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Penerapan Model Pembelajaran Kooperatif Tipe Teams Games Tournament (TGT) pada Pembelajaran IPS Siswa Pramesti, Adia; Sukasno, Sukasno; Prananosa, Ahmad Gawdy
IJOCE: Indonesia Journal of Civic Education Vol. 6 No. 2 (2026): IJOCE: Indonesia Journal of Civic Education
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/btyyfh09

Abstract

This study aims to determine the completeness of the social studies learning outcomes of fourth-grade students of SD Negeri 61 Lubuklinggau after the Teams Games Tournament (TGT) Learning Model was implemented. The research method is quantitative research with a Pre-Expremimental Design approach. The population is all fourth-grade students and the sample is fourth-grade students of SD Negeri 61 Lubuklinggau who were taken using random sampling techniques. Data collection was carried out using test techniques, in the from of multiple choices of 14 questions. The data analysis technique used the t-test, with a significance level of a = 0,05. The result of the data analysis can be concluded that the social studies learning outcomes of fourth-grade students of SD Negeri 61 Lubuklinggau after the Teans Games Tournament (TGT) Learning Model was implemented significantly. With an average value of 80,10 and the precentage of students who completed reaching 93%.   Keywords: Cooperatif Learning, Contextual Teaching and Learning, Learning Outcomes, Social Studies.
Pengembangan Media Smart Box Berbasis Qr-Code pada Pembelajaran IPS Siswa Kelas IV  SD Negeri Rejosari Lestari, Vika Septia; Prananosa, Ahmad Gawdy; Valen, Andri
IJOCE: Indonesia Journal of Civic Education Vol. 6 No. 2 (2026): IJOCE: Indonesia Journal of Civic Education
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/3s2ka198

Abstract

This study aims to develop a valid, practical, and effective QR-Code-based Smart Box media for fourth-grade social studies learning for fourth-grade students at Rejosari Public Elementary School. This study uses the ADIIE model with a Research and Development type of research. The subjects were experts, teachers, and fourth-grade students at Rejosari Public Elementary School. Data collection techniques included observation, interviews, questionnaires, question validation, and tests. The instruments used were questionnaires and 15 written questions. Based on the results of the Smart Box media validation analysis using Aiken's V, the assessment of the language validator was 0.98 with a high category, the media validator was 0.87 and the material validator was 0.89. The analysis of the teacher and student practicality sheet assessment met the practical criteria with a score of 99% with a very practical category, then the effectiveness assessment analysis obtained an N-Gain score with an average of 0.67 with a moderate category. Based on the results of the study, it can be concluded that the Smart Box media in science learning for fourth-grade students of Rejosari State Elementary School is proven to be valid, practical and effective so it is suitable for use in science learning for fourth-grade students of Rejosari State Elementary School.   Keywords: Science, Smart Box, Development, Elementary School