Claim Missing Document
Check
Articles

Found 34 Documents
Search

The Implementation of Word Square Media in Increasing the Learning Interest of Ninth Grade Students on the Topic of Digital Economic Development at MTsN 1 Jember Saputri, Dini Diah; Ulfa, Noviana Mariatul; Kurniawan, Moh. Usman
Majapahit Journal of Islamic Finance and Management Vol. 5 No. 4 (2025): Islamic Finance and Management
Publisher : Universitas KH. Abdul Chalim Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31538/mjifm.v5i4.620

Abstract

This study was conducted to address the low learning interest of ninth-grade students in digital economic development material at MTsN 1 Jember, where traditional lecture-based teaching methods limited engagement and participation. The research aimed to enhance students’ learning interest by applying the Word Square learning medium, which combines educational games with cognitive challenges to promote active and enjoyable learning. Using a qualitative Classroom Action Research (CAR) design following Kemmis and McTaggart’s model, the study was implemented in two cycles involving stages of planning, action, observation, and reflection. Data were collected through observation, interviews, and documentation, focusing on indicators such as attention, participation, and willingness to learn. The findings revealed a significant improvement in students’ learning interest from 49% in the first cycle to 87% in the second indicating that Word Square media effectively fostered enthusiasm, focus, and interaction during lessons. It is concluded that Word Square serves as an effective alternative learning strategy to increase students’ learning interest in digital economic topics and is recommended for broader application across other subjects.
Pengembangan Media Pembelajaran Mobile Learning dengan Fitur Gamifikasi pada Materi Kebutuhan dalam Mata Pelajaran IPS Musthofa, Danis Nurul; Cahyono, Arie Eko; Ulfa, Noviana Mariatul
Jurnal Simki Pedagogia Vol 8 No 2 (2025): Volume 8 Nomor 2 Tahun 2025
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jsp.v8i2.1038

Abstract

This study aims to develop mobile learning-based educational media, specifically on the topic of needs within the subject of Social Sciences (IPS) at SMP Negeri 8 Jember. By utilizing advancements in information and communication technology, this research adopts the ADDIE development model, which consists of five stages: analysis, design, development, implementation, and evaluation. The results indicate that the developed mobile learning application, named "Social Science Learning Mobile," significantly enhances student engagement and participation in the learning process. Validation by experts shows that this application has a feasibility level of 91%, categorizing it as highly suitable for use. Through the development of this media, it is expected that students will become more motivated, active, and engaged in the learning process, making their learning experience more enjoyable and effective. However, improvements in content and interactive features are still needed to enhance the application's quality. Thus, it is hoped that this application will provide a more engaging and relevant learning experience for students in today's digital era.
PEMBERDAYAAN GURU MELALUI PELATIHAN STRATEGI PEMBELAJARAN MATEMATIKA BERBASIS KOGNITIF, PERSEPTUAL, MOTORIK BAGI ANAK AUTIS DAN DISKALKULIA Panglipur, Indah Rahayu; Sugihartatik; Ashadi, Firman; Ulfa, Noviana Mariatul; Rosida, Syifa Dzikrina; Firli, Silvia Vaza
Majalah Ilmiah "PELITA ILMU" Vol 8 No 2 (2025): PELITA ILMU (DESEMBER 2025)
Publisher : STIA Pembangunan Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37849/mipi.v8i2.481

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk memberdayakan guru dalam menerapkan strategi pembelajaran matematika yang adaptif bagi anak autis dan anak dengan diskalkulia melalui pelatihan berbasis aspek kognitif, perseptual, dan motorik. Permasalahan yang ditemui di lapangan menunjukkan bahwa guru masih mengalami kesulitan dalam melakukan asesmen karakteristik belajar anak berkebutuhan khusus serta kurangnya kompetensi dalam menerapkan strategi multisensori dan media konkret dalam pembelajaran matematika. Kegiatan pelatihan dilaksanakan melalui workshop, praktik langsung, simulasi pembelajaran, dan pendampingan di Lembaga Terapi Belajar Bimbel BE Jember. Hasil kegiatan menunjukkan adanya peningkatan pemahaman guru terhadap karakteristik belajar anak autis dan diskalkulia, serta peningkatan kemampuan guru dalam merancang dan mengimplementasikan pembelajaran matematika yang lebih inklusif dan adaptif. Kegiatan ini berkontribusi terhadap peningkatan kompetensi guru dalam menciptakan pembelajaran yang responsif, menyenangkan, dan bermakna bagi anak berkebutuhan khusus.
Pengembangan Media Pembelajaran Mobile Learning dengan Fitur Gamifikasi pada Materi Kebutuhan dalam Mata Pelajaran IPS Danis Nurul Musthofa; Arie Eko Cahyono; Noviana Mariatul Ulfa
Jurnal Simki Pedagogia Vol 8 No 2 (2025): Volume 8 Nomor 2 Tahun 2025
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jsp.v8i2.1038

Abstract

This study aims to develop mobile learning-based educational media, specifically on the topic of needs within the subject of Social Sciences (IPS) at SMP Negeri 8 Jember. By utilizing advancements in information and communication technology, this research adopts the ADDIE development model, which consists of five stages: analysis, design, development, implementation, and evaluation. The results indicate that the developed mobile learning application, named "Social Science Learning Mobile," significantly enhances student engagement and participation in the learning process. Validation by experts shows that this application has a feasibility level of 91%, categorizing it as highly suitable for use. Through the development of this media, it is expected that students will become more motivated, active, and engaged in the learning process, making their learning experience more enjoyable and effective. However, improvements in content and interactive features are still needed to enhance the application's quality. Thus, it is hoped that this application will provide a more engaging and relevant learning experience for students in today's digital era.