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Penerapan Model Discovery Learning dengan Media Model untuk Meningkatkan Pembelajaran Matematika tentang Bangun Ruang pada Siswa Kelas V SD Negeri 7 Kutosari Tahun Ajaran 2018/2019 Nur Rofiqoh; Ngatman Ngatman; Joharman Joharman
Kalam Cendekia: Jurnal Ilmiah Kependidikan Vol 7, No 3 (2019): Kalam Cendekia: Jurnal Ilmiah Kependidikan
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (165.907 KB) | DOI: 10.20961/jkc.v7i3.40774

Abstract

Tujuan penelitian ini yaitu: meningkatkan pembelajaran matematika tentang bangun ruang siswa kelas V SD Negeri 7 Kutosari dengan menerapkan model discovery learning. Penelitian ini merupakan penelitian tindakan kelas kolaboratif. Subjek penelitian ini adalah guru dan siswa kelas V. Teknik pengumpulan data menggunakan: observasi, wawancara, dokumentasi, dan tes. Validitas data menggunakan triangulasi sumber, triangulasi teknik, dan validitas isi. Analisis data melalui reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa penerapan model discovery learning dengan media model dapat meningkatkan pembelajaran matematika tentang bangun ruang pada siswa kelas V SD Negeri 7 Kutosari tahun ajaran 2018/2019. 
TRADITIONAL GAME (GAPYAK) AS EFFORT TO DEVELOP COMMUNICATION AND STUDENT COOPERATION IN 1 BUMIREJO ELEMENTARY SCHOOL Ingtiarti Ingtiarti; Nur Rofiqoh; Ivan Arifudin; Kartika Chrysti Suryandari
Social, Humanities, and Educational Studies (SHEs): Conference Series Vol 1, No 2 (2018): 3rd National Seminar on Educational Innovation (SNIP 2018)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (467.214 KB) | DOI: 10.20961/shes.v1i2.26856

Abstract

Recently, traditional game among students, particularly gapyak, have begun to fade and are forgotten due to the times. Gapyak has been replaced by modern technology-based games that have a high level of addiction, resulting in changes in student behavior and habits. They tend to be less socializing with people around. As a result, students lack of communication and collaboration in daily life. This research to foster communication and collaboration of students in SD Negeri 1 Bumirejo. The research subjects were 27 grade V students of SD Negeri 1 Bumirejo. The object of the research is communication and student collaboration in the game Gapyak. The research design is descriptive qualitative with data collection techniques through observation sheets and interview sheets which are then described. The results showed that the traditional game Gapyak in communicating "good" criteria with a percentage of 80%, and in cooperation the criteria "good" with a percentage of 83%. This can be seen from observations that show that students are able to communicate, cooperate, and responsible.