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THE EFFECT OF THE RECIPROCAL TEACHING MODEL ON THE SCIENCE LEARNING OUTCOMES OF GRADE V STUDENTS OF ELEMENTARY SCHOOL INPRES 12/79 POLEWALI, BONE DISTRICT Sitti Jauhar; Satriani DH; Rezkyamaliyah Ananda
Global Journal Basic Education Vol. 5 No. 1 (2026): February
Publisher : Sains Global Institut, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35458/gjp.v5i1.4917

Abstract

This study uses a quantitative approach that aims to determine the effect of the Reciprocal Teaching model on the learning outcomes of fifth-grade students of SD Inpres 12/79 Polewali, Bone Regency. The type of research used is Pre-Experimental Design with One-Group Pretest-Posttest design. The research variables consist of the Reciprocal Teaching model as the independent variable and the learning outcomes of the sciences as the dependent variable, with a total of 24 students as subjects. The data collection technique uses a learning outcome test before and after the application of the Reciprocal Teaching model. Data analysis was carried out through descriptive and inferential statistics. The results showed that the average pretest score was 41.46 and the posttest was 76.88, resulting in an increase of 35.42. The results of the hypothesis test showed a significance value of 0.000 <0.05. Thus, it can be concluded that the Reciprocal Teaching model has a significant effect on the learning outcomes of fifth-grade students of SD Inpres 12/79 Polewali, Bone Regency
PENGEMBANGAN MEDIA LITERACY BOARD GAMES PADA PEMBELAJARAN MEMBACA PEMAHAMAN SISWA KELAS IV SD INPRES 5/81 TIBOJONG KABUPATEN BONE Satriani Dh; Mujahidah; Siti Fausyiah Fadhila Nabila; Sudirman
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 3 (2026): Volume 12 No. 3, September 2026 Produce
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i3.17765

Abstract

This study aimed to develop Literacy Board Games as a learning medium for reading comprehension among fourth-grade students at SD Inpres 5/81 Tibojong, Bone Regency, and to determine the validity, practicality, and effectiveness of the product. The study employed a Research and Development approach using the ADDIE model, consisting of Analysis, Design, Development, Implementation, and Evaluation. The research involved one fourth-grade teacher and 22 students. Data were collected through media and material expert validation sheets, teacher and student response questionnaires, documentation, and reading comprehension tests administered before and after the use of the product. Data were analyzed descriptively using percentages and mean scores. The results showed that the Literacy Board Games were successfully developed through the five ADDIE stages. Media expert validation and material expert validation each reached 80%, indicating that the product was feasible for use. Teacher response reached 82.67%, while student response reached 89.31%, showing a high level of practicality. Students' mean reading comprehension score increased from 57.05 on the pre-test to 72.73 on the post-test, while mastery increased from 13.64% to 72.73%. The findings indicate that Literacy Board Games can provide an attractive, interactive, and collaborative learning experience and can support improvement in elementary students' reading comprehension.
PENGEMBANGAN MEDIA KAROGAN BERBASIS AUGMENTED REALITY PADA PEMBELAJARAN IPAS KELAS IV SD INPRES 12/79 LONRAE KABUPATEN BONE Nur Aisyah Ananda Ananda; Satriani Satriani; Asriadi Asriadi
MACCA : Science-Edu Journal Volume 2, No. 1: Februari 2025
Publisher : Education and Talent Development Center of Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/msej.v2i1.2774

Abstract

This research is a development research or also known as Research and Development (R&D) using a modified ADDIE development model design with 3 stages consisting of Analysis, Design, and Development. The purpose of this study is to determine the needs analysis, development of Karogan media based on Augmented Reality in Science Learning and to determine the validation of Karogan based on Augmented Reality in Science Learning. This study uses qualitative and quantitative data analysis techniques. Qualitative analysis includes descriptions of observation results, interviews, validator suggestions that are analyzed descriptively for product improvement. Meanwhile, quantitative analysis assesses the feasibility of the product based on expert, teacher, and student assessments. This study has succeeded in developing Augmented Reality Learning Media in Science Learning for Grade IV Elementary School known as Karogan. The study shows that the learning media developed is included in the category of feasible and appropriate for use by students and teachers in the learning process after going through the validation process. This development product not only provides an alternative innovative learning media, but also has implications for the transformation of technology-based Science learning, where the integration of Augmented Reality (AR) can increase interactivity, conceptual understanding, and student learning motivation more effectively.
PENGARUH STRATEGI PEMBELAJARAN KOOPERATIF BERBANTUAN MEDIA ALFABET CARD TERHADAP MEMBACA PERMULAAN SISWA KELAS II SD INPRES 5/81 BULU-BULU Satriani DH; Rukayah; Alif Batara Firman
MACCA : Science-Edu Journal Volume 2, No.2: Juni 2025
Publisher : Education and Talent Development Center of Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/msej.v2i2.3099

Abstract

This research is a quantitative type of experimental research which aims to determine the significant influence on students' initial reading abilities before and after using Alphabet Card media through cooperative learning strategies. The research design used was one group Pretest-Posttest design. The population in this study were all class II students at SD Inpres 5/81 Bulu-Bulu with a sample of 30 students selected using a saturated sampling technique. The data collection technique used was an initial reading test to determine students' initial reading abilities before and after using Alphabet Card media through cooperative learning strategies. The data analysis techniques used are descriptive and inferential statistical analysis techniques. Based on the results of descriptive statistical analysis, it was found that the Pretest score for students' initial reading ability was in the poor category and the Posttest score for students' initial reading ability was in the good category. Based on the results of inferential statistical analysis using the paired samples test, it shows that the significance value is 0.000 > 0.05, which means there is a significant difference in students' initial reading abilities before and after using the cooperative learning strategy type assisted by Alphabet Card media for class II students at SD Inpres 5/81 Bulu-Bulu. The conclusion of this research is that there is an influence of using Alphabet Card media through cooperative learning strategies on the beginning reading ability of class II students at SD Inpres 5/81 Bulu-Bulu.
PENERAPAN METODE MIND MAPPING DALAM MENINGKATKAN KREATIVITAS BELAJAR IPAS SISWA KELAS IV SD NEGERI NO. 5 LAPPA KABUPATEN SINJAI Fadhilah Azzah MR; Satriani DH; Rosmalah
MACCA : Science-Edu Journal Volume 2, No.2: Juni 2025
Publisher : Education and Talent Development Center of Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/msej.v2i2.3108

Abstract

This research is motivated by the low creativity in learning science in grade IV students of SDN No. 5 Lappa, Sinjai Regency. The purpose of the study is to improve students' learning creativity by applying the Mind Mapping method to the science subject of grade IV students of SDN No. 5 Lappa, Sinjai Regency. The approach used in the study with the Classroom Action Research (CAR) design is qualitative descriptive. The subjects in this study were all 18 grade IV students and the homeroom teacher of grade IV. The data collection techniques used were documentation and observation. Data analysis techniques by reducing data, presenting data and drawing conclusions. Based on the results of the research that has been carried out, students' learning creativity has increased through the Mind Mapping method. This can be seen from the percentage of learning creativity scores in cycle I reaching the Medium (S) category and in cycle II reaching the High (T) category. The value of students' social science learning creativity in cycle I was 44% or 8 students obtained an average score of 69 with a Medium (S) qualification and increased in cycle II by 83% or 15 students achieved an average score of 80 with a High (T) qualification. It can be concluded that the Mind Mipping learning method can improve students' social science learning creativity.
Penerapan Model Pembelajaran Word Square Untuk Meningkatkan Minat Belajar IPAS Siswa Kelas V SD Inpres 6/75 Corawali Kecamatan Barebbo Kabupaten Bone Sitti Jauhar; Satriani DH; Ulfiyah Azizah
MACCA : Science-Edu Journal Volume 2, No.3: Oktober 2025
Publisher : Education and Talent Development Center of Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/msej.v2i3.4094

Abstract

This research is a classroom action research aimed at increasing the interest in learning IPAS among fifth-grade students of SD Inpres 6/75 Corawali, Barebbo District, Bone Regency, through the Word Square learning model. The data collection techniques used were observation and questionnaires. The data analysis techniques used in this research are data reduction, data presentation, and drawing conclusions. The research results show that the Word Square learning model can increase the interest in learning IPAS among fifth-grade students at SD Inpres 6/75 Corawali, Barebbo District, Bone Regency. This can be proven by the students' learning interest in cycle I, where 12 out of 20 students achieved the success indicator with a percentage of 60% (Sufficient), whereas in cycle II, 18 out of 20 students achieved the success indicator with a percentage of 90% (Good). The percentage of teacher activity in cycle I reached 73.33% (Satisfactory), while the percentage in cycle II reached 86.67% (Good). The percentage of student activity in cycle I reached 66.67% (Satisfactory), while the percentage in cycle II reached 80% (Good). It can be concluded that the Word Square Learning Model can increase students' interest in learning
Hubungan Penggunaan Gadget dengan Prestasi Belajar Siswa Kelas Tinggi SD Inpres yang 7/83 Manurunge Kecamatan Ulaweng Kabupaten Bone Satriani DH; Asriadi; Zahra Paraditat Sauri Arabe
MACCA : Science-Edu Journal Volume 2, No.3: Oktober 2025
Publisher : Education and Talent Development Center of Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/msej.v2i3.4104

Abstract

This study is a quantitative study with a correlational type that aims to describe use of gadget and learning achievement of high students in high grades, as well as to find out the significant relationship use of gadget with learning achievement high grade students of SD Inpres 7/83 Manurunge Ulaweng Subdistrict Bone Regency. The samples used in this study were grade IV, V and VI students of SD Inpres 7/83 Manurunge totaling 21 students, with non probability sampling technique. Research data were obtained through questionnaires and documentation. Data analysis techniques using descriptive statistical analysis and inferential statistical analysis. Based on the results of descriptive statistical analysis, it was obtained that the use of gadget were in the good category (76,73%). Meanwhile, students' learning achievement was in the good category with a percentage of 74,57%. The results of inferential statistical analysis show that there is a significant relationship between use of gadget and students' learning achievement with a correlation coefficient of 0,493 which is included in the medium category. So it can be concluded that there is a positive and significant relationship between the use of gadget and the learning achievement of high grade students of SD Inpres 7/83 Manurunge Ulaweng District Bone Regency. Keywords: Use of Gadgets. Learning Achievement