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PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE MAKE A MATCH UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA PEMBELAJARAN TEMATIK KELAS III-A UPT. DI SD NEGERI 01 LIMO KAUM Taruddin, Taruddin
Ensiklopedia Education Review Vol 3, No 1 (2021): Volume 3 No.1 April 2021
Publisher : Lembaga Penelitian dan Penerbitan Hasil Penelitian Ensiklopedia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33559/eer.v3i1.728

Abstract

This study aims to improve student learning outcomes by applying the make a match cooperative learning model on the theme of Energy and Change in class III-A UPT. at SD Negeri 01 Limo Kaum. This type of research is a classroom action research (PTK) which is carried out in two cycles. The subjects of this study were students of class III-A UPT. in SD Negeri 01 Limo Kaum, amounting to 20 students. Data collection techniques used were observation, interviews, tests and documentation. The data obtained are in the form of observations as primary data, and learning outcomes tests as supporting data. The data analysis technique used is descriptive quantitative and qualitative. The results of this study indicate that the application of the cooperative learning model type make a match in thematic learning in class III-A UPT. at SD Negeri 01 Limo Kaum. From the data, the average student learning evaluation results increased, namely from the pre-cycle of 67.5 in the very poor category, increasing to 76.5 in the sufficient category in the first cycle, and increasing again to 85 with the very good category in the second cycle. This cycle stage states that student learning outcomes can increase due to applying the cooperative learning model make a match type.
Learning Science is Easy and Fun Using Models Project-Based Learning Haryanti, Yulia; Taruddin, Taruddin; Uslan, Uslan; Ginanjar, Gigin; Azizah, Wiwil
International Journal of Elementary School Vol. 1 No. 1 (2024): March
Publisher : Sekolah Tinggi Agama Islam Solok Nan Indah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69637/ijes.v1i1.28

Abstract

Science learning is an important foundation in students' intellectual development and analytical abilities. However, students often feel bored and lose interest in science learning. This research aims to analyze the effects of using project-based learning in elementary schools. This research uses the method quantitative with a classroom action research approach. Data sources were taken using questionnaires and written tests from twenty-eight students in one elementary school in Indonesia. All data were analyzed using SPSS 18 software with descriptive analysis (percent). The results of statistical analysis show that the use of the project-based learning model has a positive effect on student attitudes and learning outcomes. This fact can be seen from changes in students' attitudes who are more active in learning, have greater curiosity than usual, and do not get bored quickly in learning. This fact is also supported by an increase in student learning outcomes from pre-cycle, cycle one, and cycle two. Therefore, implementing the project-based learning model is an alternative solution that teachers can use in science learning which has been considered difficult and boring.
Online Games and Their Effects on Student Behavior in Extracurricular Activities Fikri, Charisma; Darwati, Darwati; Taruddin, Taruddin; Suryadi, Ahmad
International Journal of Islamic Teaching and Learning Vol. 2 No. 2 (2025): September
Publisher : Sekolah Tinggi Agama Islam Solok Nan Indah

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

Abstract

Online games are very popular among students in Indonesia today and have a significant impact on their behaviour. These games use the internet, allowing players to interact with one another from different locations. This is the main reason why online games are so popular. Technological advances should function as tools and media to support student learning in schools, families, and communities. The purpose of this study was to identify students’ online gaming habits, their behaviour in extracurricular activities, and the negative effects of online gaming on learning time at school. The research employed a qualitative approach in the form of a case study. Data were collected from the principal, supervising teachers, and students who participated in extracurricular activities such as basketball, music, and scouting at Senior High School through observation, interviews, and documentation. The results of the analysis revealed three major impacts of online games on student behaviour. First, students have been playing online games since 2019, with the most common games being Mobile Legends, Free Fire, and Player Unknown’s Battle Grounds. Second, students’ behaviour while playing online games includes feelings of enjoyment, excitement, challenge, and frustration. Third, the positive impacts of online games include easier interaction, stress relief, and improved teamwork, while the negative impacts include neglecting schoolwork, using foul language, and engaging in fights. The results of this study can serve as initial data for further research on this issue in different contexts and settings.