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The Effect of Problem Solving Learning Model on Literacy and Numeracy of Grade IV Students Baharuddin, Astuti; Alannasir, Wahyullah; Musbaing, Musbaing
ALENA : Journal of Elementary Education Vol 3 No 1 (2025): ALENA : Journal of Elementary Education (January)
Publisher : Program Studi Pendidikan Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Islam Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59638/jee.v3i1.287

Abstract

The effect of problem solving learning model on literacy and numeracy of fourth grade students of SDN 640 Ponnori, Luwu district.This study aims (1) to determine the description of the problem solving learning model in student learning in class IV SDN 640 Ponnori, (2) to determine the description of literacy and numeracy in class IV students of SDN 640 Ponnori, and (3) to determine the effect of the problem solving learning model on literacy and numeracy of students in class IV SDN 640 Ponnori. This type of research is descriptive quantitative research. The method used in this research is Quasy Experiment research . The population in this study were all grade IV students of SDN 640 Ponnori. The sampling technique used saturated sampling. The data collection techniques used were observation, tests, and documentation. The data analysis technique used is descriptive and inferential analysis. The results showed that: 1) The description of the problem solving learning model in student learning in class IV SDN 640 Ponnori is well implemented. This can be seen from the implementation of the aspects observed in the teacher observation sheet using the learning model obtained a score of 86.6% which is included in the high category. 2) The picture of literacy and numeracy of students in class IV SDN 640 Ponnori has increased. The results of the final test conducted obtained a percentage value of 88.68% which is included in the very high category.3) The problem solving learning model affects the literacy and numeracy of fourth grade students of SDN 640 Ponnori. This can be seen from the results of hypothesis testing with a significance value of 0.000 <0.05, meaning that there is an effect of using the problem solving learning model on literacy and numeracy of grade IV students of SDN 640 Ponnori.
Pengaruh Metode Multisensori Terhadap Kesulitan Membaca Siswa Kelas IV di Madrasah Ibtidaiyah Makassar Wati, Srinur Indah; Mulyadi, Mulyadi; Alannasir, Wahyullah
ISOLEK: Jurnal Pendidikan, Pengajaran, Bahasa, dan Sastra Vol. 1 No. 1 (2023): Isolek: Jurnal Pendidikan, Pengajaran, Bahasa, dan Sastra (Maret 2023)
Publisher : Program Studi Pendidikan Bahasa dan Sastra Indonesia, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Islam Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59638/isolek.v1i1.36

Abstract

Multisensory methods are used to learn to read and spell. The multisensory method uses a kinesthetic auditory visual approach (VAKT) to teach children reading difficulties to read. This research uses a quantitative research approach with a type of experiment. Research Design Experimental research was conducted using the One Group pre-test post-test experimental design. This design was carried out by forming a single experimental group that was given treatment. With the multisensory method, students will be given learning by utilizing visual memory (vision), auditory (hearing), kinesthetic (movement), and tactile (touch) abilities. The results of this study, namely the multisensory method, affect the reading difficulties of grade IV students of MI Makassar, it is based on a significance value of 0.001 where 0.000<0.05 then H0 is rejected and H1 is accepted. There is an average pre-test score of reading difficulties, which means there is an increase in the reading ability of grade IV MI Makassar City students
The Effect of Traditional Games in Overcoming School Bullying among Madrasah Ibtidaiyah Students Ashar, Ashar; Wahid, Abdul; Fajrin, Syarifah Nur; Alannasir, Wahyullah; Fajardo, Maria Teresa M.
MUDARRISA: Jurnal Kajian Pendidikan Islam Vol. 17 No. 1 (2025): Mudarrisa: Jurnal Kajian Pendidikan Islam
Publisher : Universitas Islam Negeri (UIN) Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18326/mudarrisa.v17i1.3127

Abstract

Background & objectives: Bullying in schools remains a significant concern, manifesting in various forms, including physical aggression, verbal abuse, and social exclusion. This study investigates the effectiveness of traditional games in reducing bullying behavior among students at MIN 1 Makassar. Method: Using a quasi-experimental One-Group Pretest-Posttest Design, 60 students were selected through purposive sampling. Data were collected using a questionnaire and analyzed using paired sample t-tests to determine statistical significance. Results: The findings of this study are: 1) bullying practices before the traditional game intervention were in three categories, namely very often 64%, frequent category 17%, never reaching 20%; 2) bullying practices after the traditional game intervention were in three categories, namely very often 24%, frequent category 9%, never reaching 67%; 3) the results of the statistical test obtained t = 15.03, p = 0.032, thus proving that traditional games have a significant influence on bullying behavior. Contribution of theory: Theoretically, the results of this study have developed a theory of Islamic education for the instillation of the values of tasamuh, ta'awun, and ihtiram that support character education. The integration of traditional games in school activities not only enhances social skills but also reinforces moral and ethical behavior. This study highlights the importance of incorporating culturally relevant educational tools to address bullying and promote a harmonious school environment. Limitations & Recommendations: Future research should explore long-term impacts and scalability in different educational settings to validate these findings further.
Penerapan Gamifikasi Berbasis Quizizz untuk Meningkatkan Motivasi Belajar Siswa dalam Pembelajaran Bahasa Inggris di SMAN 22 Makassar Nurdzizati, Ainun; Hendra, Hendra; Yayha, Muh Alwia; Sulfirani, Siti; Alannasir, Wahyullah
JURNAL PENA Vol 12 No 2 (2025)
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/djn0h421

Abstract

This study aims to examine and analyze the influence of gamification elements such as point, badge, and leaderboard on students' learning motivation in English language learning using the Quizizz platform. A mixed methods approach with a descriptive design was employed. Quantitative data were collected through questionnaires completed by 55 students from SMAN 22 Makassar, while qualitative data were obtained through in-depth interviews with selected respondents. The results indicate that the point feature provides instant feedback that triggers students' intrinsic motivation to study more diligently. Badges offer symbolic recognition of students’ achievements, fostering a sense of being valued. Meanwhile, the leaderboard proves to be the most powerful in boosting motivation, as it creates healthy competition that encourages students to challenge themselves and improve their rankings. Therefore, integrating gamification elements such as those found in Quizizz can be an effective strategy for enhancing students’ learning motivation, especially in the context of English language learning at the senior high school level. Keywords:  Quizizz, learning motivation, point, badge, leaderboard. References Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56–79. Amrullah, M. K., & Muin, M. F. (2023). Motivasi Ektrinsik pada Siswa Smp IT Insan Mulia Batanghari. Journal of Media and Pedagogical Practices, 1(01), 33–40. Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30, 100322. Gay, L. R., Mills, G. E., & Airasian, P. W. (2020). Educational research: Competencies for analysis and applications (12th ed.). Pearson. Kuo, M.-S., & Chuang, T.-Y. (2016). How gamification motivates visits and engagement for online academic dissemination–An empirical study. Computers in Human Behavior, 55, 16–27. Lenggono, B., & Yuzarion, Y. (2020). Motivasi berprestasi pada siswa SMA dalam perspektif Islam [PhD Thesis, Universitas Ahmad Dahlan]. https://www.neliti.com/publications/482140/motivasi-berprestasi-pada-siswa-sma-dalam-perspektif-islam Li, M., Ma, S., & Shi, Y. (2023). Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: A meta-analysis. Frontiers in Psychology, 14, 1253549. Maslow, A. H. (2022). A theory of human motivation. Lushena Books. (Original work published 1943) Mutiara, P., Fauzi, A., Wahyuni, A. D., Adisti, A. A., Kurniasi, F., & Afifi, S. T. (2022). Pengaruh Pelatihan, Motivasi dan Reward Terhadap Kinerja Karyawan. JIM: Jurnal Ilmu Multidisiplin, 1(3), 636–646. Shen, Z., Lai, M., & Wang, F. (2024). Investigating the influence of gamification on motivation and learning outcomes in online language learning. Frontiers in Psychology, 15, 1295709. Su, C., & Cheng, C. (2015). A mobile gamification learning system for improving the learning motivation and achievements. Journal of Computer Assisted Learning, 31(3), 268–286. https://doi.org/10.1111/jcal.12088 SUNARTI, S. (2021). Pengaruh Pola Komunikasi Orang Tua Dalam Keluarga Terhadap Motivasi Belajar Pedserta Didik Di Sd 32 Buakang [PhD Thesis, INSTITUT AGAMA ISLAM MUHAMMADIYAH SINJAI]. http://repository.uiad.ac.id/id/eprint/897/1/SKRIPSI%20SUNARTI.pdf Urhahne, D., & Wijnia, L. (2023). Theories of Motivation in Education: An Integrative Framework. Educational Psychology Review, 35(2), 45. https://doi.org/10.1007/s10648-023-09767-9 Velázquez-García, L., Longar-Blanco, M. D., Cedillo-Hernández, A., & Bustos-Farías, E. (2024). Gamification in the classroom: Motivating higher education students using digital badges. International Journal of Learning and Teaching, 10(4), 532–538. Widodo, U., & Winarti, A. (2019). Faktor-faktor motivasi dalam pembelajaran bahasa inggris. Jurnal Pendidikan, Sains Sosial, Dan Agama, 5(2), 48–64.
UPAYA PENINGKATAN HASIL BELAJAR DAN KETERAMPILAN BERBICARA SISWA MELALUI MODEL PEMBELAJARAN COOPERATIVE LEARNING TIPE JIGSAW PADA KELAS 4 DI UPT SPF SD NEGERI GUNUNG SARI II KOTA MAKASSAR Hikmah, Nur; Alannasir, Wahyullah; Erniati, Erniati
Jurnal Review Pendidikan dan Pengajaran Vol. 7 No. 4 (2024): Vol. 7 No. 4 Tahun 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v7i4.36013

Abstract

Penelitian ini bertujuan untuk mengevaluasi implementasi Model Pembelajaran Cooperative Learning tipe Jigsaw di Kelas IV UPT SPF SD Negeri Gunung Sari II, serta dampaknya terhadap hasil belajar dan keterampilan berbicara siswa. Hasil penelitian menunjukkan adanya evolusi positif dalam peningkatan hasil belajar dan keterampilan berbicara siswa. Pada Siklus I, fokus utama terletak pada pemahaman konsep, interaksi antar siswa, dan penguasaan materi. Kemudian, pada Siklus II, terdapat peningkatan signifikan dalam hasil evaluasi siswa, yang mencerminkan kemajuan yang konsisten dalam pemahaman materi dan keterampilan berbicara. Implementasi model pembelajaran ini efektif dalam meningkatkan hasil belajar dan keterampilan berbicara siswa secara keseluruhan.