Methods Development Vol. 21 No. 2 (2023): May
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (765.993 KB) | DOI: 10.21070/ijemd.v22i.747

Abstract

This research is motivated by a conventional science learning model that is teacher-centered, so that the level of student learning activity is still low, learning activity is influenced by teachers who can stimulate students to be more active in learning, discussing, expressing opinions, curiosity, seeking information. new (Zaeni 2017, Hidayah 2017). This study aims to determine the effect and how much influence the TGT learning model assisted by audio-visual media has on science learning activities at SDN Kepunten Tulangan for the 2021/2022 academic year. This study uses a quantitative research method of pre-experimental design, one-shot case study which is given posttest treatment, to determine the effect and magnitude of the influence the researcher uses the t-test one sample t- test to determine the effect of the TGT learning model assisted by audio-visual media on student learning activities. which obtained a significant value (2 – tailed) of 0.023 <0.05, and a tcount of 4.333 > ttable 2.04523, so it can be concluded that there is a positive and significant effect of the TGT learning model assisted by audio-visual media on student learning activities at SDN Kepunten Tulangan. In the F and R square tests to find out how much influence the TGT learning model has, the significant value is 0.00 < 0.05 and the R Square value is 0.929 or equal to 92%, which means that the TGT learning model assisted by audio-visual media has a major influence, namely 92% on student learning activity. So in conclusion, the TGT learning model assisted by audio-visual media on science learning activities for class V at SDN Kepunte has an effect of 92%.