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Development of Media Puzzle Using Game Based Learning Approach to Improve Learning Outcomes Student Mathematics in Elementary School Riskyka; Lubis, Renni Ramadhani; Yusnita, Novi Cynthia
Journal of Elementary School Education Vol 2 No 3 Journal of Elementary School Education, (September, 2023)
Publisher : Berpusi Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62966/joese.v1i3.338

Abstract

This study aims to develop media puzzles with a game based learning approach to improve students' mathematics learning outcomes in elementary schools. This research is a research and development (RnD) research, using a 4-D development model, including: 1) define, 2) design, 3) develop and 4) disseminate. The subjects of this study were 25 grade IV students consisting of 9 male students and 16 female students. The research object is puzzle media with a game based learning approach. Data collection techniques are observation, questionnaires, and tests. Based on the validation results of the puzzle media with the game based learning approach, it shows that: (1) the level of validity of the puzzle media with the game based learning approach gets an average score from material and media experts of 4.29 and 4, 17 with the categories "very valid" and "valid", (2) the level of effectiveness was tested through tests with the result that 80% of students could be said to be complete. This means that the puzzle media with a game-based learning approach is very effective in improving student learning outcomes, (3) the practical level of puzzle media with a game-based learning approach through teacher and student response questionnaires with an average score of 4.09 and 3.86 in the "practical" category. Based on these results, it can be concluded that puzzle media with a game based learning approach is feasible and effective for use in elementary schools. (3) the level of practicality of puzzle media with a game based learning approach through a teacher and student response questionnaire with an average score of 4.09 and 3.86 in the "practical" category. Based on these results, it can be concluded that puzzle media with a game based learning approach is feasible and effective for use in elementary schools. (3) the level of practicality of puzzle media with a game based learning approach through a teacher and student response questionnaire with an average score of 4.09 and 3.86 in the "practical" category. Based on these results, it can be concluded that puzzle media with a game based learning approach is feasible and effective for use in elementary schools.
Simple Science Learning To Improve Children's Cognitive Abilities Through Taste Playing Activities Yusnita, Novi Cynthia; Afdhalina, Afdhalina; Dinda Widyastika
Jurnal Scientia Vol. 13 No. 03 (2024): Education and Sosial science, June - August 2024
Publisher : Sean Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58471/scientia.v13i03.2562

Abstract

This research was motivated by children who rarely learn science because the activities carried out are not appropriate for early childhood. Science learning for young children is very important because it can build a strong foundation for their scientific understanding in the future. At an early age, the approach used in teaching science must be fun, interactive, and appropriate to the child's developmental stage. So the aim of this research is to find out the extent of children's cognitive abilities by carrying out simple science learning through play activities to get to know taste. The research method used in this research is a descriptive qualitative method, namely a method used to describe actual phenomena. To support this research, data was collected using observation, interviews and documentation. The results of this research are that there are five playing activities to get to know taste, namely exploring taste, matching taste, guessing taste, creating taste, and making a taste book. By doing these activities, young children not only learn about taste but also develop important cognitive skills such as problem solving, memory, and understanding concepts. Activities that involve this sense make science learning more interesting and interactive.
Use of Learning to Read Methods Without Spelling in Early Childhood Reading Yusnita, Novi Cynthia; Dara Aisyah
Outline Journal of Education Vol. 4 No. 1: February 2025
Publisher : Outline Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61730/oje.v4i1.321

Abstract

The problem that occurs in this study is that children often spell when reading a word or text. This of course will take a long time to read and become a habit when they enter further education. The purpose of this study was to determine the use of learning to read without spelling in early childhood. The research method used is descriptive qualitative research that is describing something that happens through the observations that have been made. The subjects in this study were early childhood, parents and tutors at Rumah Pintar Alamanda. The data collection technique used was observation of children and interviews with parents and tutors as well as documentation. Based on the results of the research and analysis that has been carried out, it appears that children are better at recognizing letters, vocabulary and connecting words at the beginning of reading by using the learning method to read without spelling. This is proven when the child is able to name the letters intended by the teacher. So that the use of the method of learning to read without spelling can help children in beginning reading in early childhood. Several things were done in this study, namely: (1) Introducing letters in a different way; (2) Introducing syllables; (3) Reading various syllables; (4) Read together. All of these activities are carried out under the direction and guidance of the tutor so that children can be even better at beginning
EFEKTIVITAS PENDEKATAN STEAM DALAM MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS SISWA SEKOLAH DASAR Widyastika, Dinda; Wahyuni, Nur; Yusnita, Novi Cynthia; Daulay, Raja Sakti Arief
Jurnal Ilmiah Pendidikan Citra Bakti Vol. 12 No. 1 (2025)
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v12i1.4631

Abstract

Tujuan penelitian ini adalah untuk mengetahui efektivitas pendekatan STEAM dalam meningkatkan kemampuan berpikir kritis dan menciptakan lingkungan belajar yang kondusif bagi siswa untuk aktif mengkonstruksikan pengetahuan meraka melalui kegiatan nyata siswa kelas V SD Negeri 101877 Tanjung Morawa. Metode dalam penelitian ini adalah metode penelitian Quasi Experiment Design dengan desain Nonequivalent Kontrol Group Design. Populasi penelitiannya adalah seluruh siswa kelas V SD Negeri 101877 Tanjung Morawa yang berjumlah 57 siswa. Instrumen dalam penelitian ini adalah tes kemampuan berpikir kritis berupa pre-test dan post-test sebanyak 5 soal. Hasil penelitian menunjukkan bahwa pembelajaran dengan pendekatan STEAM efektif dalam meningkatkan kemampuan berpikir kritis siswa. Hal ini dibuktikan dengan diperolehnya hasil hipotesis Sig. (2-tailed) = 0,962 < 0,05 maka H1 diterima, yang artinya terdapat pengaruh pembelajaran dengan pendekatan STEAM terhadap kemampuan berpikir kritis siswa di kelas V SD Negeri 101877 Tanjung Morawa. Temuan ini menegaskan bahwa pendekatan STEAM dapat menjadi strategi efektif dalam meningkatkan kemampuan berpikir kritis dan literasi sains siswa, sekaligus memberikan wawasan bagi pengembangan metode pembelajaran IPA yang lebih inovatif di masa depan.