Eliyah Eliyah
Institut Agama Islam Sultan Muhammad Syafiuddin sambas, Indonesia

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Journal : Jurnal Salome: Multidisipliner Keilmuan

PENERAPAN MEDIA KARTU HURUF DALAM PEMBELAJARAN DI TK NEGERI PEMBINA SUBAH Lestari Lestari; Eliyah Eliyah
Jurnal Salome : Multidisipliner Keilmuan Vol. 1 No. 1 (2023)
Publisher : CV. ADIBA AISHA AMIRA

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Abstract

This study aims to find out how the teacher's creativity in making learning media, especially letter card media, how the media used can improve student competence. The method used is action research method. By actualizing the design that is designed into learning. The results of the study showed: The innovations carried out in this activity in the form of applying letter card media have succeeded in increasing the Language Development of KD 3.12 children to recognize early literacy through playing on indicators of recognizing letter sounds. In carrying out this activity it can be seen that 10 children have entered the Developing According to Expectations (BSH) stage. This proves that there is an increase in children's language development using letter card media, because previously only 5 children reached the Developing According to Expectations (BSH) stage.
STUDI KOMPARASI PRESTASI BELAJAR PESERTA DIDIK PADA MATA PELAJARAN MATEMATIKA YANG SANGAT GEMAR, KADANG-KADANG DAN TIDAK GEMAR BERMAIN GAME ONLINE DI KELAS V SDN 15 SEMPALAI KECAMATAN TEBAS TAHUN PELAJARAN 2019/2020 Nazrin Nazrin; Eliyah Eliyah; Arnadi Arnadi
Jurnal Salome : Multidisipliner Keilmuan Vol. 1 No. 1 (2023)
Publisher : CV. ADIBA AISHA AMIRA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (378.065 KB)

Abstract

This study aims to reveal the significant differences between student achievement in mathematics subjects who like, sometimes and do not like playing online games in class V SDN 15 Sempalai, Tebas District, 2019/2020 academic year. This study uses a mixed approach or Mix Method. The type of research used is Sequential Exploratory Design. The number of research samples totaling 44 people is the whole of the research population, so this research is called population research or saturated population. Data collection techniques using interviews, and documentation. The qualitative data analysis technique used is the Miles and Huberman model, while the quantitative data analysis technique uses the One Sample t test and One Way Anova analysis. The results showed that; There is no significant difference between the learning achievement of students in the group who really likes, sometimes and does not like to play online games, seen from the value of learning achievement in Mathematics for Class V at SDN Sempalai. This is evidenced by the value of Sig. One Way Anova analysis of 0.298 > from 0.05; it means that Ho is accepted and Ha is accepted, that is, there is no significant difference between mathematics learning achievement of fifth grade students at SDN 15 Sempalai. With the average of each group: The group who really likes to play online games: 46%; Group that occasionally plays online games: 45%; and Groups who do not like to play online games: 51.21%