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Analysis of The Implementation program Numeracy Literacy for Teacher Working Groups in Building a Literate Culture Humairah, Humairah; Khasanah, Linaria Arofatul Ilmi Uswatun; Riansyah, Daffa Maulana
Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Vol. 4 No. 1 (2024): Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 2024 (1)
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jppi.v4i1.448

Abstract

This study aims to describe the analysis of the implementation programe numeracy literacy in teachers' working groups to build a culture of literacy in primary schools. This research used a qualitative method with a descriptive approach. The research subjects were six teachers who had attended literacy and numeracy training at MIM 16 Payaman and MIM 05 Palirangan. Data collection techniques were conducted using interviews, observation, and documentation. The results showed that the literacy and numeracy program in the teachers' working group can apply tactical implementation strategies to literacy and numeracy skills in the physical, socio-emotional, and academic domains so this is the starting point for creating a culture of literacy in schools. Teachers can also carry out mapping, advocacy, mentoring, monitoring, and evaluation of literacy and numeracy activities carried out at school. Teachers can carry out various activities to implement a culture of numeracy literacy at school and home, such as creating a reading corner in the classroom. Teachers can integrate literacy and numeracy skills through tasks carried out by students according to what is obtained from the teacher's working group.
Sosialisasi Media Pembelajaran Interaktif Terintegrasi Kearifan Lokal Untuk Guru SD Muhammadiyah 1 Babat Khasanah, Linaria Arofatul Ilmi Uswatun; Kharisma, Ahmad Ipmawan; Hidayah, Rohmatul; Fitria, Natasya Ayu
Jurnal Pengabdian Magister Pendidikan IPA Vol 7 No 2 (2024): April-Juni
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jpmpi.v7i2.7945

Abstract

One use of technology in learning is as a learning medium, such as interactive learning media integrated with local wisdom. Elementary school students' disinformation about understanding local culture, amidst the multicultural conditions of Indonesian society, is caused by students' low cultural literacy skills and the lack of insight provided by teachers in introducing local culture to students. Globalization will have a negative impact if we are not selective in filtering incoming foreign culture. In fact, the development of information technology in the millennial era makes it easier for students to access information easily. Conservation efforts will be more effective if started from elementary school age, therefore it is necessary to instill the values ​​of local Lamongan cultural wisdom into learning through interactive multimedia. This is illustrated in one of the elementary schools, namely SD Muhammadiyah 1 Babat, based on the results of observations, it is stated that teachers need a lot of training in the use of interactive media which teachers can utilize and use in learning so that students become more motivated in learning. For this reason, this socialization activity is a very appropriate forum for providing training in actualizing teachers' needs in improving the quality of learning through technology integrated in local wisdom-based learning content. This training provides new references in the world of education, it is hoped that teachers will be able to adapt and transform themselves both in terms of teaching and the use of teaching supporting media from conventionalization to digitalization.
Pengembangan Media Game Edukasi Wordwall sebagai Media Pembelajaran Bahasa Indonesia Siswa Sekolah Dasar Aini, Maulida Nurul; Khasanah, Linaria Arofatul Ilmi Uswatun; Mudayan, Arfian
Jurnal Studi Guru dan Pembelajaran Vol. 7 No. 2 (2024): Mei - Agustus 2024
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/jsgp.7.2.2024.4144

Abstract

Penggunaan media pembelajaran mengalami beberapa kendala dalam penyampaian materi yang bersifat formal, pembelajaran tidak interaktif, dan siswa tidak tertarik dengan proses pembelajaran. Penelitian ini menggunakan desain penelitian dan pengembangan (R&D). Metode penelitian pengembangan ini diartikan sebagai metode penelitian yang digunakan untuk menghasilkan suatu produk. Tujuan dari penelitian ini adalah untuk mengembangkan media game edukasi wordwall berupa PowerPoint interaktif untuk membantu siswa di kelas satu pada materi bahasa Indonesia. Analisis, perancangan, pengembangan, implementasi, dan evaluasi adalah lima tahap dari model ADDIE yang digunakan untuk pengembangan ini. Angket respons siswa, lembar validasi, dan angket aktivitas adalah instrumen penelitian yang digunakan pada penelitian ini. Subjek penelitian ini adalah Siswa di kelas 1 SDN 3 Made Lamongan. Hasil penelitian menjelaskan bahwa Pengembangan media pembelajaran game edukasi berbasis web wordwall menggunakan PowerPoint Interaktif dapat disimpulkan: (1) Kevalidan pada media pembelajaran game edukasi wordwall yang dinyatakan layak digunakan dengan persentase kelayakan 87,4% validasi materi dan 87% validasi media. (2) Kepraktisan game edukasi wordwall pada uji coba terbatas dan uji coba lapangan menyatakan bahwa praktis digunakan dalam proses pembelajaraan dengan persentase kelayakan 95%. (3) Keefektifan game edukasi wordwall menyatakan bahwa efektif digunakan untuk melihat aktivitas siswa dalam pembelajaran dengan persentase kelayakan 89,5%. Dapat disimpulkan bahwa penggunan media game edukasi wordwall sangat valid atau layak digunakan dalam proses pembelajaran.
Penerapan Media Video Interaktif pada Pembelajaran Matematika untuk Meningkatkan Hasil Belajar Siswa Materi Pecahan Kelas V SD Octaviani, Emy Masfufah; Humairah, Humairah; Khasanah, Linaria Arofatul Ilmi Uswatun
JagoMIPA: Jurnal Pendidikan Matematika dan IPA Vol. 4 No. 2 (2024): JagoMIPA: Jurnal Pendidikan Matematika dan IPA
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jagomipa.v4i2.518

Abstract

Perkembangan teknologi mengalami kemajuan yang sangat pesat saat ini. Dengan latar belakang era digital dan globalisasi, pendidikan harus senantiasa beradaptasi dengan perkembangan teknologi. Guru dapat menggunakan sumber daya pendidikan pada kegiatan pembelajaran, akan tetapi banyak guru tidak menindak lanjuti sehingga tetap menerapkan metode ceramah yang mengakibatkan murid cenderung  tidak memperhatikan guru pada saat kegiatan belajar. Penelitian ini dilakukan untuk mengamati bagaimana guru dan siswa berinteraksi serta mengetahui peningkatkan hasil belajar pada pendidikan matematika dengan media video interaktif. Siklus I dan II dari penelitian tindakan kelas (PTK) ini terdiri dari perencanaan, pelaksanaan, observasi, dan refleksi. Kesimpulannya adalah bahwa: (1) Guru melihat aktivitas siswa pada siklus I rata-rata 54,16% dan siklus II 88,54%, peningkatan siklus I dan II 34,8%; (2) Siswa melihat aktivitas guru pada siklus I rata-rata 48% dan siklus II 84%, peningkatan siklus I dan II 36%; dan (3) Hasil belajar siswa pada siklus I rata-rata 48% dan siklus II 84%, peningkatan siklus I dan II 36%.
Penerapan Media Spining Wheel Flashcard Untuk Meningkatkan Pengenalan Kosakata Pada Materi Bermain Dan Bergerak Kelas 1 Di Sekolah Dasar Nurhalizah, Marsyanda; Irmaningrum, Rizka Novi; Khasanah, Linaria Arofatul Ilmi Uswatun
Jurnal Kiprah Pendidikan Vol. 4 No. 4 (2025): Jurnal Kiprah Pendidikan | Oktober 2025 (In Press)
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/kpd.v4i4.p604-612

Abstract

The use of media in teaching is a part that must receive attention from teachers as facilitators in every learning activity. Teachers will get various kinds of convenience in teaching if they are able to use learning media as a teaching aid, as well as overcome the problem of student boredom in the teaching and learning process. This type of research is classroom action research (CAR). This research uses two cycles, namely cycle I and cycle II which consist of planning, implementation, observation and reflection. The subjects of this research are all class I of SDN 2 Sukomulyo Lamongan. The data collection techniques used are tests (pretest and posttest), observation and documentation. The results of this study can be concluded that: (1) Observation of teacher activities in cycle I obtained an average of 51% and cycle II was 88.30%. From cycle I and cycle II there was an increase of 65.29%. (2) Observation of student activities in cycle I obtained an average of 51% and cycle II was 89%. From cycle I and cycle II there was an increase of 53.98%. (3) Student learning outcomes in cycle I achieved an average of 40% and cycle II 80%. From cycle I and cycle II, student learning outcomes experienced an increase of 40%. The conclusion is that the use of media improves student learning outcomes in vocabulary recognition for playing and moving material for class I SDN 2 Sukomulyo..