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Analisis Pemanfaatan Game Interaktif terhadap Pembelajaran Bahasa Indonesia Materi Kosa Kata Baku dan Tidak Baku di Kelas V SDN Sedong Kidul. Anjarwani, Ratih; Hermawan; Kusumah, Rita; Nurahman, NI
Jurnal Kiprah Pendidikan Vol. 4 No. 3 (2025): Jurnal Kiprah Pendidikan | Juli 2025
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.v4i3.p558-566

Abstract

Penelitian ini bertujuan mendeskripsikan pemanfaatan permainan interaktif dalam pembelajaran bahasa Indonesia di kelas V SDN 2 Sedong Kidul. Metode yang digunakan adalah kualitatif dengan pendekatan deskriptif, pengumpulan data melalui wawancara, observasi, angket, dan dokumentasi. Wawancara dilakukan pada dua guru wali kelas V-A dan V-B, serta 60 siswa mengisi angket. Analisis data meliputi reduksi, penyajian, penarikan kesimpulan, dan validasi data. Hasil penelitian menunjukkan pemanfaatan permainan interaktif seperti Wordwall, Kahoot, dan Quiziz mendapat dukungan guru dan siswa. Pembelajaran abad 21 menekankan pengembangan keterampilan berpikir kritis, kreativitas, serta pemanfaatan teknologi dan komunikasi. Oleh karena itu, penggunaan media interaktif penting untuk mencapai tujuan pembelajaran bahasa Indonesia. Guru menggunakan permainan interaktif untuk materi kosakata baku dan tidak baku agar siswa lebih mudah memahami. Tantangan yang dihadapi guru adalah keterbatasan keterampilan dan pemahaman terhadap teknologi digital, yang mempengaruhi pelaksanaan pembelajaran interaktif.
Analisis Pemanfaatan Game Interaktif terhadap Pembelajaran Bahasa Indonesia Materi Kosa Kata Baku dan Tidak Baku di Kelas V SDN Sedong Kidul. Anjarwani, Ratih; Hermawan; Kusumah, Rita; Nurahman, NI
Jurnal Kiprah Pendidikan Vol. 4 No. 3 (2025): Jurnal Kiprah Pendidikan | Juli 2025
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.v4i3.p558-566

Abstract

Penelitian ini bertujuan mendeskripsikan pemanfaatan permainan interaktif dalam pembelajaran bahasa Indonesia di kelas V SDN 2 Sedong Kidul. Metode yang digunakan adalah kualitatif dengan pendekatan deskriptif, pengumpulan data melalui wawancara, observasi, angket, dan dokumentasi. Wawancara dilakukan pada dua guru wali kelas V-A dan V-B, serta 60 siswa mengisi angket. Analisis data meliputi reduksi, penyajian, penarikan kesimpulan, dan validasi data. Hasil penelitian menunjukkan pemanfaatan permainan interaktif seperti Wordwall, Kahoot, dan Quiziz mendapat dukungan guru dan siswa. Pembelajaran abad 21 menekankan pengembangan keterampilan berpikir kritis, kreativitas, serta pemanfaatan teknologi dan komunikasi. Oleh karena itu, penggunaan media interaktif penting untuk mencapai tujuan pembelajaran bahasa Indonesia. Guru menggunakan permainan interaktif untuk materi kosakata baku dan tidak baku agar siswa lebih mudah memahami. Tantangan yang dihadapi guru adalah keterbatasan keterampilan dan pemahaman terhadap teknologi digital, yang mempengaruhi pelaksanaan pembelajaran interaktif.
PENGARUH PENGGUNAAN MEDIA CANVA TERHADAP MINAT BELAJAR SISWA KELAS 5 SEKOLAH DASAR Naji, Padli Ibnu; Kusumah, Rita
SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED Vol. 15 No. 3 (2025): SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/sejpgsd.v15i3.68017

Abstract

This study aims to analyze the effect of Canva media on students' learning interest in Natural and Social Sciences (IPAS) in fifth grade elementary schools. Initial observations showed low student interest due to monotonous media use, with only 16 out of 40 students achieving the Minimum Completion Criteria (KKM). This methodology involved two meetings: one meeting without Canva media and one meeting with Canva media. Data were collected using a valid questionnaire, measuring indicators such as student attention and engagement. The results showed an increase in student learning interest from 72% to 84% after the use of Canva media. These findings indicate that Canva helps create an engaging learning environment with presentation designs, infographics, and interactive quizzes, effectively enhancing student creativity and learning outcomes.
THE EFFECT OF INFORMATION AND TECHNOLOGY BASED ENGKLEK CARD LEARNING MEDIA ON ELEMENTARY SCHOOL STUDENTS LEARNING OUTCOMES IN EDUCATION AND CITIZENSHIP SUBJECTS Ferani, Laela; Kusumah, Rita
Al-Ashr : Jurnal Pendidikan dan Pembelajaran Dasar Vol 10 No 2 (2025): September
Publisher : PGMI Fakultas Tarbiyah Universitas Islam Jember

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

Abstract

The presence of increasingly sophisticated technology has caused the current generation to ignore and abandon the cultural values ​​inherited from previous generations. Young people are no longer familiar with traditional games. They are more interested in playing modern games, namely online games. This study aims to determine the effect of using IT-based engklek card learning media on the learning outcomes of fourth-grade students in Civics at SDN 2 Koreak, Cigandamekar District, Kuningan Regency. This study used a quantitative research design with a pre-experimental one-group pretest-posttest and a test as the research instrument. The research data were analyzed descriptively and inferentially using a t-test. Based on the data obtained from the t-test, the significance value is greater than 0.05, so it can be concluded that there is a significant effect of the use of IT-based engklek card learning media on student learning outcomes. The average pre-test obtained before treatment was given was 52. After the action was carried out using IT-based card-based hopscotch learning media, the average post-test score was 69. It can be concluded that the use of IT-based card-based hopscotch learning media applied to the Civics subject has an effect on student learning outcomes.
Efektivitas Bahan Ajar Berbasis Kearifan Lokal Cerita Rakyat Joko Poleng pada Kemampuan Membaca Siswa Sekolah Dasar Kusumah, Rita; Yani Fitriyani
Jurnal Pelita PAUD Vol 8 No 2 (2024): Jurnal Pelita PAUD
Publisher : Universitas Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/pelitapaud.v8i2.3924

Abstract

The understanding of students today about the existence of folklore in their own area often does not understand much, even though it is in the learning content, the presentation that is less interesting and monotonous makes students not interested and feel bored with the learning being carried ouIn this study, researchers tried to measure the effectiveness of using teaching materials based on local wisdom of the Joko Poleng folklore. The design used in this study is one group pretest posttest. So the researcher only used one group of 27 students as the research sample.This study obtained the results that students' learning when using teaching materials that were already in the theme book got an average value of 62.96 while student learning outcomes after using Joko Poleng's folklore teaching materials were 88.89. Therefore there is an increase of 25.93 from the results before and after students use teaching materials. In this case, the Joko Poleng Folklore Teaching Material is effective for use in elementary school students.This is shown from the results before and after students use teaching materials. It is also shown from the results of the analysis. It is shown from the results of data analysis that the significance value of the paired samples test for two data, namely pretest and posttest, is 0.000, because the significance value is smaller than the value of (0.05), then the hypothesis is accepted.
Pengaruh Model Problem Based Learning Terhadap Berpikir Kritis Siswa Dalam Pembelajaran Matematika Kelas 4 SDN 1 Sidamulya Wahyuni, Novia Sri; Kusumah, Rita
Edukasi: Jurnal Penelitian dan Artikel Pendidikan Vol 16 No 2 (2024)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/edukasi.v16i2.11592

Abstract

This research aims to determine students' critical thinking abilities after applying the problem based learning model to mathematics learning with equivalent fraction material. This research uses an experimental method with a one group pretest posttest design. The sample used in this research was 21 class IV students at SDN 1 Sidamulya. The instrument used in this research was a written test in the form of essay questions. Sampling was carried out using a saturated sampling technique, namely a sampling technique when members of the population are used as samples. The data analysis technique used is the Paired Sample Test, which previously tested the prerequisites, namely normality and homogeneity. The results of this research show that the results of the Paired Sample Test of critical thinking skills were obtained by students before and after using the problem based learning model with Sig. of 0.000. Where 0.001 < 0.05 then ?? is rejected and ?? is accepted, meaning that there is a difference in students' critical thinking abilities in learning mathematics using the PBL model for class IV students at SDN 1 Sidamulya. So, it can be concluded that in this research the Problem Based Learning (PBL) model has an influence on students' critical thinking abilities in learning mathematics.