Adit Yuliani
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DIGITAL LITERACY: DOES IT AFFECT THE LEARNING OUTCOMES OF MADRASAH IBTIDAIYAH STUDENTS? Adit Yuliani; Anas Salahudin; Inne Marthyane Pratiwi
PEDAGOGIA Vol 20, No 3 (2022)
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/pdgia.v20i3.48833

Abstract

The ease of Science and Technology must be balanced with digital literacy skills because it is one-factor affecting student learning achievement. Digital literacy functions to have the ability to access, manage, understand, and evaluate information safely and quickly through digital technology to become wiser. This study aims to look at students' digital literacy skills and learn achievement and determine how much influence digital literacy has on student learning achievement. The research method used is a correlation with a quantitative approach, and the sample is taken from classes IV, V, and VI, with as many as 50 students. The data collection technique used is a questionnaire for digital literacy and documentation for learning achievement. Then the data analysis technique used the product-moment correlation test. The results of this study indicate that students are good at understanding digital literacy. Students' understanding of digital literacy on internet skills, such as utilizing digital technology to find information and learning resources. There is a significant positive relationship between digital literacy and learning achievement, and it is obtained that an r count of 0.440 is included in the medium category. It is shown that digital literacy skills influence 19.36% of student learning achievement, and the remaining 80.64% is influenced by other factors that are not related to this study.
Efektivitas Model Pembelajaran Teams Games Tournament (TGT) pada Materi Keberagaman di Kelas III Madrasah Ibtidaiyah Adit Yuliani; Bunyamin Maftuh; Akhmaliah Siti Nailan; Rahman Rahman
SAP (Susunan Artikel Pendidikan) Vol 8, No 3 (2024)
Publisher : Universitas Indraprasta PGRI Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/sap.v8i3.18371

Abstract

Learning is basically an effort carried out by the teacher to assist student learning activities so that the learning process runs according to the designated goals. The selection of the Teams Games Tournament (TGT) learning model in class III in order  that students can be motivated and active in carrying out the teaching and learning process so that learning is expected to be not monotonous and all children can speak their opinions. This study aims to determine the learning outcomes of the Teams Games Tournament model on diversity material and the effectiveness of the Teams Games Tournament learning model on diversity material in grade III MI students. The method used is quantitative with a one-shot case study design where only one class gets special treatment and without a control class, then at each meeting an assessment is held to see the development of students in the learning process. The research was conducted in the even semester of the 2022/2023 school year in class III MI Muhammadiyah 2 Sumbersari with the object of 15 students. The results obtained that the Teams Games Tournament (TGT) learning model was effectively used in class III and obtained a class average score of 67 and had achieved learning completeness and was in the high category and 73% of students had reached the Minimum Completion Criteria (KKM).