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Pengembangan Media Pembelajaran Monopoli Ciri-Ciri Mahluk Hidup Di Madrasah Ibtidaiyah Kanigoro Blitar Chusna, Puji Asmaul; Wijaya, M. Jamil Hadi
FATAWA: Jurnal Pendidikan Agama Islam Vol 1 No 2 (2021)
Publisher : Program Studi Pendidikan Agama Islam

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to see the feasibility of developing learning media used to solve problems in the thematic learning process for the characteristics of living things to be more effective, interesting and fun. By using the Research and Development (R&D) method, the researcher developed a game-based learning media based on the Borg and Gall procedure using only 4 stages of development that adopted the monopoly game. Through the results of 3 validators, namely material experts at 80.5%, media design experts at 95%, and learning experts at 90%, this research shows that the validation is at a very valid qualification percentage, so this monopoly game-based learning media is very feasible to use. used. This is also evidenced by the results of large-scale pre-test and post-test field trials with 83.6% results.
Pengembangan Media Pembelajaran Monopoli Ciri-Ciri Mahluk Hidup Di Madrasah Ibtidaiyah Kanigoro Blitar Chusna, Puji Asmaul; Wijaya, M. Jamil Hadi
FATAWA: Jurnal Pendidikan Agama Islam Vol 1 No 2 (2021): FATAWA: Jurnal Pendidikan Agama Islam
Publisher : Program Studi Pendidikan Agama Islam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37812/fatawa.v1i2.276

Abstract

This study aims to see the feasibility of developing learning media used to solve problems in the thematic learning process for the characteristics of living things to be more effective, interesting and fun. By using the Research and Development (R&D) method, the researcher developed a game-based learning media based on the Borg and Gall procedure using only 4 stages of development that adopted the monopoly game. Through the results of 3 validators, namely material experts at 80.5%, media design experts at 95%, and learning experts at 90%, this research shows that the validation is at a very valid qualification percentage, so this monopoly game-based learning media is very feasible to use. used. This is also evidenced by the results of large-scale pre-test and post-test field trials with 83.6% results.
Pengembangan Media Treasure Hunt pada Pembelajaran Matematika Madrasah Ibtidaiyah Miftahul Huda Nglegok Blitar Chusna, Puji Asmaul; Khasanah, Khasanah; Ermalistiani, Ermalistiani
ZAHRA: Research and Tought Elementary School of Islam Journal Vol 3 No 1 (2022): ZAHRA: Research And Tought Elmentary School Of Islam Journal
Publisher : Program Studi Pendidikan Guru Madrasah Ibtidaiyah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37812/zahra.v3i1.411

Abstract

This study was used to determine the feasibility and effectiveness of the development of learning media used to solve the problem of understanding mixed arithmetic operations in a relaxed and fun way. With this goal in mind, the researcher uses the Research And Development (R and D) method by developing the Treasure Hunt media using the Borg and Gall research procedure that uses 6 development steps. In this development method obtained validation results from 3 validators namely material experts as much as 84%, media experts as much as 94%, and subject experts as much as 95% of the assessment can be categorized that the media developed is very valid. The attractiveness aspect can also be categorized as very valid because it gets a percentage of 92.2%. This is also proven again through the acquisition of the results of the pre-test (61.94) and post-test (80.27) which can be concluded that Ho is rejected and Ha is accepted.
The Development of Math Learning Media: 3-Dimensional Snake and Ladder Chusna, Puji Asmaul; Inayati, Isna Nurul; Santoso, M. Jamal Hadi
Al-Adzka: Jurnal Ilmiah Pendidikan Guru Madrasah Ibtidaiyah Vol. 14 No. 1 (2024): Al-Adzka: Jurnal Ilmiah Pendidikan Guru Madrasah Ibtidaiyah
Publisher : Departemen Pendidikan Guru Madrasah Ibtidaiyah Fakultas Tarbiyah dan Keguruan Universitas Islam Negeri Antasari Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18592/aladzkapgmi.v14i1.10842

Abstract

This article is motivated by the lack of mathematics learning media at Islamic primary education, which has an impact on the low motivation of students to learn the subject. To solve these problems, the development of three-dimensional snakes and ladders is an interesting thing to do. In order to develop the media and measure the feasibility of 3D snakes and ladders learning media in the mathematics subject matter of counting operations of whole numbers, this research is to be carried out. The research method used is research and development using the Borg & Gall model, which is composed of five stages that have been limited. The research subjects were homeroom teachers and fourth grade students at MI Miftaul Huda Kanigoro Blitar. By conducting validation tests with media experts, materials, math teachers, and students. So that the percentage of feasibility of material experts (79.3%) with the predicate "valid" is not revised, media experts (94.1%) with the predicate "very valid" is not revised, math teachers (92.8%) with the predicate "very valid" is not revised, and the increase in learning outcomes reaches 90%. So it is concluded that the learning media for the 3D snakes and ladders game of counting operations for small numbers reaches a value of more than 68%; therefore, it can be stated that the media is relevant or suitable for use.
Pendampingan Pengelolaan Sampah Rumah Tangga untuk Mencegah Penyakit Berbasis Lingkungan Chusna, Puji Asmaul; Chusna, Okta Khusna Aisi; Purwandari, Wahyu; 'Afuwah, Rifa; Arisiana, Okta Thias
Journal Of Human And Education (JAHE) Vol. 5 No. 1 (2025): Journal of Human And Education (JAHE)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jh.v5i1.2247

Abstract

Pengelolaan sampah rumah tangga menjadi salah satu isu penting dalam menjaga kebersihan lingkungan dan kesehatan masyarakat. Sampah yang tidak terkelola dengan baik dapat mencemari lingkungan, meningkatkan risiko penyakit, dan menambah beban tempat pembuangan akhir (TPA). Program pengabdian masyarakat ini bertujuan untuk meningkatkan kesadaran, pengetahuan, dan keterampilan masyarakat dalam mengelola sampah rumah tangga menggunakan teknologi biokonversi berbasis maggot. Pelatihan dilakukan dalam dua tahap, yaitu sesi teori dan praktik langsung. Peserta diajarkan cara memilah sampah, mengenal teknologi maggot, serta memanfaatkan pupa maggot sebagai pakan ternak yang bernilai ekonomi. Hasil survei menunjukkan peningkatan signifikan pada tingkat kesadaran dan pengetahuan masyarakat, dari 35% pada pre-test menjadi 80% pada post-test dalam hal memilah sampah organik dan non-organik. Selain itu, kemampuan menggunakan maggot untuk mengolah sampah meningkat dari 25% menjadi 75%. Program ini juga berhasil mengurangi volume sampah organik hingga 50% per minggu di setiap rumah tangga peserta, sekaligus memberikan manfaat ekonomi melalui pemanfaatan pupa maggot. Meskipun hasilnya positif, tantangan dalam mempertahankan keberlanjutan program masih ada, terutama terkait konsistensi masyarakat dalam memilah sampah dan memelihara maggot. Oleh karena itu, pendampingan dan monitoring secara berkala diperlukan untuk memastikan implementasi program ini dapat berjalan optimal. Kesimpulannya, teknologi biokonversi berbasis maggot dapat menjadi solusi yang efektif dan berkelanjutan untuk pengelolaan sampah rumah tangga, sekaligus membuka peluang ekonomi bagi masyarakat.Kata Kunci: Pengelolaan Sampah, Maggot, Biokonversi, Rumah Tangga, Lingkungan Berkelanjutan
Comparison of the Effectiveness of Flipped Classroom and Conventional Learning Models on Mathematics Comprehension of Grade V Students Chusna, Puji Asmaul; Purwandari, Wahyu
Madrosatuna: Journal of Islamic Elementary School Vol 9 No 1 (2025): April
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/madrosatuna.v9i1.1636

Abstract

This study examines the comparison of the effectiveness of the flipped classroom learning model and the conventional model on the mathematics understanding of fifth-grade elementary school students.Using a quasi-experimental design involving 40 students divided into experimental and control groups, the research was conducted over 8 weeks with a focus on fractions, flat shapes, and data processing.The research results show that the flipped classroom model is significantly more effective in improving students' mathematical understanding (N-gain 0.68) compared to the conventional model (N-gain 0.42) with an effect size of 0.76.In-depth analysis reveals that the flipped classroom has the strongest impact on aspects of conceptual and applicative understanding, while the most influential factors for its success are the quality and accessibility of learning videos, student engagement in class activities, and parental support.These findings provide empirical evidence that the integration of technology through the flipped classroom model can be an innovative solution to improve the quality of mathematics learning in elementary schools, although its implementation needs to consider technological infrastructure, teacher readiness, and learning environment support.