Muhimmah, Hitta Alfi
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Educational Games as Learning Media in the 21st Century for Elementary School Students: A Systematic Literature Review Istiq'faroh, Nurul; Kiettikunwong, Narong; Setiawan, Ricky; Muhimmah, Hitta Alfi
ELEMENTARY: Islamic Teacher Journal Vol 12, No 1 (2024): ELEMENTARY
Publisher : Program Studi Pendidikan Guru Madrasah Ibtidaiyah IAIN Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21043/elementary.v12i1.22636

Abstract

Technology in education is essential in the 21st century. Technology plays an important role in all learning methods today. Educational games can be used in all levels of education. This study presents a systematic literature review on educational games in elementary schools and offers recommendations for future research. This study identified twenty articles that focused on game-based learning in elementary schools. Article quality is assessed at the initial phase of the selection process based on specific criteria. Criteria: Articles published from 2013 to 2022, in English, from journals and proceedings, and open access. This research also explores the level of education, learning models, learning activities, types of research used, use of digital tools, and the impact of games on learning in elementary schools. Incorporating technology in the teaching and learning process can effectively develop students and educators to achieve better learning and educational outcomes. This research study found that educational games integrated with various digital tools were successfully used in elementary schools to achieve learning objectives. Examining these arguments can provide insights for increasing educational effectiveness.
Cybernetic Theory in Improving Students' Higher Order Thinking Skill Nasution; Safirah, Adita Dwi; Wiryanto; Muhimmah, Hitta Alfi; Abdillah, Moh. Irfan
MIMBAR PGSD Undiksha Vol. 12 No. 1 (2024): APRIL
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v12i1.61986

Abstract

The rapid development of knowledge and technology in the 21st century era, education is very important in facing global challenges. Students are required to have higher order thinking skills. Education plays an important role in shaping students' HOTS in facing challenges in the current era. The purpose of this study was to analyze the effect of implementing cybernetic theory on HOTS. This type of research is a quasi-experimental design with a non-equivalent control group design. The population of this study were fourth grade elementary school students, totalling 42 students. The sample of this research was class IV A with 20 students and class IV B with 22 students. Class IV A is an experimental class that does learning with cybernetic theory, while class IV B is a control class that does conventional learning. Methods in data collection are interviews and tests. The instruments used in data collection were interview sheets and multiple-choice tests. Data were analyzed with quantitative descriptive and independent sampling t test. The results of the t-test that have been carried out obtained a t-count value of 9.645 with a t-table of 1.684. This means that t-count > t-table so that Ha is accepted and Ho is rejected. So, it can be concluded that there is a significant effect of the application of cybernetic theory on the HOTS of fourth grade elementary school students. Therefore, the use of cybernetic theory can be an effective approach in developing HOTS at the elementary school.
Efektivitas Teori Sibernetika Pada Mata Pelajaran Bahasa Indonesia Tingkat Sekolah Dasar di “Ruangguru” Azis, Moch Qitfirul; Wiryanto, Wiryanto; Muhimmah, Hitta Alfi
JIKAP PGSD: Jurnal Ilmiah Ilmu Kependidikan Vol 7, No 2 (2023): MEI (JIKAP PGSD)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jkp.v7i2.46248

Abstract

The study alms to determine the effectiveness of cybernetics theory in Indonesian subjects at the elementary school level and to formulate a cybernetic strategy in a space effort to apply learning to students about cybernetics theory. This research is a qualitative research using descriptive methods. Interviews and documentation. The results of the study show that learning chybernetics theory in elementary schools is effective if accompanied by parents, this is because renters have net been able to access digital technology properly startup digital “Ruangguru” can be used as a means of independent learning in schools. Theory and concepts about learning the context of reading, writing and listening is fully available. Howevwr, speaking practice materials for self development are not well facilitated. The role of educators in shapping the attitudes and morals of students also cannot be represented by simply being applied online. It can be conculeded that startup digital “Ruangguru” as distance learning methods are only used to increase knowledge.
METODE PEMBELAJARAN BAHASA INDONESIA YANG INOVATIF TINGKAT SEKOLAH DASAR DENGAN TEORI BELAJAR SIBERNETIKA Setiawan, Ricky; Muhimmah, Hitta Alfi; Subrata, Heru; Istiq'faroh, Nurul; Abidin, Zaenal; Noerdiana, Azizah Firdha
Jurnal Review Pendidikan Dasar : Jurnal Kajian Pendidikan dan Hasil Penelitian Vol. 9 No. 2 (2023): Vol. 9 No. 2 Mei 2023
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jrpd.v9n2.p117-122

Abstract

The purpose of writing this article is to fulfill the assignment of the learning theory course, besides that, it can also find out the method of learning Indonesian by using learning media combined with learning methods based on the learning curriculum in accordance with the innovative government based on cybernetika learning theory. some studies of events that occur in learning in the present. Efficient learning methods do not only use one method and the learning methods applied in the classroom must be in accordance with the material as well as the innovative teacher will produce student learning outcomes that are creative, productive, and well informed and correct. According to Anggit Sri, et al (2013), the learning process is a process of student interaction with learning resources in a learning environment. Learning is assistance provided by educators so that the process of acquiring knowledge and knowledge, mastering skills, and behavior, as well as forming attitudes and beliefs in students occurs. In other words, learning is a process to help learners to learn well. This innovative learning is equipped with very varied models with syntax or steps. These include direct learning, cooperative learning, problem-based learning, inquiry, or learning through discovery. Thus this paper is made with the hope that it can be one of the references for every reader in developing his ability to develop a learning process based on the principles of innovative learning.
Qur’an Recitation Virtual Reality (QVR) Sebagai Solusi Meningkatkan Literasi Al-Qur’an Bagi Teman Tuli Dermawan, Dodik Arwin; Muhimmah, Hitta Alfi; Beny, Acep Ovel Novari; Anggara, Onny Fransinata; Windayani, Novia Restu
Jurnal Review Pendidikan Dasar : Jurnal Kajian Pendidikan dan Hasil Penelitian Vol. 10 No. 1 (2024): Vol. 10 No. 1 Januari 2024
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jrpd.v10n1.p80-86

Abstract

This research discusses the development of Quran Recitation Virtual Reality (QVR) as an interactive medium to help students with special needs in studying and reading the Al-Qur'an. This research was conducted to develop assistive technology that can make it easier for deaf children to learn to read the Koran. The research method used is ADDIE development (R&D) and feasibility trials have been carried out with media expert validators and material experts. The aim of this research is to provide a stimulus for reading Al-Qur'an texts, ablution movements and prayer movements for deaf children. The benefit is to develop knowledge in the field of disability through information technology-based innovation and helping deaf children in worship. UNESA is a higher education institution that is adaptive and actively transforming in facing global challenges. Keywords: Disability, Quran Recitation Virtual Reality, Deaf ABSTRAK Penelitian ini membahas pengembangan Quran Recitation Virtual Reality (QVR) sebagai media interaktif untuk membantu mahasiswa berkebutuhan khusus dalam mempelajari dan membaca Al-Qur'an. Penelitian ini dilakukan untuk mengembangkan teknologi bantu yang dapat memudahkan anak-anak tunarungu dalam belajar membaca Al-Qur'an. Metode penelitian yang digunakan adalah pengembangan (R&D) ADDIE dan telah dilakukan uji coba kelayakan dengan validator ahli media dan ahli materi. Tujuan penelitian ini adalah untuk memberikan stimulus bacaan teks Al-Qur’an, gerakan berwudhu, dan gerakan sholat bagi anak tunarungu. Manfaatnya adalah untuk mengembangkan keilmuan dalam fokus bidang disabilitas melalui inovasi berbasis teknologi informasi dan membantu anak tunarungu dalam beribadah. UNESA merupakan perguruan tinggi yang adaptif dan aktif bertransformasi dalam menghadapi tantangan global. Keywords: Disabilitas, Quran Recitation Virtual Reality, Tuna rungu
Systematic Literature Review: Media Pembelajaran pada Materi Pecahan Sekolah Dasar Hs, Atika Maulidina; Subrata, Heru; Muhimmah, Hitta Alfi
JURNAL MathEdu (Mathematic Education Journal) Vol 6 No 3 (2023): Jurnal MathEdu (Mathematic Education Journal) November 2023
Publisher : Program Studi Pendidikan Matematika Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/mathedu.v6i3.5512

Abstract

Media pembelajaran dapat digunakan untuk menimbulkan motivasi belajar peserta didik hinggaakhirnya dapat meningkatkan kemampuan pemecahan masalah peserta didik. Penelitian inibertujuan untuk menganalisis studi primer terkait penggunaan media pembelajaran pada materipecahan sekolah dasar siswa sekolah dasar dari tahun 2018-2023. Metode penelitian yangdigunakan dalam penelitian ini adalah metode SLR (Systematic Literature Review). Pengumpulandata dilakukan dengan mendokumentasi 33 artikel yang publish dalam rentang tahun 2018-2023pada jurnal nasional sinta 1-6. Hasil penelitian ini menunjukkan bahwa pada rentang tahuntersebut, jenis media yang banyak digunakan dan terbukti berdampak positif terhadap pemahaman,hasil belajar, minat maupun focus siswa pada materi pecahan jenjang sekolah dasar adalah jenismedia visual yaitu sebanyak 19 artikel. Jenis media lainnya yang juga sering dipakai adalahmultimedia yaitu sebanyak 10 artikel. Sedangkan penggunaan jenis media audio visual masihsedikit yaitu sebanyak 4 artikel. Selain itu, belum ditemukan artikel yang menggunakan jenismedia audio