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PENGARUH METODE BRAINSTRORMING TERHADAP HASIL BELAJAR MATEMATIKA SISWA KELAS V SDN BITUNG JAYA 1 CIKUPA Awiria, Awiria; Septiani, Vivi
Jurnal Holistika Vol 2, No 2 (2018)
Publisher : Universitas Muhammadiyah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

ABSTRACTThe problem in the thesis in this study is whether there are differences in the results of mathematics learning about fractions between students who were given the Brainstorming learning method with students who were given conventional methods. This study aims to find out whether there are differences between Mathematics learning outcomes about fractions that use the Brainstorming method with student learning outcomes that use conventional methods in fifth grade students at SDN Bitung Jaya 1 Cikupa District Tangerang Regency. This type of research is quantitative research. Nonequivalent Control Group Design. Experimental research is research by experimenting with experimental groups. To each experimental group are subjected to certain treatments with conditions that can be controlled. Data as a result of the effect of treatment on the experimental group were measured quantitatively and then compared. This Nonequivalent Research Control Group Design can control all external variables that influence the course of the experiment. Thus the truth of the quality of the research results is maximized. The sample used in this study uses saturated samples. In this study VB class is an experimental class and VA class is a control class. The results of this study obtained a 0.05 degree of error, obtained t count (t0) that is 5.97 and d.b that is 77. In the above calculation, t table (tt) d.b 77 is known to be 0.05 error level is 1.658. By knowing t table (tt) the hypothesis 1.658 <5.97 can be compared that t count (t0) is greater than t table (tt) then the null hypothesis (Ho) is rejected, and accepts the alternative hypothesis (H1). Based on the results of these studies it can be concluded that the use of brainstorming methods can affect the results of mathematics learning about fractions in class V students of SDN Bitung Jaya 1 Tangerang Regency T.A. 2014/2015. Keywords : Hasil Belajar Matematika, Metode Brainstorming ABSTRAKMasalah dalam penelitian ini adalah apakah terdapat perbedaan hasil belajar matematika tentang fraksi antara siswa yang diberi metode pembelajaran Brainstorming dengan siswa yang diberi metode konvensional. Penelitian ini bertujuan untuk mengetahui apakah terdapat perbedaan hasil belajar Matematika tentang fraksi yang menggunakan metode Brainstorming dengan hasil belajar siswa yang menggunakan metode konvensional pada siswa kelas V di SDN Bitung Jaya 1 Kecamatan Cikupa Kabupaten Tangerang. Jenis penelitian ini adalah penelitian kuantitatif. Nonequivalent Control Group Design. Penelitian eksperimental adalah penelitian dengan bereksperimen dengan kelompok eksperimen. Untuk setiap kelompok eksperimen dikenakan perlakuan tertentu dengan kondisi yang dapat dikontrol. Data sebagai hasil dari efek pengobatan pada kelompok eksperimen diukur secara kuantitatif dan kemudian dibandingkan. Desain Grup Kontrol Penelitian Nonequivalent ini dapat mengontrol semua variabel eksternal yang memengaruhi jalannya eksperimen. Dengan demikian kebenaran kualitas hasil penelitian dimaksimalkan. Sampel yang digunakan dalam penelitian ini menggunakan sampel jenuh. Dalam penelitian ini kelas VB adalah kelas eksperimen dan kelas VA adalah kelas kontrol. Hasil penelitian ini diperoleh tingkat kesalahan 0,05, diperoleh t hitung (t0) yaitu 5,97 dan d.b yaitu 77. Dalam perhitungan di atas, t tabel (tt) d.b 77 diketahui tingkat kesalahan 0,05 adalah 1,658. Dengan mengetahui t tabel (tt) maka hipotesis 1,658 <5,97 dapat dibandingkan bahwa t hitung (t0) lebih besar dari t tabel (tt) maka hipotesis nol (Ho) ditolak, dan menerima hipotesis alternatif (H1). Berdasarkan hasil penelitian tersebut dapat disimpulkan bahwa penggunaan metode brainstorming dapat mempengaruhi hasil belajar matematika tentang fraksi pada siswa kelas V SDN Bitung Jaya 1 Kabupaten T.A. 2014/2015. Kata Kunci: Hasil Belajar Matematika, Metode Brainstorming
Analysis of Character Education Values in 4th Grade Student Thematic Books in the 2013 Curriculum Ujang Jamaludin; Awiria Awiria; Ajat Sudrajat; Asrori Yudha Prawira
AL-ISHLAH: Jurnal Pendidikan Vol 13, No 2 (2021): AL-ISHLAH: JURNAL PENDIDIKAN
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (654.386 KB) | DOI: 10.35445/alishlah.v13i2.561

Abstract

This study aimed to analyze the values of character education in the thematic books of 4th-grade Curriculum 2013 students. Textbooks or teaching materials are among the most important learning tools in stimulating, advancing, educating, and improving the nation's welfare and having a meaningful role in student achievement. The importance of teaching materials as a medium for internalizing educational values, teaching materials should be packaged based on character education. The research was conducted at SDN Tanah Tinggi 7 Tangerang City in the 4th-grade skills. The method used is qualitative research. The data source used was the thematic book of the 2013 curriculum for the 4th-grade students. The data were obtained using content review techniques, observation, and interviews. Data analysis is done by using content analysis systematically on the thematic books being studied. The results showed that half of the 4th grade have loaded character values contracted in the 2013 curriculum. Values curriculum most common character is the character value friendly, communicative and likes to read. Meanwhile, the least character value found was the character value of the national spirit
Pembinaan Literasi Membaca melalui Self Motivation sebagai Upaya Mengembangkan Life Skill dan Meningkatkan Hasil Belajar pada Anak Usia Sekolah Dasar Yohamintin Yohamintin; Yosi Gumala; Vira Pratiwi; Awiria Awiria
Jurnal Abdimas BSI: Jurnal Pengabdian Kepada Masyarakat Vol 4, No 2 (2021): Agustus 2021
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (556.9 KB) | DOI: 10.31294/jabdimas.v4i2.10267

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Pengabdian masyarakat yang dilaksanakan dilatarbelakangi oleh rendahnya peringkat literasi Indonesia dan rendahnya kemampuan membaca peserta didik Indonesia di dunia Internasional berdasarkan data yang dirilis oleh World’s Most Literate Nations, dan Progres in International Reading Literacy Study. Sebagai bentuk nyata kegiatan pengabdian pada masyarakat maka dilaksanakan sebuah kegiatan training yang bertujuan untuk menumbukan motivasi diri pada peserta didik dalam meningkatkan minat dan kemampuan membaca. Kegiatan ini bertema ”Self Motivation Sebagai Upaya untuk Mengembangkan Life Skill dan Meningkatkan Hasil Belajar pada Anak Usia Sekolah Dasar” di Teluk Pucung Bekasi, yang berdasarkan observasi pendahuluan didapatkan masih kurang dalam literasi.  Metode kegiatan Pengabdian kepada Masyarakat (PkM) ini menggunakan metode ceramah dan pelatihan ini sekaligus menjadi media bagi dosen di program studi pendidikan dasar untuk mensosialisasikan dan mendesiminasikan hasil-hasil penelitian dalam bidang literasi untuk lebih dapat diaplikasikan secara langsung di sekolah dasar mitra. Hasil dari pelaksanaan PkM ini didapatkan adanya respon motivasi belajar yang semakin baik, yang ditunjukan oleh  peningkatan nilai yang diperoleh dari  hasil pre test dan post test dalam pemahaman konsep sains.  Dampak positif dari pelatihan dengan mengoptimalkan digital literasi ini mendorong berkembangnya kecakapan hidup peserta didik dalam mengembangkan potensi diri dan lebih bijak dalam menggunakan media digital. Sehingga dapat disimpulkan bahwa penggunaan digital literasi yang tepat dan ditanamkan sejak usia sekolah dasar, dapat memunculkan keterampilan hidup dan meningkatkan self motivation pada peserta didik yang akan meningkatkan hasil belajar. 
IMPLEMENTASI PENDIDIKAN NILAI MELALUI PERMAINAN TRADISIONAL ANAK SUKU SASAK DI MI NW LOANG SAWAK LOMBOK TENGAH Zainal Arifin Munir; Awiria Awiria
Taman Cendekia: Jurnal Pendidikan Ke-SD-an Vol 4 No 1 (2020)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (290.589 KB) | DOI: 10.30738/tc.v4i1.5764

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Traditional games of a tribe had often not been known well in the last few decades, traditional games had been shifted to the digital ones that were imported from around the world. This study aimed at finding out how to implement educational values through the traditional game of the Sasak tribe in MI NW Loangawak, Mataram was. The method used was descriptive qualitative analysis. The subjects of this study were students, teachers, and school principals. Data collection techniques used were interviews, observation, and documentation. To check the validity of the data, researchers used data triangulation techniques. The results showed that the implementation of educational values through traditional games was excellent, because traditional games substantially contained and were closely related to natural elements, both in terms of playgrounds, as well as playing tools used in traditional games, such as wooden sticks as raw material for gasing. It played an essential role in bringing people closer to their natural world and bringing a deeper understanding of the place, which they had made for dwellings, as ecological knowledge that was not only considered as a science and harmony of fellow human beings, but also as the soul of life.
Hubungan Antara Gaya Belajar Dengan Prestasi Belajar IPA Kelas IV SDN 08 Pagi Jakarta Timur A Awiria; Rossyta Quarisruri
WACANA AKADEMIKA: Majalah Ilmiah Kependidikan Vol 3 No 2 (2019)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (633.734 KB) | DOI: 10.30738/wa.v3i2.3517

Abstract

The main problem examined in this study is the relationship between learning styles and science learning achievement in class IV SDN 08 East Jakarta. This study aims to obtain knowledge based on data or facts that are valid, true and trusted about the relationship between learning styles and science learning achievement. The hypothesis tested is that there is a relationship between learning styles and science learning achievement in class IV SDN 08 East Jakarta. In accordance with the problem and research objectives, the method used is the survey method with descriptive correlational techniques. The subjects in this study were fourth grade students of SDN 08 Elementary School, East Jakarta, with a population of 101 people and a sample of 34 people with a purposive sampling technique. The instrument used to obtain the variable X data is a questionnaire, while the variable Y data is the report card value. The data analysis technique uses the product moment correlation method to test the research hypothesis with α = 5%, the result of rxy (r count) is 0.47 with r table (32.5%) is 0.34. Because rxy> r table, it can be concluded that there is a relationship between learning styles and science learning achievement in class IV SDN 08 East Jakarta.
Analisis faktor-faktor penyebab Anak menjadi Attention Defict Hyperactive Disorder di SDN Teluk Pucung 01 Kota Bekasi A Awiria; D Dariyanto
WACANA AKADEMIKA: Majalah Ilmiah Kependidikan Vol 4 No 2 (2020)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/wa.v4i2.8503

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The purpose of this study was to analyze the factors that cause children to become Attention Defict Hyperactive Diserder (ADHD) in elementary schools. This research was conducted at SDN Teluk Pucung 01 Bekasi City, with the research subjects 2 students of SDN Teluk Pucung 01 Elementary School Bekasi City. This research method is a qualitative method with a case study approach model. The research data were obtained using research instruments in the form of interviews, observation, and documentation. Then analyzed using Miles Huberman's theory with the stages of data reduction, data presentation and drawing conclusions and verification. The results showed that genetics, the diet of parents during pregnancy, psychosocial factors, namely poor parenting management, and environmental factors such as lead poisoning, food addiction, allergic reactions, and being in a smoking environment are the main factors that cause children to become Attention Defict. Hyperactive Diserder (ADHD)
APPLICATION OF ROLE PLAY LEARNING TO IMPROVE THE ATTITUDE OF NATIONAL CULTURE DIVERSITY OF ELEMENTARY SCHOOL STUDENTS Awiria Awiria; Ujang Jamaludin
JPSD (Jurnal Pendidikan Sekolah Dasar) Vol 6, No 2 (2020): JPSD (Jurnal Pendidikan Sekolah Dasar)
Publisher : Department of Primary education, Faculty of Teacher Training and Education, Universitas Su

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30870/jpsd.v6i2.7331

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AbstractThis study aims to improve the students’ cultural diversity based on the application of role playing learning models in elementary schools. This type of research is classroom action research, conducted in two cycles. The data is collected by observation and questionnaire techniques. This research was conducted on fourth grade students of 33 students. The success of the research is determined by the class average score that must be at least 70. The obtained data were analyzed descriptively. The results showed that there was an increase in the students' cultural diversity from first cycle to second cycle. The results showed a change in cultural diversity attitudes of elementary school children after role playing learning, where students could respect and appreciate the differences of cultural, ethnic, racial, and regional language of students. Role playing learning can be applied in elementary schools to improve the national cultural diversity attitude of students.Keywords: Cultural Diversity; Multicultural; Role Playing
IMPLEMENTASI PENDIDIKAN RAMAH ANAK BERBASIS LITERASI DIGITAL ATASI CYBERCRIME PADA MAHASISWA Awiria Awiria; Sani Aryanto; Yohamintin Yohamintin; Markum Markum
Jurnal Obor Penmas: Pendidikan Luar Sekolah Vol 4, No 1 (2021)
Publisher : Program Studi Pendidikan Luar Sekolah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/oborpenmas.v4i1.4680

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Pengabdian kepada masyarakat yang dilaksanakan bertujuan untuk mengurangi dapak buruk penggunaan teknologi yang masif berkembang. Upaya yang dilakukan berupa edukasi yang menggunakan metode sugestopedia untuk mengimplementasikan pendidikan ramah anak berbasis literasi digital. Kegiatan ini dimulai dari mahasiswa pendidikan guru sekolah dasar (PGSD) dalam mengantisipasi dan meminimalisir dampak buruk teknologi informasi dan internet. Mengingat kemampuan menyesuaikan diri terhadap perkembangan zaman adalah sebuah keharusan bagi setiap orang tidak terkecuali bagi para pendidik. Peranan pendidik sangat penting dalam memberikan pengawasan dan pendampingan anak dalam menggunakan teknologi digital. Tanpa pengawasan yang baik dihawatikan anak dapat mudah mengakses konten negatif seperti pornografi, pornoaksi atau cybercrime. Upaya ini merupakan terobosan baru yang dilakukan dengan memperhatikan karakteristik berpikir anak-anak dan remaja yang dipadukan dengan konsep literasi digital. Materilainnya yaitu bahaya cybercrime dan cyberbullying di era digital. Mahasiswa juga dibekali upaya preventif dan kuratif dalam menggunakan internet. Kegiatan pengabdian ditutup dengan materi literasi digital. Setelah dilakukannya kegitaan ini pemahaman mahasiswa PGSD Ubhara Jaya dan Untirta meningkat 90%. Setelah mengikuti kegiatan ini diharapkan mereka menjadi literat dalam bermedia sosial dan bermedia digital.
NILAI-NILAI KARAKTER PADA BUKU TEMATIK SISWA KURIKULUM 13 KELAS IV SDN HARAPAN BARU III KOTA BEKASI Dariyanto Dariyanto; Awiria Awiria
Almarhalah | Jurnal Pendidikan Islam Vol 6, No 1 (2022): Almarhalah | Jurnal Pendidikan Islam
Publisher : STIT Al-Marhalah Al-Ulya Bekasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38153/almarhalah.v6i1.94

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The purpose of this study is to describe the values of character education in the thematic books for fourth grade students. Character education is the foundation must be designed and developed in student textbooks. The quality of the book content will lead students to the educational goals in the curriculum. This research is a content analysis research with the thematic book subject for fourth grade students, it tries to focus on the character values contained there. The results showed that in five thematic books, fourth grade students in semester I had explicitly and implicitly developed seven character values: religious, honest, disciplined, responsible, confident, polite and caring. Religious character values have the lowest frequency, while other character values are developed more intensively by providing actual models and examples in life. Keywords: character education values, thematic books, curriculum 13
PENGEMBANGAN MEDIA MOTION COMIC UNTUK MENINGKATKAN BERPIKIR ALJABAR SISWA MI AS SA’ADAH PADA ERA KENORMALAN BARU Awiria Awiria; Dariyanto Dariyanto
Taman Cendekia: Jurnal Pendidikan Ke-SD-an Vol 6 No 1 (2022)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/tc.v6i1.12099

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Algebraic thinking is one of the skills needed at this time. Problem-solving activities dominate the ability to think algebraically, but in this case, the solution is not yet known. The solution that is possibly done can be through appropriate examples and self-discovered methods. Previous research found obstacles in algebraic thinking, namely epistemology obstacles, didactical obstacles, and conceptual obstacles. In addition, there is currently a lack of studies on learning media used to familiarize students with algebraic thinking since MI. This research aims to develop motion comic learning media based on digital literacy. The method used was Research and Development (R&D), which involved 25 students of MI class IV. This study yielded design principles of digital literacy-based motion comic learning media that have mathematical material content whose context is adjusted to the learning process in the new normal era.