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Penerapan Metode Kooperatif pada Kompetensi Afektif dan Kongnitif Siswa Kelas IV MI Muhammadiyah 1 Sukodadi Rizka Rismawanda; Linaria Arofatul Ilmi Uswatun Khasanah
MANAZHIM Vol 3 No 2 (2021): AGUSTUS
Publisher : Manajemen Pendidikan Islam STIT Palapa Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36088/manazhim.v3i2.1383

Abstract

One way to increase student saturation in the learning process is through cooperative methods in Civics subjects, the purpose of this research is to improve Civics learning about globalization in the realm of affective and cognitive competencies. This research is Classroom Action Research with a qualitative approach consisting of two cycles. Each cycle consists of four stages, namely planning, implementing actions, observing or observing and reflecting. This research was conducted at MI Muhammadiyah I Sukodadi Lamongan in fourth grade students consisting of 13 male students and 12 female students using research methods in the form of tests, observations, interviews and questionnaires. The results showed that children's affective and cognitive abilities increased from cycle I to cycle II. This can be described as follows: Increasing the effectiveness of student learning outcomes in the use of cooperative methods in Civics learning increased from 70.66 to 79.00. Improved performance of students' attitudes and learning interest in the use of cooperative methods in Civics learning increased from 68.66 to 76.50. So it can be concluded that cooperative methods can improve students' affective and cognitive competencies.
Pengaruh Penggunaan Media Flipchart Terhadap Hasil Belajar Menulis Surat Resmi Siswa Kelas V di Sekolah Dasar Linaria Arofatul Ilmi Uswatun Khasanah; AF. Suryaning Ati MZ; Rizka Novi Irmaningrum
JURNAL JENDELA PENDIDIKAN Vol. 2 No. 01 (2022): Jurnal Jendela Pendidikan: Edisi Februari 2022
Publisher : CV. Jendela Edukasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57008/jjp.v2i01.141

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan media flipchart terhadap hasil belajar menulis surat dinas siswa kelas V SD Muhammadiyah 1 Babat Lamongan. Penelitian ini merupakan penelitian kuantitatif dengan metode penelitian yang digunakan adalah One-Group Pretest-Posttest Design. Teknik pengumpulan data menggunakan tes prestasi berupa pilihan ganda dan uraian. Untuk menguji hipotesis ini digunakan rumus statistik uji-t sampel. Penelitian dilakukan terhadap sampel siswa kelas V yang berjumlah 25 orang. Kesimpulan bahwa terdapat pengaruh positif terhadap hasil belajar menulis media flipchart kelas V SD Muhammadiyah 1 Babat Lamongan. Hal ini dapat dilihat dari hasil analisis data yang menunjukkan bahwa lebih besar dari atau 8,69 > 2,064 pada taraf signifikansi 5%, maka ditolak dan diterima.
Pengembangan Game Edukasi Berbasis kearifan Lokal Berorientasi dalam Peningkatan Kemampuan Membaca Permulaan di Sekolah Dasar Linaria Arofatul Ilmi Uswatun Khasanah; Izza Eka Ningrum; Mochammad Miftachul Huda
Jurnal Basicedu Vol 7, No 1 (2023): February
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v7i1.4539

Abstract

Siswa sekolah dasar dituntut memiliki keterampilan membaca yang baik, namun kemampuan membaca permulaan siswa Sekolah Dasar masih tergolong rendah. Pengembangan media game edukasi berbasis kearifan lokal dilakukan dengan tujuan meningkatkan kemampuan membaca permulaan siswa Sekolah Dasar kelas I. Media game edukasi berbasis kearifan lokal dikembangkan dengan metode ADDIE yang terdiri dari analyze, design, development, implementation dan evaluation. Hasilnya, media game edukasi berbasis kearifan lokal dapat dilihat dari hasil validitas yang diperoleh dari dua pakar dan hasil keefektifan dari aktivitas dan respon siswa yang menyatakan media game edukasi sangat valid untuk bisa digunakan oleh siswa di sekolah dasar dengan dibuktikan dengan uji coba tebatas dan uji coba lapangan, yang dilakukan untuk mengukur respon siswa terhadap penggunaan media game edukasi berbasis kearifan lokal dengan hasil yang sangat baik serta dapat digunakan oleh guru untuk meningkatkan kemampuan membaca permulaan yang dibuktikan melalui hasil uji-t uji-t 0,034 < 0,05. Hasil uji N-Gain menyatakan adanya peningkatan membaca permulaan siswa kelas I di sekolah dasar dengan persentase 75,10% dengan kategori efektif. Secara keseluruhan disimpulkan bahwa media game edukasi berbasis kearifan lokal dinyatakan layak digunakan dalam meningkatkan kemampuan membaca permulaan siswa.
Pengembangan Game Edukasi Berbasis kearifan Lokal Berorientasi dalam Peningkatan Kemampuan Membaca Permulaan di Sekolah Dasar Linaria Arofatul Ilmi Uswatun Khasanah; Izza Eka Ningrum; Mochammad Miftachul Huda
Jurnal Basicedu Vol 7, No 1 (2023): February
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v7i1.4539

Abstract

Siswa sekolah dasar dituntut memiliki keterampilan membaca yang baik, namun kemampuan membaca permulaan siswa Sekolah Dasar masih tergolong rendah. Pengembangan media game edukasi berbasis kearifan lokal dilakukan dengan tujuan meningkatkan kemampuan membaca permulaan siswa Sekolah Dasar kelas I. Media game edukasi berbasis kearifan lokal dikembangkan dengan metode ADDIE yang terdiri dari analyze, design, development, implementation dan evaluation. Hasilnya, media game edukasi berbasis kearifan lokal dapat dilihat dari hasil validitas yang diperoleh dari dua pakar dan hasil keefektifan dari aktivitas dan respon siswa yang menyatakan media game edukasi sangat valid untuk bisa digunakan oleh siswa di sekolah dasar dengan dibuktikan dengan uji coba tebatas dan uji coba lapangan, yang dilakukan untuk mengukur respon siswa terhadap penggunaan media game edukasi berbasis kearifan lokal dengan hasil yang sangat baik serta dapat digunakan oleh guru untuk meningkatkan kemampuan membaca permulaan yang dibuktikan melalui hasil uji-t uji-t 0,034 < 0,05. Hasil uji N-Gain menyatakan adanya peningkatan membaca permulaan siswa kelas I di sekolah dasar dengan persentase 75,10% dengan kategori efektif. Secara keseluruhan disimpulkan bahwa media game edukasi berbasis kearifan lokal dinyatakan layak digunakan dalam meningkatkan kemampuan membaca permulaan siswa.
Penerapan Media Tangga Satuan Panjang terhadap Hasil Belajar Siswa Sabbihisma Maydita Dewantari; Naily Al Mabruroh; Seviatin Nurwahidah; M Aldiyan Maulidin; Linaria Arofatul Ilmi Uswatun Khasanah
ALSYS Vol 3 No 3 (2023): MEI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/alsys.v3i3.1040

Abstract

Mathematics is one of the subjects that students consider difficult. This happens because students do not know how to operate multiplication and division, especially in the matter of measuring units of length. In addition, students consider mathematics lessons to be boring, since the teacher uses only the lecture method. This study aims to find out how the application of unit ladder media to student learning outcomes. This type of research is a classroom action research conducted for one month at SD Muhammadiyah Sidoharjo Lamongan with material on measuring length using standard units in grade IV students totaling 22 students, with 10 men and 12 women and carried out in II cycles. Cycle I showed an average score of 66.13 and with a learning completion of 66%. While in cycle II the average score of students is 80 with a learning completion of 80%. Based on the research conducted, it can be concluded that the use of learning media for length units in length measurement materials using standard units can improve student learning outcomes.
Analysis of The Implementation program Numeracy Literacy for Teacher Working Groups in Building a Literate Culture Humairah Humairah; Linaria Arofatul Ilmi Uswatun Khasanah; Daffa Maulana Riansyah
Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Vol. 4 No. 1 (2024): Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 2024 (1)
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jppi.v4i1.448

Abstract

This study aims to describe the analysis of the implementation programe numeracy literacy in teachers' working groups to build a culture of literacy in primary schools. This research used a qualitative method with a descriptive approach. The research subjects were six teachers who had attended literacy and numeracy training at MIM 16 Payaman and MIM 05 Palirangan. Data collection techniques were conducted using interviews, observation, and documentation. The results showed that the literacy and numeracy program in the teachers' working group can apply tactical implementation strategies to literacy and numeracy skills in the physical, socio-emotional, and academic domains so this is the starting point for creating a culture of literacy in schools. Teachers can also carry out mapping, advocacy, mentoring, monitoring, and evaluation of literacy and numeracy activities carried out at school. Teachers can carry out various activities to implement a culture of numeracy literacy at school and home, such as creating a reading corner in the classroom. Teachers can integrate literacy and numeracy skills through tasks carried out by students according to what is obtained from the teacher's working group.
Pengembangan Game Edukasi Berbasis kearifan Lokal Berorientasi dalam Peningkatan Kemampuan Membaca Permulaan di Sekolah Dasar Linaria Arofatul Ilmi Uswatun Khasanah; Izza Eka Ningrum; Mochammad Miftachul Huda
Jurnal Basicedu Vol. 7 No. 1 (2023): February
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v7i1.4539

Abstract

Siswa sekolah dasar dituntut memiliki keterampilan membaca yang baik, namun kemampuan membaca permulaan siswa Sekolah Dasar masih tergolong rendah. Pengembangan media game edukasi berbasis kearifan lokal dilakukan dengan tujuan meningkatkan kemampuan membaca permulaan siswa Sekolah Dasar kelas I. Media game edukasi berbasis kearifan lokal dikembangkan dengan metode ADDIE yang terdiri dari analyze, design, development, implementation dan evaluation. Hasilnya, media game edukasi berbasis kearifan lokal dapat dilihat dari hasil validitas yang diperoleh dari dua pakar dan hasil keefektifan dari aktivitas dan respon siswa yang menyatakan media game edukasi sangat valid untuk bisa digunakan oleh siswa di sekolah dasar dengan dibuktikan dengan uji coba tebatas dan uji coba lapangan, yang dilakukan untuk mengukur respon siswa terhadap penggunaan media game edukasi berbasis kearifan lokal dengan hasil yang sangat baik serta dapat digunakan oleh guru untuk meningkatkan kemampuan membaca permulaan yang dibuktikan melalui hasil uji-t uji-t 0,034 < 0,05. Hasil uji N-Gain menyatakan adanya peningkatan membaca permulaan siswa kelas I di sekolah dasar dengan persentase 75,10% dengan kategori efektif. Secara keseluruhan disimpulkan bahwa media game edukasi berbasis kearifan lokal dinyatakan layak digunakan dalam meningkatkan kemampuan membaca permulaan siswa.
PENERAPAN MEDIA POWERPOINT INTERAKTIF UNTUK MENINGKATKAN HASIL BELAJR KOGNITIF SISWA KELAS III SDN BANGLE Burhan Haris Nasution; Linaria Arofatul Ilmi Uswatun Khasanah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 1 (2024): Volume 09 No. 01 Maret 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i1.12797

Abstract

This classroom action research (PTK) aims to improve the learning outcomes of class III students at SDN Banggle, Sukorame sub-district, Lamongan district through the application of interactive PowerPoint learning media with thematic learning content for class III theme 5, sub-theme 3, lesson 2. With research subjects of 15 students. This classroom action research was carried out in two cycles. The data in this classroom action research was obtained through tests (pretest and posttest), the pretest was carried out before learning took place and the posttest was carried out after learning. This classroom action research records several teacher and student activities in carrying out ongoing learning. Observations of teacher and student activities are recorded on the observation sheet provided. The results of teacher observations in cycle I obtained 71% and teacher observations in cycle II obtained 88%. So the increase in observations of teacher activities from cycle I to cycle II increased by 17%. The results of observing student activities in cycle I obtained 70.3% and observing student activities in cycle II obtained 92%. So the increase in student activity from cycle I to cycle II increased by 21.7%. The students' pretest and posttest cognitive learning results in cycle I got an average score of 65.33 with a percentage of 46%, and the students' cognitive learning results in cycle II got an average score of 73.4 with a percentage of 80%. So in this classroom action research the level of completeness of students' cognitive learning outcomes in cycle I to cycle II increased by 34%. The results of the analysis at the first and second meetings in cycle I and cycle II can be stated that interactive PowerPoint learning media can help improve the cognitive learning outcomes of class III students at SDN Banggle Sukorane Lamongan.
Pengaruh Game Edukasi Berbasis Kearifan Lokal Berorientasi Terhadap Keterampilan Menulis Siswa di Sekolah Dasar Linaria Arofatul Ilmi Uswatun Khasanah
Jurnal Elementaria Edukasia Vol. 6 No. 4 (2023): Desember
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v6i4.7536

Abstract

The use of vocabulary used in local wisdom learning often has errors that make it difficult for students to understand the material, besides the use of media that is less interesting makes students less interested in the learning process. This study aims to determine the effect of using local wisdom-based educational games on students' writing skills in elementary school. This research is a quantitative study using experimental research methods with the form of true experimental design. The sampling technique in this study was simple random sampling technique with the lottery of grade 1 SDN Jetis 4 Lamongan. This study used a pretest-posttest control group design. The research subjects were grade 1 students of SDN Jetis 4 Lamongan. In this study the research subjects were divided into two groups, namely the experimental group and the control group. The data analysis technique used is hypothesis testing which consists of normality test, homogeneity test, and T test. İnstruments used in this study are in the form of description questions that help students in improving writing skills. Based on these results. Based on these results, it can be concluded that educational games based on local wisdom are very influential on students' writing skills in elementary schools
Penerapan Media Video Interaktif pada Pembelajaran Matematika untuk Meningkatkan Hasil Belajar Siswa Materi Pecahan Kelas V SD Emy Masfufah Octaviani; Humairah Humairah; Linaria Arofatul Ilmi Uswatun Khasanah
JagoMIPA: Jurnal Pendidikan Matematika dan IPA Vol. 4 No. 2 (2024): JagoMIPA: Jurnal Pendidikan Matematika dan IPA
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jagomipa.v4i2.518

Abstract

Perkembangan teknologi mengalami kemajuan yang sangat pesat saat ini. Dengan latar belakang era digital dan globalisasi, pendidikan harus senantiasa beradaptasi dengan perkembangan teknologi. Guru dapat menggunakan sumber daya pendidikan pada kegiatan pembelajaran, akan tetapi banyak guru tidak menindak lanjuti sehingga tetap menerapkan metode ceramah yang mengakibatkan murid cenderung  tidak memperhatikan guru pada saat kegiatan belajar. Penelitian ini dilakukan untuk mengamati bagaimana guru dan siswa berinteraksi serta mengetahui peningkatkan hasil belajar pada pendidikan matematika dengan media video interaktif. Siklus I dan II dari penelitian tindakan kelas (PTK) ini terdiri dari perencanaan, pelaksanaan, observasi, dan refleksi. Kesimpulannya adalah bahwa: (1) Guru melihat aktivitas siswa pada siklus I rata-rata 54,16% dan siklus II 88,54%, peningkatan siklus I dan II 34,8%; (2) Siswa melihat aktivitas guru pada siklus I rata-rata 48% dan siklus II 84%, peningkatan siklus I dan II 36%; dan (3) Hasil belajar siswa pada siklus I rata-rata 48% dan siklus II 84%, peningkatan siklus I dan II 36%.