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Journal : Enigma in Education

Enhancing Mathematical Learning Achievements for First-Grade Students at SDN Kebagusan 04 Pagi, South Jakarta Through Cooperative Learning Model Implementation Okta Rosfiani; Cecep Maman Hermawan; Irma Saraswati; Rahmah, Aqila Azizah; Kevin Dilly Junior; Achmad Abdur Rozaq
Enigma in Education Vol. 2 No. 1 (2024): Enigma in Education
Publisher : Enigma Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61996/edu.v2i1.25

Abstract

Mathematics is an abstract discipline that involves concepts and ideas derived from logical reasoning and practical applications in the real world. The objective of this study is to assess the academic achievements in mathematics, specifically in the area of basic flat shapes, among first-grade students at SDN Kebagusan 04 Pagi, located in South Jakarta. The study will utilize the cooperative learning method known as group investigation. The study will utilize the cooperative learning method known as group investigation, which is a specific type of cooperative learning model. This study employs a cyclical framework based on the Kemmis & McTaggart model, which comprises four stages: planning, implementation, observation, and reflection. The research findings indicated a rise in students' proficiency in mathematics. The mean scores of the students are as follows: pre-cycle 63.00, cycle I 66.00, and cycle II 82.00. Additionally, there was a rise in the proportion of students who attained the minimum level of completeness. Specifically, in the pre-cycle, 33.33% of students achieved this level, while in cycle I, the percentage increased to 40.00%, and in cycle II, it further rose to 80.00%. In conclusion, the implementation of the group investigation cooperative learning approach has the potential to enhance students' academic achievements and comprehension of mathematical concepts.
The Effect of Using Quizizz Learning Test Media on Thematic Learning Outcomes of Class II Students at MI Pembangunan UIN Jakarta Cecep Maman Hermawan; Intan Aprillia; Rizky, Marsyah Qoriatul; M. Mu’thasim Billah; M. Fadhlurrahman; Okta Rosfiani
Enigma in Education Vol. 2 No. 1 (2024): Enigma in Education
Publisher : Enigma Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61996/edu.v2i1.38

Abstract

Learning media is one of the factors that can influence student learning outcomes. One of the learning media that can be used to improve student learning outcomes is Quizizz. Quizizz is a game-based learning application that can be used to create quizzes, practice questions, or evaluate learning. This research aims to determine the effect of using the Quizizz learning test media on the thematic learning outcomes of class II students at MI Pembangunan UIN Jakarta. This research uses a quasi-experimental method with a pretest-posttest control group design. The sample for this research was 38 class II students at MI Pembangunan UIN Jakarta who were divided into two groups, namely the experimental group (20 students) and the control group (18 students). The experimental group used the Quizizz learning test media, while the control group used conventional learning media. The results of the research show that there is a significant influence between the use of the Quizizz learning test media and the thematic learning outcomes of class II students at MI Pembangunan UIN Jakarta. This is proven by the t-test results, which show that the calculated t-value (2.321) is greater than the t-table value (1.645) with a significance value of (0.028) < 0.05. Based on the results of this research, it can be concluded that the use of the Quizizz learning test media can improve the thematic learning outcomes of class II students at MI Pembangunan UIN Jakarta.