Hawwin Fitra Raharja
Universitas Hasyim Asy’ari

Published : 4 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 3 Documents
Search
Journal : Indonesian Journal of Primary Science Education (IJPSE)

Pengembangan Media Teka-Teki Silang Dalam Meningkatkan Motivasi Belajar Pada Tema 7 Subtema 3 Kelas IV Muhammad Farokhi; Hawwin Fitra Raharja
IJPSE : Indonesian Journal of Primary Science Education Vol 3 No 2 (2023): IJPSE
Publisher : Prodi PGSD Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v3i2.2855

Abstract

This research is motivated by problems that exist in the field, namely the lack of preparation of students in accepting the new curriculum where subjects are combined into one. Besides, there is a lack of applicable learning that can be applied with media-based learning. Through this research, it is hoped that the research objective can be achieved, namely the development of crossword puzzles (TTS) media to increase the learning motivation of SDIT Darul Falah students, especially grade IV. This study aims to develop a valid, interesting, and effective crossword puzzle (TTS) learning media in learning at SDIT Darul Falah Cukir. The research subjects were 19 students of SDIT Darul Falah Cukir in the even semester of the 2021/2022 academic year. This development research uses the ADDIE development model. The results of this study indicate that: the results of the validity of several experts obtained are media experts in the first stage media experts get an average of 2.7 with sufficient categories, in the second stage they get 3.5 in other words get good categories, and all three media experts scored. a score of 4.4 in other words got a very good score. While the score of 4.5 is in the very good category, from RPP experts 4.5 is in the very good category and the test for educators gets a score of 4.4 in the very good category, from the media trial on limited students getting a score of 4.4 in the very good category, and in the media test the students of one class got a score of 4.4 in the very good category. Based on these results, it can be concluded that the crossword puzzle learning media developed is valid, interesting, and effective so that it is suitable for use in learning.
Pengembangan Game Kuis Berbasis Android Menggunakan Kahoot Untuk Siswa Kelas V SDIT Darul Falah Dedy Nurqori; Hawwin Fitra Raharja
IJPSE : Indonesian Journal of Primary Science Education Vol 3 No 2 (2023): IJPSE
Publisher : Prodi PGSD Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v3i2.2880

Abstract

Technological advances in the form of smartphones are currently an example of how technical sophistication can be used to support learning activities. The use of gadgets, especially android operated by children, includes games. One alternative learning media that is considered capable of overcoming problems in the learning process is an android-based quiz game using kahoot, because this quiz game learning media students are able to play, learn, and be active in learning so that students' understanding in learning thematic material becomes better and memory students become more refined. The android-based quiz game using kahoot has a purpose, namely to determine the design of android-based quiz game development using kahoot, the quality of android-based quiz game products using kahoot, and the effectiveness of android-based quiz games using thematic subjects. This research procedure uses a 4D model, namely define, design, development, and dissemination. SDIT Darul Falah Jombang is the location chosen to carry out research on a large scale, with 18 students enrolled in the 2021/2022 academic year. Based on this research, it was found that the application of android-based quiz game media using Kahoot was included in the very good category with a total score of 89% according to three expert experts, including media experts with a percentage of 94% in the very good category, material experts with a percentage of 86% in the very good category, and RPP experts with a percentage of 88% in the very good category. While the effectiveness through the results of the student response questionnaire obtained a score of 88% including the very good category. Thus, it can be concluded that the android-based quiz game media using kahoot is feasible and effective in the learning process of the fifth grade students of SDIT Darul Falah Jombang.
Implementasi Pendidikan Karakter Dalam Pembelajaran IPS Melalui Media Pop Up Book Ma'ruf Mustofa; Hawwin Fitra Raharja
IJPSE : Indonesian Journal of Primary Science Education Vol 3 No 2 (2023): IJPSE
Publisher : Prodi PGSD Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v3i2.2881

Abstract

Nowadays, there are many phenomena that show that the Indonesian nation is experiencing a moral decline, where politeness to parents is expensive and covered by a sense of mutual indifference. This is caused by several factors, one of which is the entry of foreign cultures into the Indonesian nation. The use of media is also very influential on the enthusiasm of students in participating in learning. It is hoped that the selection of media can encourage students and can cultivate good characters for the students of SDIT Darul Falah Cukir Jombang..This type of research is a mixed method research. This study uses one class. The subjects were fourth grade teachers and fourth grade students at SDIT Darul Falah Cukir. And the object is character education. Data collection techniques in this study are observation, interviews, questionnaires, and documentation. Data analysis in this study was carried out by collecting data, reducing data, presenting data and drawing conclusions. While the validity of the data using triangulation, namely sources, techniques and time, and peer discussion. The results showed: Planning to make lesson plans and prepare learning media, The implementation is carried out in two stages, These results can be seen from the Pop Up Book media trial through student response questionnaires, showing that an average of 37.5 proves that the character of students has increased, The inhibiting factors for the Pop Up Book media include the program, infrastructure, character building, and time for making media, Supporting factors for Pop Up Book media include the existence of discipline, good cooperation and interaction between school residents and students, and support from parents.