Amaliah, Resky
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Pengaruh Model Pembelajaran Read, Answer, Discuss, Explain, and Create (RADEC) terhadap Keterampilan Berpikir Kritis Mahasiswa Ilham S, Muhammad; Rizal, Haryanti Putri; Amaliah, Resky; Sari, Fitra; Wahyuni, Citra
Journal of Education Research Vol. 5 No. 4 (2024)
Publisher : Perkumpulan Pengelola Jurnal PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37985/jer.v5i4.1777

Abstract

Keterampilan berpikir kritis mahasiswa Pendidikan Guru Sekolah Dasar  di Universitas Sulawesi Barat yang masih rendah menjadi tantangan dalam pembelajaran Konsep Dasar IPA SD. Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran Read, Answer, Discuss, Explain, and Create (RADEC) terhadap peningkatan keterampilan berpikir kritis mahasiswa. Penelitian ini menggunakan metode quasi-eksperimen dengan desain penelitian control group design, melibatkan 76 mahasiswa dari dua kelas. Sebanyak 38 mahasiswa di kelas eksperimen dan 38 mahasiswa di kelas kontrol sebagai sampel penelitian. Data dikumpulkan melalui tes, dan dianalisis dengan Uji independent sample t-test. Hasil penelitian menunjukkan bahwa rata-rata skor keterampilan berpikir kritis pada kelas kontrol adalah 71,79, sedangkan kelas eksperimen mencapai 84,39. Uji independent sample t-test menghasilkan nilai Sig. (2-tailed) sebesar 0.000 < 0.05, yang menunjukkan bahwa model pembelajaran RADEC berpengaruh signifikan terhadap keterampilan berpikir kritis mahasiswa.
Preferensi Siswa Terhadap Gamifikasi dalam Pembelajaran di Sekolah Dasar : Students' Preferences Toward Gamification in Elementary School Learning Ilham S, Muhammad; Rasyid, Muh. Rafli; Amaliah, Resky; Indriani, Putri
Attadrib: Jurnal Pendidikan Guru Madrasah Ibtidaiyah Vol. 8 No. 2 (2025): Islamic Primary Education based on Islamic values
Publisher : Institut Agama Islam Daruttaqwa Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54069/attadrib.v8i2.991

Abstract

The quality of education at the elementary school level, particularly in Majene Regency, Sulawesi Barat, continues to face various challenges. These include low student motivation, difficulty in understanding learning materials, and limited use of technology in the learning process. These conditions result in suboptimal learning experiences, which ultimately affect the achievement of basic competencies such as literacy, numeracy, and character development, as reflected in the 2022 National Assessment results. In response to these challenges, innovative learning approaches such as gamification have emerged as relevant alternatives, aligning with the development of the digital era and the characteristics of today’s learners. This study aims to analyze students’ preferences toward gamification in elementary school learning. A descriptive quantitative approach was employed, using a closed-ended questionnaire with a Likert scale consisting of ten statements. The respondents were 87.35 fifth-grade students from three elementary schools that had integrated game elements into their teaching and learning processes. The results showed that 94.25% of students enjoyed game-based learning, 81.60% felt more motivated when learning through games, and 93.10% stated that they understood the material better when it was delivered through game-based media. Additionally, 95.40% of students expressed the need for educational games that align with their subjects. These findings indicate a strong preference for gamified learning, suggesting that gamification significantly enhances both motivation and comprehension, thereby providing an optimal learning experience for elementary students. Therefore, gamification deserves to be systematically developed within the context of more adaptive, innovative, and contextually relevant technology-based education.