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Pengaruh  Metode Drill Berbantuan Media Gambar Terhadap Kemampuan Menulis Permulaan Siswa Kelas 1 di SDN Sembak Dui Tahun Ajaran 2025/2026 Febriani; Sucilestari, Ramdhani; Draditaswari, Silka Yuanti
Journal of Authentic Research Vol. 4 No. 2 (2025): December
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/bm4few42

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh metode drill berbantuan media gambar terhadap kemampuan menulis permulaan siswa kelas 1 di SDN Sembak Dui Tahun Ajaran 2025/2026. Metode penelitian ini menggunakan penelitian kuantitatif dengan jenis kuasi eksperimen dan desain penelitian adalah nonequavalent control grup, dimana terdapat dua kelompok yang dipilih secara tidak random yang dilaksanakan di SDN Sembak Dui. Instrumen penelitian menggunakan instrumen tes, lembar observasi dan lembar wawancara, sedangkan teknik analisi data menggunakan statistik parametris yang dianalisis menggunakan uji t sampel bebas atau independent sample t tes. Populasi dan sampel penelitian ini terdiri dari 36 orang dan teknik pengambilan sampel menggunakan sampling jenuh. Nilai rata-rata tes kemampuan menulis permulaan siswa kelas eksperimen adalah 86,17, sedangkan nilai rata-rata tes kemampuan menulis permulaan siswa kelas kontrol adalah 74,70. Hasil perhitungan statistik menggunakan uji t independent sample t test yang menunjukkan dengan taraf signifikan 5%, diperoleh nilai signifikan sebesar 0,001 dan p value 0,05. Sesuai dengan kriteria pengujian hipotesis dimana p value < nilai signifikan, maka Ho ditolak dan Ha diterima. Bunyi Ha adalah ada pengaruh yang signifikan terhadap penggunaan metode drillberbantuan media gambar terhadap kemampuan menulis permulaan siswa kelas I. Penulis mengajukan beberapa saran diantaranya adalah (1) saran bagi peneliti selanjutnya (2) saran bagi guru (3) saran bagi kepala sekolah.
IMPLEMENTASI MODEL PROJECT BASED LEARNING BERBASIS ETNOMATEMATIKA RUMAH KAJANG LAKO PADA MATERI BANGUN RUANG DAN SKALA UNTUK MENINGKATKAN LITERASI NUMERASI SISWA KELAS V SD Dewi Fitriani; Irfan, Muhammad Khidayatullah; Siti Maisarah; Violita Zahyuni; Febriani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.41648

Abstract

The low level of numeracy literacy among elementary school students remains a major issue in mathematics learning, particularly in topics related to three dimensional shapes and scale, which tend to be abstract and lack contextual relevance. One effort to address this issue is the implementation of meaningful and contextual learning rooted in local culture. This study aims to improve the numeracy literacy of fifth-grade elementary school students through the implementation of an ethnomathematics-based Project-Based Learning (PjBL) model integrating Rumah Kajang Lako in the topics of three-dimensional shapes and scale. This study employed Classroom Action Research (CAR) using a mixed-methods approach, conducted in two cycles through the stages of planning, action implementation, observation, and reflection. The research subjects were students of class V B at SD Negeri 34/1 Teratai Muara Bulian. Data collection techniques included numeracy literacy tests, observation of student activities, student response questionnaires, interviews, and documentation. Quantitative data were analyzed using percentages of learning mastery and improvement in learning outcomes, while qualitative data were analyzed through data reduction, data presentation, and conclusion drawing with triangulation of techniques and sources. The results indicate that the implementation of the ethnomathematics based PjBL model integrating Rumah Kajang Lako significantly improves students’ numeracy literacy, both in quantitative and spatial competencies. In addition, students’ responses to the learning process demonstrate increased learning motivation, collaboration skills, mathematical modeling abilities, and positive learning reflection. Therefore, the ethnomathematics-based PjBL model integrating Rumah Kajang Lako is effective as an alternative contextual learning approach to enhance numeracy literacy among elementary school students.
The Impact of Gamification on Student Learning Processes in Technical Education: A Qualitative Exploration in Blended Learning Suarmika, Putu Eka; Febriani
Journal of Blended and Technical Education Vol. 1 No. 1 (2024)
Publisher : Generate Digital Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70764/gdpu-jbte.2024.1(1)-06

Abstract

Objective: This research aims to assess the impact of gamification in engineering education in a blended learning environment, focusing on increasing students' motivation, engagement, understanding of technical concepts, and development of social skills and soft skills. The research also explores the role of technology in supporting gamification and identifies challenges in its implementation. Research Design & Methods: This research uses a qualitative approach based on literature analysis and case studies of previous studies. Gamification elements, such as points, leaderboards, challenges and rewards, integrated into a technology-supported blended learning environment such as an ERP simulator and interactive platform. Data was analysed to evaluate the impact of gamification on students' learning outcomes and social skills development. Findings: This research uses a qualitative approach with literature analysis and case studies. Gamification elements such as points, leaderboards, challenges and rewards are integrated in technology-supported blended learning such as ERP simulators and interactive platforms to evaluate their impact on learning outcomes. Implications & Recommendations: Implementing successful gamification in engineering education requires adaptive and flexible design to ensure game elements not only increase motivation, but also remain focused on deep academic goals. It is recommended that educators and learning developers pay attention to the different learning styles of students and avoid overusing competitive elements. Contribution & Value Added: This research shows how gamification supports engineering learning in blended learning, emphasising the important role of technology and the challenges of its implementation. The findings offer adaptive design solutions to improve learning effectiveness.