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Jurnal Sinektik
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sinektik.pgsd@gmail.com
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butsinegara@gmail.com
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INDONESIA
JURNAL SINEKTIK
ISSN : 26206560     EISSN : 2620746X     DOI : 10.33061
Core Subject : Education,
Jurnal Sinektik published by Elementary School Teacher and Education (PGSD), Faculty of Teacher Training and Education (FKIP), Universitas Slamet Riyadi. This Journal aimed as media communications and informations around teaching practice and elementary education implementations from various aspect. Target readers of the journal are students, teachers, practitioners of basic science education. Jurnal Sinektik has ISSN: 2620-6560 (Print) and ISSN: 2620-746X (Online) .
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Articles 12 Documents
Search results for , issue "Vol. 6 No. 1 (2023): JURNAL SINEKTIK:JUNI-2023" : 12 Documents clear
Efektivitas Penggunaan Media Pembelajaran Digital Pada Hasil Belajar Siswa Kelas 5 SDN 6 Nagrikaler Primanita Sholihah Rosmana; Sofyan Iskandar; Ayang Ranisa Rahma; Salsa Maria; Supriatna Supriatna; Tri Wahyuningtyas
Jurnal Sinektik Vol. 6 No. 1 (2023): JURNAL SINEKTIK:JUNI-2023
Publisher : FKIP, PGSD, Universitas Slamet Riyadi

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Abstract

Generations of the Nation is the hope of the state, services for Basic Education are the needs of the Indonesian people. This study aims to: 1) determine the effectiveness of digital learning media in improving student learning outcomes; 2) knowing students' knowledge before and after being given learning with digital learning media; 3) take advantage of advances in digital technology. On the other hand, this technological progress is very rapid and can be said to be a form of re-adaptation for teachers. The existence of Digital Learning media is a process to complement the needs of prospective generations to make it easier to learn, we cannot deny that when we are still using old learning media, children can get bored in learning. In short, we must take advantage of technological advances so that the demands of the nation's expectations can be fulfilled. Gols a teacher turns barren land into fertile land, the child is a layman who needs guidance and the teacher is a uswah who guides. Keywords; Learning Media, Learning Outcomes, Technology, Effectiveness.
Pengaruh Permainan dalam Pembelajaran IPAS Terhadap Motivasi Belajar Siswa Kelas 4 SDN Cibungur Agus Muharam; Wina Mustikaati; Adela Fauziah; Intan Fadila; Salsa Maria
Jurnal Sinektik Vol. 6 No. 1 (2023): JURNAL SINEKTIK:JUNI-2023
Publisher : FKIP, PGSD, Universitas Slamet Riyadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33061/js.v6i1.8207

Abstract

This research is an observational study of data on students who are less effective in learning which can indicate a lack of motivation and concentration in student learning in participating in various learning activities both inside and outside the classroom. The objectives of this study include (1) testing the relationship between games and science learning outcomes (2) testing the relationship between students' learning motivation and science learning outcomes (3) the relationship between games and learning motivation and also science learning outcomes. The method used is the class action method or Classroom Action Research, which is research conducted in the classroom by planning an action which is then implemented in the form of a class action. Based on the results of the study showed that the presence of the game will provide an increase in students' learning motivation, can eliminate boredom in students, and can increase their enthusiasm for learning. So with a high enthusiasm for learning, students can also be more prepared in receiving various learning materials that will be delivered.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS CANVA UNTUK MENINGKATKAN KREATIVITAS GURU DI SEKOLAH DASAR Tantri Febriana; Sri Suneki; Suyoto Suyoto; Siti Rochajati
Jurnal Sinektik Vol. 6 No. 1 (2023): JURNAL SINEKTIK:JUNI-2023
Publisher : FKIP, PGSD, Universitas Slamet Riyadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33061/js.v6i1.8681

Abstract

First of all, there are problems with instructors who do not provide a sufficient variety of learning media. Less interesting learning materials provide students with a more boring and uninspiring learning environment. This research aims to evaluate how learning media made with Canva can encourage teachers at SDN Karangrejo 01 to think more creatively. This research is a Research and Development (R&D) development using the 4D development model which consists of four stages which include define, design, develop and disseminate. A team consisting of media experts and content experts will assess this learning tool as it is being developed. The validation test results conducted by media experts revealed that creating Canva-based learning media was very feasible. The test yields a 91% percentage result. The percentage of material expert validation test results of 98% is within the range of very practical norms. It can be seen from the results of the validation test that Canva-based development media can be an application for teachers, so that teacher creativity increases
PENGEMBANGAN MEDIA PUZZLE PANCASILA DI KELAS I SDN PANGGUNG LOR BERDASARKAN GAYA BELAJAR KINESTETIK Indriani Nur Rahmawati; Kartinah Kartinah; Muhammad Prayitno; Deny Susilowati
Jurnal Sinektik Vol. 6 No. 1 (2023): JURNAL SINEKTIK:JUNI-2023
Publisher : FKIP, PGSD, Universitas Slamet Riyadi

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Abstract

The purpose of this research is to find out feasible of the puzzle Pancasila media in class I at SDN Panggung Lor based on kinesthetic learning styles. The development of the puzzle Pancasila media uses R&D methods. The development stages adapted the 4D model from Thiagarajan, that is Define, Design, Develop, and Disseminate. Methods of data collection in this reseach using observation, interviews, and questionnaires. The overall results of the feasibility test of this development research produced the puzzle Pancasila media product with the details of (1) media expert test obtained very feasible criteria with a result of 93.88%, (2) the material expert test obtained very feasible criteria with a result of 93.13%, (3) student responses obtained very feasible criteria with a result of 95%. Based on these results, the Puzzle Pancasila media is very feasible for use in SDN Panggung Lor.
PENGEMBANGAN VIDEO ANIMASI PLOTAGON MATERI FOTOSINTESIS DI KELAS IV SD SUPRIYADI 02 SEMARANG Ludfil Khakim; Suyoto Suyoto; Qoriati Mushafanah; Karsono Karsono
Jurnal Sinektik Vol. 6 No. 1 (2023): JURNAL SINEKTIK:JUNI-2023
Publisher : FKIP, PGSD, Universitas Slamet Riyadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33061/js.v6i1.8794

Abstract

The purpose of this study was to determine the validity of the Plotagon animated educational video about photosynthesis material in Class IV SD Supriyadi 02 Semarang. The research used in development research is the ADDIE model which refers to the Robert Maribe Branch. in this stage using 5 stages of development namely analysis, design, development, implementation and evaluation. The learning media uses the Plotagon application which was developed by applying learning, especially in the photosynthesis process material. The method of collecting data in this study is using observation, interviews, and questionnaires.This validity assessment was adjusted to the overall assessment of the validity test results of this development research to produce a product in the form of a plotagon animation video on photosynthesis material with details (1) the material expert validator test obtained results suitable for use and a small revision was needed with a value of 83 (2) the material expert test obtained the results are very feasible with a value of 75 (3) the media development test for students obtains a value of 76. Based on the results of the due diligence test it is concluded that the animated video plotagon on photosynthesis material is suitable for use as learning media at SD Supriyadi 02 Semarang in a good category and can be used properlyr
A STRATEGI GURU DALAM MENERAPKAN KEDISIPLINAN PADA KELAS VA SD NEGERI GAYAMSARI 02 Lenisa Wahyu Rositania; Aries Tika Damayani; Mudzanatun Mudzanatun; Effendi Isnuryantono
Jurnal Sinektik Vol. 6 No. 1 (2023): JURNAL SINEKTIK:JUNI-2023
Publisher : FKIP, PGSD, Universitas Slamet Riyadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33061/js.v6i1.8812

Abstract

This study aims to determine the teacher's strategy in applying discipline through class agreements in the VA class of SD Negeri Gayamsari 02 Semarang. Researchers use a type of descriptive qualitative research. Sources of data were taken from students and teachers of SD Negeri Gayamsari 02. Data collection techniques used interviews, observation and documentation. Meanwhile, the data analysis techniques in this study were data reduction, data processing and drawing conclusions. The results of this study are (a) the teacher applies discipline through habituation activities. (b) the teacher applies discipline through example. (c) the teacher applies discipline through class agreements.
PENERAPAN MODEL COOPERATIVE SCRIPT UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK SDN TLOGOSARI KULON 01 SEMARANG Firda Saiful Anam; Joko Sulianto; Veryliana Purnamasari; Susilo Raharjo
Jurnal Sinektik Vol. 6 No. 1 (2023): JURNAL SINEKTIK:JUNI-2023
Publisher : FKIP, PGSD, Universitas Slamet Riyadi

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Abstract

The objective of the research is to improve the result of social studies about wawancara of the student class IV SDN Tlogosari Kulon 01 Semarang by implemation model pembelajaran Cooperative Script. The method is used action class that consist of two cycles, each cycles has planning, implementation, observation, and reflection the subject of the research is 28 students. The instrument is used essay test and observation. The result of the research through by implemation model pembelajaran Cooperative Script can improve the students result study, from 28 students, at the beginning the comlpleteness is only 9 students or 33% while 19 students or 67% not complete. The final from 28 students which is not complete is only 4 students or 14% and 24 students or 86% is complete. Keywords: Cooperative Script Learning Model, Learning Outcomes, Indonesian.  
ANALISIS MEDIA AUDIO VISUAL UNTUK MENINGKATKAN KEMAMPUAN MEMBACA SISWA DISLEKSIA KELAS III Siti Khotimah; Filia Prima Artharina; Veryliana Purnamasari; Ariani Nur Setyawati
Jurnal Sinektik Vol. 6 No. 1 (2023): JURNAL SINEKTIK:JUNI-2023
Publisher : FKIP, PGSD, Universitas Slamet Riyadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33061/js.v6i1.8821

Abstract

The background of this research is that there are students in class III with low reading ability and often make mistakes in recognizing letters. In accordance with the existing theory, students with this condition are called dyslexic disorders. The purpose of this study is to find out that the use of audio-visual media can improve the reading ability of students with dyslexia. The type of research used by researchers is qualitative with a descriptive design. Data collection techniques used by researchers are observation, interviews, and documentation. The subjects of this study were class III students at SDN Tlogosari Kulon 01 Semarang. Researchers interviewed dyslexic students and class teachers. Based on the results of research at SDN Tlogosari Kulon 01 Semarang it was found that students with dyslexia could improve their reading ability by using audio-visual media.
MENINGKATKAN MINAT BELAJAR DENGAN MENGGUNAKAN MEDIA WORDWALL KELAS 4 DI SEKOLAH DASAR Diyah Setyorini; Sri Suneki; Muhammad Prayitno; Catur Prasetiawati
Jurnal Sinektik Vol. 6 No. 1 (2023): JURNAL SINEKTIK:JUNI-2023
Publisher : FKIP, PGSD, Universitas Slamet Riyadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33061/js.v6i1.8885

Abstract

Research objective: to build interest in learning in elementary school children with technology-based, namely Wordwall, nowadays almost all children in elementary schools like to play online games on cell phones/gadgets, for this reason this method can be applied to children in elementary schools to divert children's habits so as not to get addicted to online games and make interest in learning better. the basic factor that affects children's learning interest is low, namely boring teaching techniques. The homeroom teacher there only uses YouTube, PPT in teaching. After the Wordwall Media was applied to elementary school level children, especially at SDN Panggung lor grade IV to increase their interest in learning at school, it became high. Indirectly WordWall can also be used to assess knowledge besides learning students can also play online games like WordWall. The researcher used a qualitative method through observing the homeroom teacher for class IV at SDN Panggung Lor and giving questionnaires to students to find out students' interest in learning through the WOrdWall media. The results of this study using educative online game-based learning media can increase students' interest in learning. Keywords: Interest in Learning1; WordWall2; Online game3
Widya, Eri IMPLEMENTASI MODEL PROJECT BASED LEARNING DALAM MENINGKATKAN HASIL BELAJAR SISWA KELAS III SDN PANGGUNG LOR Eri Widya Ningrum; Ikha Listyarini; Henry Januar Saputra; Agus Junaidi
Jurnal Sinektik Vol. 6 No. 1 (2023): JURNAL SINEKTIK:JUNI-2023
Publisher : FKIP, PGSD, Universitas Slamet Riyadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33061/js.v6i1.9045

Abstract

This study aims to improve the cognitive learning outcomes of class III students at SDN Panggung Lor Semarang city for the 2022–2023 school year on the theme of rights and obligations through the project-based learning (PjBL) learning model. The subjects in this study were class III students at SDN Panggung Lor Semarang City, consisting of 11 female students and 17 male students. The technique of collecting data is done by giving tests and making observations. The results showed that the average class III student learning outcomes in cycle I were 68.28 and increased to 83.21 in cycle II. The percentage of students who complete the KKM has increased with each cycle. In cycle I, the percentage of students who completed the KKM was 39.29%, and then it increased in cycle II to 83.21%. These results indicate that the application of the project-based learning (PjBL) learning model can improve the cognitive learning outcomes of class III students at SDN Panggung Lor Semarang City on the theme of rights and obligations

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