Raehanun, Siti
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Improving Students' Literacy Through Picture Story Books at SDN 1 Gunjan Asri Aryapangga, Ranung Sakti; Satiawan, Dana; Monika, Ratna; Raehanun, Siti; Herlina, Rosita
JUPE : Jurnal Pendidikan Mandala Vol, 9 No 3 (2024) : JUPE : Jurnal Pendidikan Mandala (September)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v9i3.7456

Abstract

 Literacy skills are very important for every individual in helping a person's development. The learning model, especially the independent curriculum, where literacy skills are really needed. Behind the interesting activities presented by teachers and able to be enjoyed by teachers and students, of course the individual abilities of students must be able to develop students' abilities in the learning process. Data from the ministry shows a low figure for students' literacy abilities in Indonesia, especially at the elementary school level, namely 30%. It is very unfortunate indeed to see the fact that the reading ability which should be really needed to support the development of students is actually very low. (PIRLS) once stated that the literacy ability of Indonesian people is at number 41 out of 45 countries and many others. Gunjan Asri Village is a village that has only been expanded for 4 years and is located in a remote area far above sea level. Of course, quality human resources are needed to help develop the region. Judging from the literacy figures in 3 elementary schools of the same level, the figures are low, so this research was carried out to be able to develop the literacy skills of students in Gunjan Asri village.   
Pengaruh Metode Permainan (Game Mhetod) Terhadap Motivasi Belajar Siswa Raehanun, Siti; Fitriana, Maulida Arum; Hadi, Rusman
Jurnal Ilmiah Wahana Pendidikan Vol 12 No 2.C (2026): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

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Abstract

Penelitian ini bertujuan untuk menganalisis pengaruh metode permainan (game method) terhadap motivasi belajar siswa kelas IV di SDN I Gunjan Asri. Latar belakang penelitian ini didasarkan pada masih rendahnya motivasi belajar siswa akibat penggunaan metode pembelajaran konvensional yang kurang menarik dan minim variasi. Metode permainan dipilih sebagai inovasi untuk menciptakan suasana belajar yang interaktif dan menyenangkan sehingga diharapkan mampu meningkatkan minat serta semangat belajar siswa. Penelitian ini menggunakan pendekatan kuantitatif dengan desain eksperimen, di mana seluruh siswa kelas IV sebanyak 28 orang dijadikan sebagai subjek penelitian. Data dikumpulkan melalui angket motivasi belajar dan dianalisis menggunakan uji statistik untuk mengetahui perbedaan motivasi sebelum dan sesudah penerapan metode permainan. Hasil penelitian menunjukkan adanya peningkatan yang signifikan pada motivasi belajar siswa setelah diterapkan metode permainan, baik dari aspek minat, perhatian, maupun partisipasi siswa dalam pembelajaran. Temuan ini membuktikan bahwa metode permainan dapat dijadikan alternatif strategi pembelajaran yang efektif untuk meningkatkan motivasi belajar pada pembelajaran di sekolah dasar. Dengan demikian, penerapan metode permainan sangat disarankan bagi guru untuk menciptakan lingkungan belajar yang lebih inovatif, interaktif, dan menyenangkan.