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Journal : Indo-MathEdu Intellectuals Journal

Penerapan Model Pembelajaran Two Stay Two Stray (TSTS) untuk Meningkatkan Hasil Belajar Matematika Siswa Kelas IV SD Negeri 004 Rambah Samo Erdawati, Erdawati; Efendi, Rinja; Elvina, Elvina; Rejeki, Rejeki
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1603

Abstract

This research aims to improve student learning outcomes through the application of the two-stay two-stray learning model in Mathematics learning. This research was conducted at SD Negeri 004 Rambah Samo with the research subject of grade IV students totaling 20 students. Each cycle is carried out 2 meetings, where at the end of each learning test is carried out to find out the learning results obtained by students. Data collection techniques are carried out in the form of student activity observation sheets, teacher activity observation sheets and question tests. The learning outcomes of students before conducting research on mathematics learning were obtained by students who completed 50% and those who did not complete 50%. After learning mathematics using the two-stay two-stray learning model, the results obtained in cycles I and II increased in students' average scores and learning activities.  Based on the results of the research that has been carried out, it can be concluded that the application of the learning strategy of the two stay two stray learning model can improve the mathematics learning outcomes of grade IV students of SD Negeri 004 Rambah Samo
Penerapan Media Komik untuk Meningkatkan Motivasi Belajar Siswa pada Mata Pelajaran IPA di SD Negeri 006 Rambah Samo Retno Wulan, Rinjani; Hasibuan, Abdul Putra Ginda; Efendi, Rinja; Marta, Eni
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1839

Abstract

This research was motivated by the problems that occurred at SD Negeri 006 Rambah Samo, namely the scores obtained by students were still far from the KKM set. This study aims to determine the application of comic media to increase student learning motivation in science subjects at SD Negeri 006 Rambah Samo. This research is classroom action research. The subject of this study is all students of grade V of SD Negeri 006 Rambah Samo totaling 22 people. This research consists of two cycles. Data collection using interviews and documentation. The results of the research showed that the desire and desire succeeded in the initial condition was 43.21%, the first cycle was 69%, the second cycle was 75.28%. the existence of encouragement and need in learning was 49.52%, cycle I was 72.5%, cycle II was 85.2%, there were hopes and ideals of 51.60%, cycle I was 77%, cycle II was 80%, reward activities in learning were 53.57%, cycle I was 75.28%, cycle II was 85%, interesting activities in learning was 49.28%, cycle I was 70.85%, cycle II was 90%. In the initial condition, the number of students who reached KKM was 10 people, in the first cycle there were 12 students and in the second cycle there were 22 students. In cycle II, student motivation has reached the indicator. It can be concluded that the application of comic media can increase students' motivation to learn
Penerapan Media Komik untuk Meningkatkan Motivasi Belajar Siswa pada Mata Pelajaran IPA di SD Negeri 006 Rambah Samo Retno Wulan, Rinjani; Hasibuan, Abdul Putra Ginda; Efendi, Rinja; Marta, Eni
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1839

Abstract

This research was motivated by the problems that occurred at SD Negeri 006 Rambah Samo, namely the scores obtained by students were still far from the KKM set. This study aims to determine the application of comic media to increase student learning motivation in science subjects at SD Negeri 006 Rambah Samo. This research is classroom action research. The subject of this study is all students of grade V of SD Negeri 006 Rambah Samo totaling 22 people. This research consists of two cycles. Data collection using interviews and documentation. The results of the research showed that the desire and desire succeeded in the initial condition was 43.21%, the first cycle was 69%, the second cycle was 75.28%. the existence of encouragement and need in learning was 49.52%, cycle I was 72.5%, cycle II was 85.2%, there were hopes and ideals of 51.60%, cycle I was 77%, cycle II was 80%, reward activities in learning were 53.57%, cycle I was 75.28%, cycle II was 85%, interesting activities in learning was 49.28%, cycle I was 70.85%, cycle II was 90%. In the initial condition, the number of students who reached KKM was 10 people, in the first cycle there were 12 students and in the second cycle there were 22 students. In cycle II, student motivation has reached the indicator. It can be concluded that the application of comic media can increase students' motivation to learn
Penerapan Model Pembelajaran Two Stay Two Stray (TSTS) untuk Meningkatkan Hasil Belajar Matematika Siswa Kelas IV SD Negeri 004 Rambah Samo Erdawati, Erdawati; Efendi, Rinja; Elvina, Elvina; Rejeki, Rejeki
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1603

Abstract

This research aims to improve student learning outcomes through the application of the two-stay two-stray learning model in Mathematics learning. This research was conducted at SD Negeri 004 Rambah Samo with the research subject of grade IV students totaling 20 students. Each cycle is carried out 2 meetings, where at the end of each learning test is carried out to find out the learning results obtained by students. Data collection techniques are carried out in the form of student activity observation sheets, teacher activity observation sheets and question tests. The learning outcomes of students before conducting research on mathematics learning were obtained by students who completed 50% and those who did not complete 50%. After learning mathematics using the two-stay two-stray learning model, the results obtained in cycles I and II increased in students' average scores and learning activities.  Based on the results of the research that has been carried out, it can be concluded that the application of the learning strategy of the two stay two stray learning model can improve the mathematics learning outcomes of grade IV students of SD Negeri 004 Rambah Samo
Penerapan Media Komik untuk Meningkatkan Motivasi Belajar Siswa pada Mata Pelajaran IPA di SD Negeri 006 Rambah Samo Retno Wulan, Rinjani; Hasibuan, Abdul Putra Ginda; Efendi, Rinja; Marta, Eni
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1839

Abstract

This research was motivated by the problems that occurred at SD Negeri 006 Rambah Samo, namely the scores obtained by students were still far from the KKM set. This study aims to determine the application of comic media to increase student learning motivation in science subjects at SD Negeri 006 Rambah Samo. This research is classroom action research. The subject of this study is all students of grade V of SD Negeri 006 Rambah Samo totaling 22 people. This research consists of two cycles. Data collection using interviews and documentation. The results of the research showed that the desire and desire succeeded in the initial condition was 43.21%, the first cycle was 69%, the second cycle was 75.28%. the existence of encouragement and need in learning was 49.52%, cycle I was 72.5%, cycle II was 85.2%, there were hopes and ideals of 51.60%, cycle I was 77%, cycle II was 80%, reward activities in learning were 53.57%, cycle I was 75.28%, cycle II was 85%, interesting activities in learning was 49.28%, cycle I was 70.85%, cycle II was 90%. In the initial condition, the number of students who reached KKM was 10 people, in the first cycle there were 12 students and in the second cycle there were 22 students. In cycle II, student motivation has reached the indicator. It can be concluded that the application of comic media can increase students' motivation to learn