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The Effectiveness of Guessing Word Learning Model Type towards the Elementary Students’ Natural Science Learning Outcomes Aisyiyah, Siti; Soegeng, Ay.; Prima, Filia
International Journal of Elementary Education Vol 4, No 2 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v4i2.26598

Abstract

The low natural science learning outcomes of the students' grade IV of SD Negeri Kedungpucang Puworejo was caused by external and internal factors. Intern factors came from the students' side individuals and external factors came from the students' outside of individuals. The purpose of this study was to determine the effectiveness of the cooperative learning model that is guessing word towards the natural science learning outcomes of the elementary school students grade IV. The present research was quantitative research using a posttest as the design. The population of the research was the 40 students of IV grade which obtained through sampling. The data was obtained using observation, interview, test, and documentation. The analysis result obtained with t-test was t-count3,2062, with dk = (n1 + n2 – 2) = 20 + 20 – 2 = 38 and the significant level of 5% with price t(1/2α;38) was obtained t-table = 2,0244. Because t-count ≥ t-table is 3,2062 ≥ 2,02809 so H0 was rejected. In conclusion, the learning cooperation model of guessing words can improve the natural science learning outcomes of the students of IV grade. The implementation of the learning model will help the teachers to innovate the learning activity so the learning outcomes can be reached optimally based on the expectation. 
Mengembangkan Literasi Budaya melalui Permainan Ular Tangga: Sebuah Pendekatan Edukatif dan Menyenangkan Purwati, Pipit; Wakhyudin, Husni; Nuruliarsih; Prima, Filia
Jurnal Penelitian Multidisiplin Ilmu Vol 3 No 2 (2024): Agustus 2024
Publisher : Melati Institute

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Abstract

The snakes and ladders game, as a traditional board game, has great potential to be used as an educational tool in developing cultural literacy. Cultural literacy is the ability to understand, appreciate and interact with a variety of different cultures, which is becoming increasingly important in the current era of globalization. This research aims to explore how the snakes and ladders game can be modified and used to develop cultural literacy in fifth grade students at SDN Sambirejo 02. The methodology used is a qualitative approach with a descriptive research design. Data was collected through observation, interviews and data analysis during the implementation of activities. Data analysis was carried out descriptively to see changes in students' understanding and attitudes towards local culture after playing snakes and ladders. The research results show that the snakes and ladders game developed in this research is effective in increasing cultural literacy in elementary school students. Students who play this game show an increased understanding of regional culture in Indonesia, as well as a higher interest in studying Indonesian culture. Thus, integrating the traditional game snakes and ladders in learning can be an effective strategy in developing cultural literacy. The recommendation from this research is that educators consider the use of educational games in the curriculum to increase cultural literacy and build a fun learning environment.
Merangsang Literasi Baca Tulis melalui Permainan Kartu Suku Kata: Pendekatan Kreatif untuk Pembelajaran Bahasa Indonesia Hildayanti, Mellinda Safitri; Wakhyudin, Husni; Mujilah; Prima, Filia
Jurnal Penelitian Multidisiplin Ilmu Vol 3 No 2 (2024): Agustus 2024
Publisher : Melati Institute

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Abstract

This article discusses the use of syllable card games as a creative approach to improving literacy in Indonesian language learning. The game aims to make the learning process more fun and interactive, so that it can motivate students to be more active in learning to read and write. Through a case study at SDN SAMBIREJO 02, it was found that this method is effective in improving students' literacy skills. The article also describes the steps of implementing the syllable card game as well as its impact on students' language skills.
The Effectiveness of Guessing Word Learning Model Type towards the Elementary Students’ Natural Science Learning Outcomes Aisyiyah, Siti; Soegeng, Ay.; Prima, Filia
International Journal of Elementary Education Vol 4 No 2 (2020): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v4i2.26598

Abstract

The low natural science learning outcomes of the students' grade IV of SD Negeri Kedungpucang Puworejo was caused by external and internal factors. Intern factors came from the students' side individuals and external factors came from the students' outside of individuals. The purpose of this study was to determine the effectiveness of the cooperative learning model that is guessing word towards the natural science learning outcomes of the elementary school students grade IV. The present research was quantitative research using a posttest as the design. The population of the research was the 40 students of IV grade which obtained through sampling. The data was obtained using observation, interview, test, and documentation. The analysis result obtained with t-test was t-count3,2062, with dk = (n1 + n2 – 2) = 20 + 20 – 2 = 38 and the significant level of 5% with price t(1/2α;38) was obtained t-table = 2,0244. Because t-count ≥ t-table is 3,2062 ≥ 2,02809 so H0 was rejected. In conclusion, the learning cooperation model of guessing words can improve the natural science learning outcomes of the students of IV grade. The implementation of the learning model will help the teachers to innovate the learning activity so the learning outcomes can be reached optimally based on the expectation. 
Pengaruh Model Pembelajaran PBL Berbantuan Media PADUDI Terhadap Hasil Belajar Kognitif Materi Analisis Data dan Peluang pada Siswa Kelas V A SDN Mlatiharjo 01 Semarang Yunirani, Silfi; Roshayanti, Fenny; Afriningsih, Yenny; Prima, Filia
Innovative: Journal Of Social Science Research Vol. 4 No. 4 (2024): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v4i4.14890

Abstract

Abstrak Tujuan dalam penelitian ini adalah untuk mengetahui pengaruh model pembelajaran problem based learning berbantu media Padudi terhadap hasil belajar Matematika siswa kelas V SDN Mlatiharjo 01 Semarang. Jenis penelitian ini adalah penelitian kuantitatif dengan metode Pre-Eksperimental Design dengan model One-Group Pretest-Posttest Design. Sampel yang digunakan dalam penelitian ini yaitu teknik sampling jenuh sehingga sampel yang digunakan sejumlah 28 siswa. Pengumpulan data yang digunakan pada penalitian ini berupa tes soal pilihan ganda. Hasil penelitian menunjukan bahwa rata-rata pretest 46,4 sedangkan rata-rata postest 83,3. Hasil dari hipotesis yang didapat melalui uji Paired Simple T Test (Uji t) menunjukan nilai signifikansi 0,00 < 0,05. Kesimpulannya, Hasil belajar materi analisis data dan peluang kelas V A SDN Mlatiharjo 01 Semarang meningkat melalui model Problem Based Learning. Kata Kunci: Hasil belajar, Problem Based Learning, Padudi.