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Meningkatkan Keaktifan Belajar Siswa Melalui Model Make A Match di Sekolah Dasar Putri, Dhara Atika; Taufina, Taufina
Jurnal Basicedu Vol. 4 No. 3 (2020)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v4i3.403

Abstract

Tujuan dilaksanakannya penelitian ini untuk mengetahui berpengaruhnya atau tidak model make a match terhadap keaktifan siswa kelas V dalam pembelajaran IPS. Jenis penelitian ini adalah penelitian tindakan kelas. Dengan sampelnya siswa kelas V SDN 198/I Pasar Baru. Hasil penelitian menunjukkan peningkatan keakrifan belajar menggunakan model Make A Match dalam pembelajaran IPS, kegiatan pembelajaran dilakuakan dalam 2 siklus. Siklus 1, pertemuan 1 dan 2 keaktifan belajar rendah 51,51% dan 59,46%. Peneliti melakukan perbaikan di siklus 2, pertemuan 1 mengalami peningkatan 68,17%, peneliti melakan penyempurnaan pembelajaran di pertemuan 2 sebesar 77,14%.
Meningkatkan Keaktifan Belajar Siswa Melalui Model Make A Match di Sekolah Dasar Putri, Dhara Atika; Taufina, Taufina
Jurnal Basicedu Vol. 4 No. 3 (2020)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v4i3.403

Abstract

Tujuan dilaksanakannya penelitian ini untuk mengetahui berpengaruhnya atau tidak model make a match terhadap keaktifan siswa kelas V dalam pembelajaran IPS. Jenis penelitian ini adalah penelitian tindakan kelas. Dengan sampelnya siswa kelas V SDN 198/I Pasar Baru. Hasil penelitian menunjukkan peningkatan keakrifan belajar menggunakan model Make A Match dalam pembelajaran IPS, kegiatan pembelajaran dilakuakan dalam 2 siklus. Siklus 1, pertemuan 1 dan 2 keaktifan belajar rendah 51,51% dan 59,46%. Peneliti melakukan perbaikan di siklus 2, pertemuan 1 mengalami peningkatan 68,17%, peneliti melakan penyempurnaan pembelajaran di pertemuan 2 sebesar 77,14%.
The Development Of E-Module Based On Discovery Learning In Theme 5 At Grade IV Elementary School Putri, Dhara Atika; Desyandri, Desyandri; Adnan, Fachri; Fitria, Yanti
QALAMUNA: Jurnal Pendidikan, Sosial, dan Agama Vol 14 No 2 (2022): Qalamuna - Jurnal Pendidikan, Sosial, dan Agama
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Program Pascasarjana IAI Sunan Giri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/qalamuna.v14i2.3383

Abstract

The research is attracted by students’ motivation to participate in learning. They only like using printed book materials and worksheets in schools through reading assignments and doing exercises in the book. It is developed by Discovery Learning-based e-modules in integrated thematic learning. It applies the ADDIE model. Data collection techniques use interview lists, validation sheets, questionnaires, and documentation. Data analysis techniques use descriptive techniques to describe validity, practicality, and effectiveness. The results showed that from the E-module feasibility test, the lecturers were subject matter experts, language expert lecturers, media/design expert lecturers, and one teacher. Based on the validation of material experts, it is obtained an average total score of 97% or classified as very valid. Then, the next validation shows valid criteria with an average score of 100% linguists. Design validation obtained a total average score of 95%, 94%, and an average score of 80%. One teacher tested the practicality of the E-module with a score of 98%. The student response test conducted on 13 grade IV students obtained a value with a proportion of 97%. E-modules in Discovery Learning-based thematic learning include features that are very practical or very feasible to use.
The Development of Comic Learning Media Assisted by Canva Application on Science Subject for 4th Grade Elementary School Students Putri, Dhara Atika; Sukron, Muhammad; Putri, Elsa Gustyananda
The Future of Education Journal Vol 4 No 6 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i6.747

Abstract

This research is motivated by the limited use of engaging and enjoyable learning media, particularly in the Science (IPAS) subject. The lack of visual aids such as images or illustrations makes learning less stimulating for students and impacts their understanding of the material. Therefore, there is a need for innovative and creative learning media, one of which is the creation of comics as a tool to enhance students' learning outcomes. This research is a type of research and development (R&D). The development model used is the ADDIE model, which consists of the stages of analysis, design, development, implementation, and evaluation. The trial was conducted with 4th-grade students at SD Negeri 01 Padang Laweh, using data collection techniques such as validity, practicality, and effectiveness tests. The validation results for the comic learning media showed a content (material and language) validation score of 96.42%, categorized as very valid, and a teaching module validation score of 84.37%, categorized as very valid. The practicality test conducted by educators and 4th-grade students resulted in a score of 93.97%, categorized as very practical. The effectiveness test, based on learning outcome tests from the 4th-grade students, obtained a score of 82.54%, categorized as very effective.
The Development of Flannel Box Learning Media for Fraction Material in 2nd Grade at SDN 16 Sitiung Sari, Eka Filahana; Putri, Dhara Atika; Mardes, Olin
The Future of Education Journal Vol 4 No 6 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i6.748

Abstract

This research is motivated by the fact that in the learning process, teachers primarily use lecture methods and rely on Student Worksheets (LKS) and textbooks, without utilizing engaging learning media. This approach leads to students quickly becoming bored and drowsy during lessons. Moreover, boring learning methods significantly impact students’ understanding and result in decreased learning outcomes. Based on this issue, the Flannel Box media helps students understand fractions and is expected to improve their learning outcomes in mathematics. This research is classified as research and development (R&D). The development model used is the ADDIE model, which consists of the stages of analysis, design, development, implementation, and evaluation. The trial was conducted with 2nd-grade students at SDN 16 Sitiung, using data collection techniques that involved analyzing validity, practicality, and effectiveness tests. The validation results for the Flannel Box learning media obtained an average validation score of 80% (content, media, language), categorized as very valid. The validation of the teaching module received an average score of 82.5%, also categorized as very valid, and the validation of the questions received an average score of 85.6%, categorized as very valid. The practicality test, conducted by educators and 2nd-grade students, yielded a score of 87.5%, categorized as very practical. The effectiveness test, based on the learning outcome tests from the 2nd-grade students, achieved a score of 84.2%, categorized as very effective.
Development of Interactive Learning Media Using Canva Application in IPAS Subject for Grade V at SDN 16 Sitiung Putri, Dhara Atika; Ratnawati; Deri, Vivi Mutia
The Future of Education Journal Vol 4 No 7 (2025): #2
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i7.808

Abstract

This research was prompted by the limited learning media and the teachers at SDN 16 Sitiung not yet using engaging media in their IPAS (Science, Social Studies, and Arts) teaching process. Learning that incorporates media is crucial to support learning activities and achieve learning objectives. The purpose of this study was to develop interactive learning media using Canva to enhance the comprehension abilities of Class V students in IPAS at SDN 16 Sitiung, ensuring the media is valid, practical, and effective. The research method used in this study was Research and Development (R&D). The model employed was the ADDIE model, which consists of five phases: analysis, design, development, implementation, and evaluation. The validation results of the interactive learning media using Canva, assessed by six expert validators, obtained an average score of 87.53%, categorized as highly valid. The data analysis from the teacher response questionnaire, rated by one teacher, yielded an average of 95%, categorized as highly practical. Based on the student trial results, an average of 86.4% was achieved, also categorized as highly response practical. The effectiveness results of the learning assessment for Class V students obtained an average of 90.4%, categorized as highly effective. It can be concluded that the interactive learning media using Canva to enhance IPAS comprehension for Class V students at SDN 16 Sitiung can be declared valid, practical, and effective.
PENGARUH MODEL PBL ( PROJECT BASED LEARNING ) TERHADAP HASIL BELAJAR SISWA PADA MATERI KERAJINAN DARI PLASTIK BEKAS KELAS IV SDN 14 PULAU PUNJUNG Novitasari, Ana; Putri, Dhara Atika; Anjelita, Della
The Future of Education Journal Vol 4 No 7 (2025): #2
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i7.857

Abstract

Latar belakang dari penilitian ini adalah. hasil belajar siswa kelas IV SDN 14 Pulau Punjung pada pelajaran Seni Rupa materi Kerajian dari plastik bekas upaya untuk mengatasi masalah tersebut adalah menerapkan Model PBL Project Basead Learning pada pelajaran seni rupa tujuan dari penelitian ini adalah untuk mengetahui pengaruh pbl terhadap hasil belajar siswa kelas IV Sekolah dasar . penelitian ini menggunakan eksprimen metode Quasi exprimen design menggunakan penelitian desain penelitian postrest only contro Design pada pelajaran seni rupa tujuan penelitian. ini adalah untuk mengetahui Pengaruh Model PBL terhadap hasil belajar siswa pada pembelajaran seni rupa di kelas IV sekolah Dasar. penelitian ini menggunkan metode Quasi exprimen design menggunakan penelitian desain penelitian postrest only contro Design pada pelajaran seni rupa tujuan penelitian. ini adalah untuk mengetahui Pengaruh Model PBL terhadap hasil belajar siswa pada pembelajaran seni rupa di kelas IV sekolah Dasar penelitian ini menggunkan. jenis eksprimen. motode Quasi exprimen design menggunakan penilitian desain penelitian postrest only contro design dengan populasi dalam penelitian ini adalah seluruh siswa kelas IV SDN 14 Pulau Punjung yang berjumlah 21 siswa sampel dalam penilitian. ini adalah total sampling teknik pengumpulan data dilakukan. menggunkan lembar prestest dan postest. yang di hitung dan di bandingkan berdasarkan ia dan kriteria serta dianalisis dengan uji normalitas uji hipotesis melalui SPSS 20 taraf signifikan 0.05 hasil anlisis data dari uji hipotesis pada paired sample rest dengan taraf signifikan 0,05 menujukan hasil sig( 2- tailed lebih kecil dari it atau dalam persamaan10.000 '0, 05 maka Ho di tolak berdasarkan hasil analisis dari data observasi dan data tes , dapat di simpuljan bahwa pengaruh Model PBL memiliki Pengaruh yang signitikan terhadap hasil. belajar siswa pada pembelajaran seni rupa kelas IV sekolah dasar
The Development Of E-Module Based On Discovery Learning In Theme 5 At Grade IV Elementary School Putri, Dhara Atika; Desyandri, Desyandri; Adnan, Fachri; Fitria, Yanti
QALAMUNA: Jurnal Pendidikan, Sosial, dan Agama Vol. 14 No. 2 (2022): Qalamuna - Jurnal Pendidikan, Sosial, dan Agama
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Program Pascasarjana IAI Sunan Giri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/qalamuna.v14i2.3383

Abstract

The research is attracted by students’ motivation to participate in learning. They only like using printed book materials and worksheets in schools through reading assignments and doing exercises in the book. It is developed by Discovery Learning-based e-modules in integrated thematic learning. It applies the ADDIE model. Data collection techniques use interview lists, validation sheets, questionnaires, and documentation. Data analysis techniques use descriptive techniques to describe validity, practicality, and effectiveness. The results showed that from the E-module feasibility test, the lecturers were subject matter experts, language expert lecturers, media/design expert lecturers, and one teacher. Based on the validation of material experts, it is obtained an average total score of 97% or classified as very valid. Then, the next validation shows valid criteria with an average score of 100% linguists. Design validation obtained a total average score of 95%, 94%, and an average score of 80%. One teacher tested the practicality of the E-module with a score of 98%. The student response test conducted on 13 grade IV students obtained a value with a proportion of 97%. E-modules in Discovery Learning-based thematic learning include features that are very practical or very feasible to use.