Students of Elementary School Teacher Education programs must be able to have higher-order thinking skills (HOTS) so that they can train students to have HOTS through learning activities created when they have become elementary school teachers. This study aims to explain students' high-level thinking skills in solving HOTS-oriented questions in Instructional Evaluation courses. This study uses qualitative research methods with data collection techniques using cognitive test instruments in the form of descriptions. Data analysis techniques use simple descriptive statistics. The results showed the level of thinking ability of students in answering HOTS practice questions still needed improvement. Students who have high learning abilities are better at answering HOTS-oriented questions compared to students in the medium and low categories. 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Penelitian ini bertujuan untuk mengembangkan media pembelajaran infografis berbasis android, serta mengetahui kelayakan media pembelajaran infografis berbasis android materi keragaman budaya pada Tema 1 “Indahnya Kebersamaan”, Subtema 1 “Keberagaman Budaya Bangsaku” pembelajaran 1 dan 5. Sampel dalam penelitian ini adalah peserta didik kelas IV SDN Jati 06 Pagi sebanyak 32 orang. Jenis penelitian ini adalah R&D dengan metode penelitian ADDIE yang terdiri dari lima tahap, yaitu Analyze, Design, Development, Implementation, dan Evaluation. Teknik pengumpulan data yang digunakan adalah observasi, wawancara dan kuesioner. Pada akhir penelitian ini menghasilkan prosuk berupa media pembelajaran infografis berbasis android untuk peserta didik kelas IV Sekolah Dasar. Hasil uji coba pengembangan media infografis berbasis android kepada tiga ahli yaitu ahli media, ahli materi, dan ahli bahasa diperoleh nilai rata-rata 91,56% atau media masuk kedalam kategori baik sekali, sedangkan hasil uji kelayakan media oleh guru kelas IV sebesar 94% dengan media masuk kategori baik sekali, dan hasil rata-rata uji respon peserta didik sebesar 94,59% atau media masuk kedalam kategori baik sekali. Hal ini menunjukkan bahwa kelayakan media sangat baik dalam pembelajaran IPS di sekolah dasar.
The purpose of this research is to find a conceptual model as a basic in developing a learning media Mathematics of Scale material using motion graphic media. The development model used in this research is Hannapin and Peck's model which is consists of three stages, namely requirements analysis, design, and development or implementation. This research was conducted at SDN Karanggan 01 Gunung Putri, Bogor towards fifth grade students of elementary schools. The results of the product feasibility trial show that interactive motion graphic media is very feasible to use by obtaining an average expert review rating of 95.14% with the category "Very Good". Based on an analysis of previous research findings the conceptual model of interactive motion graphic media that researchers found to be effectively used in schools with problems that researchers found in the field. Keyword : Motion graphic, Interactive, Mathematic, Scale Abstrak : Tujuan dari penelitian ini adalah untuk menemukan model konseptual sebagai dasar dalam mengembangkan suatu media pembelajaran Matematika materi Skala menggunakan media motion graphic. Model pengembangan yang digunakan pada penelitian ini adalah model Hannapin dan Peck yang terdiri dari tiga tahapan yaitu analisis kebutuhan, desain, dan pengembangan atau implementasi. Penelitian ini dilaksanakan di SDN Karanggan 01 Gunung Putri, Bogor terhadap siswa kelas V sekolah dasar. Hasil uji coba kelayakan produk menunjukkan bahwa media motion graphic interaktif sangat layak digunakan dengan mendapat penilaian expert review rata-rata sebesar 95,14% dengan kategori “Sangat Baik”. Berdasarkan analisis terhadap temuan penelitian sebelumnya model konseptual media motion graphic interaktif yang peneliti temukan efektif digunakan pada sekolah dengan permasalahan yang peneliti temukan di lapangan. Kata Kunci : Motion graphic, Interaktif, Matematika, Skala
The purpose of this research is to increase the learning process of Mathematic on second grade by using Polydron Game. The result shows the signs of: (1) Students’s Behaviour Change on Mathematic learning process, (2) Students’s Result of the learning process was not familiar with the game method for the learning, (3) Teachers’s creativity implementation using Polydron game method has been appropriate and on satisfying level. Based on the results, it can be concluded that students are excited with Polydron game as geometry learning method, but the conventional method must be kept so that the students’ learning result will be better. Abstrak Tujuan dari penelitian ini adalah untuk meningkatkan proses belajar Matematika pada kelas II dengan menggunakan permainan Polydron. Hasil penelitian menunjukkan hal sebagai berikut: (1) Perubahan Perilaku Siswa pada proses pembelajaran Matematika,(2) Hasil proses belajar menunjukkan bahwa dalam pembelajaran siswa tidak akrab dengan metode game, (3) kreativitas Guru menggunakan metode Polydron permainan telah sesuai dan memuaskan. Berdasarkan hasil tersebut, dapat disimpulkan bahwa siswa sangat antusias dengan permainan Polydron pada metode pembelajaran geometri. Tetapi metode konvensional tetap harus dijaga sehingga hasil belajar siswa akan menjadi lebih baik.
(1983:17), pemahaman berarti mampu menyelami pikiran orang lain dan menambahkan pemikiran serta pengalaman orang lain ke dalam pemikiran dan pengalaman kita sendiri. Sujana (1998:24) PENDAHULUANBanyak hal yang dapat mempengaruhi tingkat kualitas pembelajaran yang dilaksanakan oleh suatu institusi karena adanya keterbatasan, misalnya kualitas SDM dari para pengajar yang masih terbawa pada sistem lama. Sistem yang dimaksud adalah hanya mengacu pada konten dari satu buku ajar tanpa memperbaharui dan menambah referensi dari sumber lain.Rendahnya tingkat pemahaman para mahasiswa S1 PGSD UNJ pada mata kuliah pengembangan evaluasi pembelajaran, ditunjukkan dengan kecilnya nilai yang dicapai pada setiap akhir semester selama ini. Mahasiswa yang memiliki nilai C berkisar 70% dari jumlah mahasiswa di setiap kelas (6 kelas). Sedangkan kurangnya pemahaman mahasiswa terhadap konsep penilaian ditandai dengan ketidaktahuan mereka menentukan jenis penilaian apa yang akan dipilih setiap kali membuat rancangan pembelajaran mata kuliah. Para mahasiswa hanya tahu bahwa penilaian adalah tes, padahal masih banyak jenis penilaian lain yang sesuai dengan materi ajar.Mata kuliah Pengembangan Evaluasi Pembelajaran merupakan salah satu mata kuliah pada program S1 PGSD yang materinya membahas tentang bagaimana menentukan jenis dan teknik penilaian yang akan dilaksanakan oleh seorang guru sekolah dasar (SD) pada setiap mata pelajaran.Seorang guru seharusnya dapat melaksanakan beragam jenis penilaian sesuai dengan materi, seperti pengamatan kinerja, pengukuran sikap, penilaian hasil karya berupa tugas, penilaian proyek, penilaian produk, penilaian portofolio, dan penilaian diri sendiri. Penilaian dilakukan minimal satu kali dalam satu semester. Jenis-jenis penilaian tersebut dapat menggunakan teknik-teknik tertulis, observasi, tes praktik, penugasan, tes lisan, portofolio, jurnal, inventori, penilaian diri sendiri, dan penilaian antarteman.Untuk mengatasi rendahnya pemahaman mahasiswa tersebut, perlu suatu strategi khusus yang harus dilakukan oleh dosen pengampu mata kuliah Pengembangan Evaluasi Pembelajaran dengan menggunakan strategi pembelajaran yang baru yaitu mind mapping.Peneliti berusaha untuk meningkatkan pemahaman konsep mahasiswa S1 PGSD FIP UNJ terhadap pemilihan model penilaian yang ada melalui proses mind mapping yang dikembangkan dari indikator yang dalam penelitian ini. Penelitian ini hanya dibatasi pada cara meningkatkan pemahaman konsep asesmen Mahasiswa PGSD FIP UNJ melalui proses mind mapping pada mata pelajaran Matematika SD. Rumusan masalah dalam penelitian ini adalah: Bagaimana cara meningkatkan pemahaman konsep asesmen Mahasiswa PGSD FIP UNJ melalui strategi belajar mind mapping pada mata kuliah pengembangan evaluasi pembelajaran?
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