Elementary school students' difficulties in solving literacy problems are caused by students' lack of understanding of mathematical concepts. Using a specific regional context in literacy problems is ...essential to analyze layers of understanding elementary school more deeply. Based on Pirie-Kieren's theory, the study aims to analyze layers of understanding elementary school students in solving literacy problems in the context of Sidoarjo. The theory consists of eight understanding layers: primitive knowing, image making, image having, property noticing, formalising, observing, structuring, and inventing. A qualitative approach with a case study type was used as the research method. The research participants were 26 fifth-grade elementary school students. The determination of the research subjects was done by purposive technique. In this, the emphasis of determining the subject is taken on three categories of understanding by having one student each in the low, medium, and high categories. The results show that the layers of understanding of elementary school students are at the highest, namely observing. In addition, literacy problems in Sidoarjo contexts can overstimulate students' understanding. The context of learning should be used in Sidoarjo. Future research recommendations suggested using the regional context as a background for literacy problems in learning or problem-solving; this is needed to explore and develop layers of understanding to a higher level.
IMPACT OF TIK-TOK ON STUDENT'S POLITENESS Paramitha, Winda Paramitha; Wardana, Mahardika Darmawan Kusuma
Jurnal pendidikan dasar nusantara,
07/2022, Volume:
8, Issue:
1
Journal Article
Peer reviewed
Open access
The purpose of this study was to determine the impact of the tik-tok application on the polite character of students in one of the Ibtidaiyah madrasas located in Sidoarjo Regency. The approach used ...in this research is qualitative with the type of case study research. The subjects in this study were high school students at the Madrasah Ibtidaiyah where the research took place. This research was conducted in the even semester of the 2021/2022 academic year. Based on the results of the study, it was concluded that excessive use of the tik-tok application could have a negative impact on the student's character. This can be seen from the results of research which show that there are still many students who do not meet the indicators of good manners in behaving at school.
This study aims to implement the punishment method to develop the disciplined character of elementary student. The research used participatory action research with 35 third-grade elementary school ...students. The data was collected using observation consisting of several cycles. Each cycle consists of initial reflection, planning and observation, and reflection. Data analysis was carried out by converting the percentage of success indicators of discipline character. The results of this action research can be seen from the achievement of indicators of the success of the discipline character as follows (1) the discipline character of the realm of obeying the rules in the first cycle was 65% (less) and increased in the second cycle by 79% (good). (2) the discipline character of the realm of responsibility towards oneself in the first cycle by 67% (less), increasing in the second cycle by 73% (good), and (3) the disciplined character in the realm of implementing regulations in the first cycle by 63% (less) increasing in the first 2nd cycle of 71% (good). Thus, it can be concluded that the application of punishment to elementary school students can improve their disciplined character.
Traditional games can be used as a context to understand mathematical concepts. Many studies on learning trajectory (LT), which are set in the context of traditional games, have been carried out. ...However, no study focuses on using the context of the traditional kempreng game to facilitate primary students in understanding integer addition and subtraction. This research aims to design an LT through traditional game kempreng to help construct students' understanding and mathematical concepts through various activities that have been developed. This study uses design research with stages, namely preliminary design, teaching experiment, and retrospective analysis. This study produces LT which consists of five activities, namely: consisting of calculating addition points through the kempreng context, calculating subtraction (difference) through the kempreng context, performing additional operations on the “same” kempreng card, performing subtraction operations on “different” kempreng, and determining the results of addition or subtraction operations of number cards with the opposing group. In this study, LT set in the traditional game of kempreng can be used as a context in preparing learning designs that could stimulate students thinking in understanding the mathematical concepts of integer addition and subtraction. The impact of the research design also occurs on teachers. Learning becomes a student center, the teacher as a facilitator. The results of this study can have implications as one of the considerations for using contexts with real and cultural backgrounds to reduce or build a meaningful understanding of the concept of integer addition and subtraction for primary students.
This research was conducted with the background of existing issues faced by students when the mathematics teacher was teaching. The objective of this study is to obtain data related to the causes of ...mathematics teacher phobia among 4th-grade students in elementary schools. This research method used descriptive qualitative with a case study design and data collection techniques in the form of interviews, observations, and questionnaires conducted on students in 4th-grade elementary schools. The results of the study show that the punishment given by the teacher can make students phobia of the teacher because each student has different conditions. The phobia of students towards math teachers may arise due to the implementation of progressive discipline by the teacher towards each student. Many teachers consider a progressive discipline attitude as one of the most effective ways of educating students to be more disciplined, but this attitude makes a student phobia towards him because his psychology is different from other students. As a result, phobia can be shown directly from students, for example, students are afraid when dealing with math teachers so they will stay away from them as much as possible.
Abstract :This research was conducted against the background of the impact on students playing the online game sakura school simulator on changes in social behavior imitating elementary school ...students. The purpose of this study was to determine the impact of students playing the online game sakura school simulator on the social behavior of imitating students at Madarasah Ibtidaiyah. This study uses qualitative methods with case study instruments, collecting data from online game players through direct observation, interviews and documentation. Based on the results of the study, it was concluded that playing the online game sakura school simulator had an impact on imitating social behavior in students. Children are very easy to imitate or imitate a model that is found and desired to be imitated. The results of imitating the online game sakura school simulator can be shown directly or in the future. The procedures carried out in the imitation process include (1) the process of paying attention, (2) the process of remembering, (3) motor reproduction, and (4) the reinforcement and motivational process. Keywords: online games, imitating social behavior
Abstract :This research was conducted against the background of the impact on students playing the online game sakura school simulator on changes in social behavior imitating elementary school ...students. The purpose of this study was to determine the impact of students playing the online game sakura school simulator on the social behavior of imitating students at Madarasah Ibtidaiyah. This study uses qualitative methods with case study instruments, collecting data from online game players through direct observation, interviews and documentation. Based on the results of the study, it was concluded that playing the online game sakura school simulator had an impact on imitating social behavior in students. Children are very easy to imitate or imitate a model that is found and desired to be imitated. The results of imitating the online game sakura school simulator can be shown directly or in the future. The procedures carried out in the imitation process include (1) the process of paying attention, (2) the process of remembering, (3) motor reproduction, and (4) the reinforcement and motivational process.Keywords: online games, imitating social behavior
Based on previous studies, elementary school students often experience errors in solving word problems on cube and block material. Confirmed Newman Error Analysis (NEA) can analyze the location of ...student errors in solving word problems. Hence, the purpose of this study was to analyze the errors made by students in solving word problems based on NEA. The type of research used is qualitative research with case studies. The research subjects were 34 students of grade five elementary students with data collection techniques, including tests, interview sheets, and documentation. Data analysis using NEA consists of five stages: reading, comprehension, transformation, process skills, and encoding. From the study results, reading errors were 12,74%, comprehension errors were 51,96%, transformation errors were 9,8%, process skills errors were 52,94%, and encoding errors were 67,64% of students. These errors are caused because students do not read and understand the questions, do not know the formulas and arithmetic operations model used, and count errors.
This study investigates the process of forming Anna’s visual and symbolic representations at each stage of the development of relational understanding in solving fractional problems. This study ...focuses on Anna (pseudonym), a 4th-grade elementary school student in Sidoarjo Regency. Anna possessed the complete process of forming visual and symbolic representations and is the only student who is able to provide logical arguments to support her answer. This research is qualitative in nature with a case study. The results were analyzed using the Miles and Huberman model by reducing the data, presenting the data, and drawing conclusions. Results show the process of forming Anna’s visual and symbolic representations at each stage of the development of relational understanding in solving fractional problems. Anna has difficulty forming visual representations because she has weaknesses in the concept of fractional equations and fractional operations. This resulted in the process of forming symbolic representations and procedural knowledge that tends to be rote. These findings indicate that Anna developed a relational understanding, namely, a conceptual understanding of fractions. The process of forming a visual representation is the main basis before the formation of a symbolic representation.
Abstract: The purpose of this research and development is to obtain empirical findings about the development of Android-based Augmented Reality (AR) and measure the effectiveness of using AR to ...improve problem solving skills in learning 3D spatial modeling at SD Muhammadiyah 3 Surabaya. The development model used is the ADDIE model. Based on the results of validation by material and media experts, it shows that Android-based AR is very good and feasible to be implemented in elementary school students. The average validation result of material experts and experts is 4.9. There is a significant effect between problem solving ability before being given AR treatment and after being given AR treatment. From the interpretation aspect it is 46.4%, the analysis aspect is 27.7%, the inference aspect is 37.9%, the evaluation aspect is 79.5%, the explanation aspect is 89.5%, and the self-regulation aspect is 31. ,5%. The results of research and product development can be categorized as very suitable for use in learning 3D spatial modeling.
Abstrak: Tujuan dari penelitian dan pengembangan ini yaitu untuk mendapatkan temuan empirik tentang pengembangan Augmented Reality (AR) berbasis android dan mengukur efektivitas penggunaan AR untuk meningkatkan kemampuan pemecahan masalah pada pembelajaran pemodelan bangun ruang 3D di SD Muhammadiyah 3 Surabaya. Model pengembangan yang digunakan adalah model ADDIE. Berdasarkan hasil validasi oleh ahli materi dan media menunjukkan bahwa AR berbasis android sangat bagus dan layak untuk diimplementasikan pada siswa Sekolah Dasar. Rata-rata hasil validasi ahli materi dan ahli sebesar 4.9. Terdapat pengaruh yang siginifikan antara kemampuan pemecahan masalah sebelum diberi perlakuan AR dan sesudah diberi perlakuan AR. Ditinjau dari aspek interpretation sebesar 46,4%, aspek analysis sebesar 27,7%, aspek inference sebesar 37,9%, aspek evaluation sebesar 79,5%, aspek explanation sebesar 89,5%, dan pada aspek self-regulation sebesar 31,5%. Hasil penelitian dan pengembangan produk dapat dikategorikan sangat layak digunakan pada pembelajaran pemodelan bangun ruang 3D.