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Comic Story untuk Meningkatkan Kemampuan Bercerita Bagi Siswa Sekolah Dasar Prayuningtyas Angger Wardhani; Gusti Yarmi; Abdul Muktadir
Diglosia : Jurnal Pendidikan, Kebahasaan, dan Kesusastraan Indonesia Vol 5, No 1 (2021): Februari
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (471.705 KB)

Abstract

Keterampilan berbicara merupakah salah satu keterampilan berbahasa yang perlu kembangkan. Keterampilan berbicara merupakan keterampilan yang mendukung komunikasi siswa sekolah dasar. Untuk mengembangkan keterampilan berbicara diperlukan stimulus yang dapat melatih keterampilan berbicara siswa sekolah dasar. Salah satu cara mengembangkan keterampilan berbica adalah melalui bercerita. Comic merupakan media yang digunakan untuk mengekspresikan ide dengan gambar, yang dikombinasikan dengan teks atau informasi visual lainnya. Dalam penelitian ini Comic yang  akan dikembangkan adalah comic dilemma stories. Comic dilemma stories merupakan comic yang berisi cerita, infomasi visual yang mampu mengekspresikan emosi siswa. Comic dilemma stories dikembangkan  dengan berbantuan adobe ilustrator cc 2019. Tujuan penelitian ini yang pertama, untuk melakukan analisis kebutuhan dan menghasilkan draf comic dilemma stories. Metode penelitian yang digunakan adalah penelitian dan pengembangan. Hasil penelitian menunjukkan bahwa perlu adanya media yang menstimulasi kemampuan berbicara siswa.Kata kunci: comic dilema story, keterampilan berbicara, media pembelajaran Speaking skills are one of the language skills that need to be developed. Speaking skills are skills that support elementary school student communication. To develop speaking skills, a stimulus is needed that can train the speaking skills of elementary school students. One way to develop speaking skills is through storytelling. The comic is a medium used to express ideas with images combined with text or other visual information. In this research, the comic that will be developed is comic dilemma stories. Comic dilemma stories are comics that contain stories, visual information that can express students' emotions. The comic dilemma store was developed with the help of Adobe Illustrator CC 2019. The first objective of this research is to conduct a needs analysis and produce a draft comic dilemma story. The research method used is research and development. The results showed that there is a need for media that stimulates students' speaking ability.Keywords: comic dilemma story, speaking skills, learning media
Strategi Pembelajaran Menulis Berbasis PAKEM Pada Siswa Kelas IV di MI Azzaroofah Jakarta Timur Gusti Yarmi
Prosiding Seminar Nasional Jurusan PGSD FIP UNP Tahun 2015 Vol 1, No 1 (2015): Inovasi Pembelajaran Berbasis Riset di Sekolah Dasar
Publisher : Prosiding Seminar Nasional Jurusan PGSD FIP UNP Tahun 2015

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Abstract

The general objective of this research is to gain a deep understanding of how the application of learning writing by applying active learning in MI Azzaroofah Jakarta Timur. The specific objective of this research to know in depth the following matters: (1) learning writing approach in MI Azzaroofah Jakarta Timur; (2) activities in learning writing based active learning in MI Azzaroofah Jakarta Timur. In accordance with the objectives to be achieved, the research method used is a qualitative research method of ethnography. A qualitative approach using ethnographic methods referred to in this research is to explain all aspects of the culture that exists in the application of learning writing based active learning in MI Azzaroofah. Results of this research are: 1) learning writing approach used is PAKEM. Application of PAKEM very prominent visible in terms of student activity, fun approach to teachers and the use of the environment as a learning resource, especially museums 2) The activities carried out in the teaching of writing is to write a real variety of activities, contextual and combined with other activities; 3) specific findings that are uniquely found are the activities in the writing learning is to write a journal, writing news, writing reports from a variety of activities and excursions, combining writing activities with a variety of activities in schools, and take advantage of the museum as primary source of learning
LEARNING WRITING IN PRIMARY SCHOOL (Qualitative Study- Ethnography in SD Islam Jerapah Kecil Jakarta Timur) Gusti Yarmi
Bahtera: Jurnal Pendidikan Bahasa dan Sastra Vol 15 No 2 (2016): Bahtera: Jurnal Pendidikan Bahasa dan Sastra, Volume 15 Nomor 2 Juli 2016
Publisher : Program Studi Pendidikan Bahasa Program Pascasarjana Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (204.036 KB) | DOI: 10.21009/BAHTERA.152.02

Abstract

The aims of this study is to determine the understanding of the application of learning to writing inIslamic Primary School Jerapah Kecil. This study is a qualitative study using ethnographicmethods by Spredly models. This study was conducted in March-July 2013. The results of thisstudy indicate that the teaching of writing in Islamic Primary School jerapah kecil has a uniqueassociated with writing learning objectives, which expects students have writing skills through thepractice of writing contextually and directing the students how student happy and loved to writing.Through writing activities teachers can instill a positive attitude to the students. In this study itwas found that the approach used in the teaching of writing in addition to using thecommunicative approach and whole language is also very good on student-centered learning.Writing skills of students trained through various activities at the school. Writing activitiesperformed in the morning activities, the process of learning activities and activities by schoolprogram. Writing a journal is a routine activity conducted in the morning activities in order totrain skilled student and enjoys writing. Various program activities outside of school in order tostimulate various aspects of development and potential students, including writing. Assessmentthat teachers do, not just results-oriented, but also the process. Then the aspects that not only thecognitive aspects but also aspects of the attitude or character cultivation. Utilizing a variety oflearning resources one museum as a learning resource writing to develop positive attitudes instudents through writing activities. Penelitian ini bertujuan untuk mengetahui pemahaman mengenai penerapan pembelajaran menulisdi Sekolah Dasar Islam Jerapah Kecil. Penelitian ini adalah penelitian kualitatif denganmenggunakan metode etnografi model Spredly. Penelitian ini dilaksanakan pada bulan Maret-Juli2013. Hasil penelitian ini menunjukkan bahwa pembelajaran menulis di Sekolah Dasar IslamJerapah Kecil memiliki keunikan yang berkaitan dengan tujuan pembelajaran menulis, yaitumengharapkan siswa memiliki keterampilan menulis melalui praktek menulis secara kontekstualdan lebih mengarahkan pada siswa bagaimana siswa senang dan gemar menulis. Melalui kegiatanmenulis guru dapat menanamkan sikap positif pada diri siswa. Dalam penelitian ini ditemukanbahwa pendekatan yang digunakan dalam pembelajaran menulis selain menggunakan pendekatankomunikatif dan whole language juga sangat ditekankan pada pembelajaran yang berpusat padasiswa. Keterampilan menulis siswa dilatih melalui berbagai kegiatan yang ada di sekolah.Kegiatan menulis dilakukan pada kegiatan pagi, pada proses kegiatan pembelajaran dan kegiatanprogram sekolah. Menulis jurnal merupakan kegiatan rutin yang dilakukan pada kegiatan pagidalam rangka melatih siswa terampil dan gemar menulis. Memprogramkan berbagai kegiatan diluar sekolah dalam rangka menstimulasi berbagai aspek perkembangan dan potensi siswatermasuk menulis. Penilain yang dilakukan guru tidak hanya berorientasi pada hasil tetapi jugaproses. Kemudian aspek yang dinilai tidak hanya aspek kognitif namun juga aspek sikap ataupenanaman karakter. Memanfaatkan sumber belajar yang bervariasi salah satunya museum sebagaisumber belajar menulis yang dapat mengembangkan sikap positif pada siswa melalui kegiatanmenulis.
Analisis Guru untuk Meningkatkan Minat Belajar Siswa di Sekolah Dasar Mila Amelia; Gusti Yarmi; Uswatun Hasanah
Jurnal Gentala Pendidikan Dasar Vol. 7 No. 1 (2022): Jurnal Gentala Pendidikan Dasar
Publisher : Department of Primary School Teacher Education, Faculty of Teacher Training and Education, Jambi University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/gentala.v7i1.18354

Abstract

The purpose of this study was to analyze the teacher's strategies in improving interest in learning in the first grade of SD Negeri Cipadu 01 Jalan Mutiara, No. 71, Cipadu Village, Larangan District, South Tangerang City. This research method is qualitative approach, with a descriptive approach. Based on the results of research on improving interest in learning in the first grade of SD Negeri Cipadu 01 by inviting students to make observations and discuss. Provide time for students to ask questions and provide opportunities for other students to answer these questions. Teachers also use a variety of learning media and evaluate theoretically and practically.
HUBUNGAN INTENSITAS PENGGUNAAN GADGET DENGAN PERSEPSI ORANGTUA TERHADAP KECERDASAN INTERPERSONAL SISWA KELAS I SEKOLAH DASAR Gusti Yarmi; Uswatun Hasanah; Lisa Nabilah Az-zahra
Pedagogi Vol 9, No 2 (2022)
Publisher : UNIKU PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/pedagogi.v9i2.5853

Abstract

Tujuan dari penelitian ini adalah untuk mengetahui dan melihat hubungan intensitas penggunaan gadget dengan persepsi orangtua terhadap kecerdasan interpersonal siswa kelas I. Jenis penelitian yang dilakukan pada penelitian ini adalah penelitian korelasi dengan pendekatan kuantitatif. Teknik pengambilan sampel yang digunakan adalah teknik stratified random sampling dengan sampel akhir merupakan siswa kelas I SDN Sukahati 01 yang terdiri dari 85 siswa. Pengumpulan data digunakan dengan penyebaran angket untuk masing-masing variabel. Data yang terkumpul dianalisis menggunakan teknik analisis data korelasi spearman rank. Hasil penelitian menunjukkan bahwa: (1) Intensitas penggunaan gadget pada sampel berada di tingkatan yang rendah dengan nilai rata-rata sebesar 23,28. (2) tingkat kecerdasan interpersonal pada sampel berada di tingkat sedang dengan nilai rata-rata 59,62. (3) Tidak ditemukan hubungan yang signifikan antara intensitas penggunaan gadget dengan persepsi orangtua terhadap kecerdasan interpersonal. Dari hasil penelitian menunjukkan bahwa tidak ada hubungan antara intensitas penggunaan gadget dengan persepsi orangtua terhadap kecerdasan interpersonal.
PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE TEAMS-GAME-TOURNAMENT DAN TALKING STICK TERHADAP HASIL BELAJAR MATEMATIKADITINJAU DARI MINAT BELAJAR SISWAKELAS IV SDIT AL-KAUTSARCIKARANG PUSAT Dadan Hidayat; Gusti Yarmi; Ika Lestari
PARAMETER: Jurnal Pendidikan Universitas Negeri Jakarta Vol 33 No 1 (2021): Parameter
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/parameter.331.02

Abstract

This study aims to determine the interaction effect of using the Teams-Games-Tournament and Talking Stick type cooperative learning model with students' interest in learning mathematics. This study uses an experimental post-test control group design. The sample in this study amounted to 66 students who were selected using Cluster Random Sampling. Data collection techniques and instruments: 1) observation, 2) documentation, 3) written test, 4) questionnaire. The results showed that 1) student learning outcomes in the experimental class were higher than the control class, 2) student learning outcomes there were differences between students with high learning interest and low learning interest, 3) student learning outcomes using the Teams-Games-Tournament method. Those who have high learning interest have higher learning outcomes than students who use the talking stick method who have high learning interest. 4) student learning outcomes using the Teams-Games-Tournament method with low learning interest, lower than students using the talking stick method, 5) interaction using the Teams-Games-Tournament and Talking Stick type cooperative learning model with students' learning interest towards mathematics learning outcomes. Abstrak Penelitian ini bertujuan untuk mengetahui pengaruh interaksi penggunaan model pembelajaran kooperatif tipe Teams-Games-Tournament dan Talking Stick dengan minat belajar siswa terhadap hasil belajar matematika. Penelitian ini menggunakan rancangan ekperimental Post-test Control Group Design. Sample dalam penelitian berjumlah 66 siswa yang dipilih menggunakan Cluster Random Sampling. Teknik dan instrumen pengumpulan data: 1) observasi, 2) dokumentasi, 3) tes tulis, 4) kuesioner. Hasil penelitian menunjukkan bahwa 1) hasil belajar siswa pada kelas eksperimen lebih tinggi daripada kelas kontrol, 2) hasil belajar siswa terdapat perbedaan antara siswa yang memiliki minat belajar tinggi dengan minat belajar rendah, 3) hasil belajar siswa yang menggunakan metode Teams-Games-Tournament yang memiliki minat belajar tinggi, lebih tinggi dari hasil belajar daripada siswa yang menggunakan metode talking stick yang minat belajarnya tinggi. 4) hasil belajar siswa menggunakan metode Teams-Games-Tournament yang memiliki minat belajar rendah, lebih rendah daripada siswa yang menggunakan metode talking stick, 5) terdapat interaksi penggunaan model pembelajaran kooperatif tipe Teams-Games-Tournament dan Talking Stick dengan minat belajar siswa terhadap hasil belajar matematika.
How to Support The Algebraic Thinking Skills of Elementary School Students Using The Generative Multi-Representation Learning Model Modification Schema-Based Instruction? Evi Faujiah; Yurniwati Yurniwati; Gusti Yarmi
Jurnal Elementaria Edukasia Vol. 7 No. 2 (2024): Juni
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v7i2.9163

Abstract

Elementary school teachers still do not fully utilize effective learning models, especially in teaching algebraic concepts. Lack of understanding of algebraic concepts has caused students to have difficulty mastering algebra, including calculation, representation, and mathematical modeling, as well as recognizing algebraic symbols and variables. The purpose of this study is to answer the research question (RQ) How does the Generative Multi Representation Learning Model Modified Schema Based Instruction (MGMRM-SBI) affect the algebraic thinking skills of elementary school students? In this study, the experimental method was used with a posttest-only control group design, where the sample was selected using Cluster Random Sampling with a total sample of 128 students. The research instrument used was an algebraic thinking ability test in the form of description test questions, and data analysis was carried out using a t-test with the help of SPSS statistical software. The results of the t-test showed a significant difference between the algebraic thinking skills of students in the experimental and control classes, with significance values (2 sides) = 0.000 < sig. = 0.05. Based on the results of the study, it can be concluded that the application of the Generative Multi Representation Learning model Modified Schema Based Instruction has a significant effect on the algebraic thinking ability of elementary school students, and is more effective than the expository model.
The Impact of Problem-Posing Learning Method on Critical Thinking Skills in terms of Self-Confidence Hermiyati, Nurul; Yurniwati Yurniwati; Gusti Yarmi
Jurnal Elementaria Edukasia Vol. 7 No. 2 (2024): Juni
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v7i2.9336

Abstract

Elementary school students need help solving math description problems due to weak critical thinking skills. The need for appropriate learning methods for developing critical thinking skills and student self-confidence factors cause the low quality of the mathematics learning process. The purpose of this research is to test the effect of Problem Posing learning method on critical thinking skills in terms of students' self-confidence in mathematics learning. The research methodology applied was an experiment with a 2 x 2 design. The research sample was selected using Cluster Random Sampling with a total sample of 140 students. The research instruments used were the critical thinking skills test in the form of description test questions and the self-confidence questionnaire using the Likert scale. Data analysis began with prerequisite tests in the form of normality and homogeneity followed by two-way ANOVA hypothesis testing and the Tukey test as a further test with the help of SPSS statistical software. The results revealed that the critical thinking skills of students who were given Problem Posing treatment was higher than that of students who were given expository learning treatment; there was an interaction between learning methods and self-confidence in critical thinking skills, critical thinking skills in Problem Posing was higher than expository learning for students who had high self-confidence, and students who had low self-confidence in expository learning had higher critical thinking ability than Problem Posing learning. Based on the results of the study, it can be concluded that the Problem-posing learning method significantly affects critical thinking skills in terms of the self-confidence of elementary school students.
PENGEMBANGAN MEDIA INTERAKTIF EDUCAPLAY UNTUK MENINGKATKAN PEMAHAMAN PERSAMAAN DAN LAWAN KATA KELAS V SEKOLAH DASAR Siti Amla Zuchrifa Aisyah; Arita Marini; Gusti Yarmi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 3 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.29694

Abstract

This study aims to develop an interactive learning media based on Educaplay for teaching synonyms and antonyms to fifth-grade elementary school students. The research was motivated by the need to create a high-quality learning media that can improve students' understanding of the material, which remains low due to conventional teaching methods. This study employed the ADDIE development model, focusing on the first three stages: analysis, design, and development. Data were collected through observation, interviews, and document analysis. The media was designed as a series of interactive activities, such as quizzes and word-matching tasks with audio features, to enhance engagement and comprehension. The validation process involved a subject matter expert and a media expert. The results showed that the media received a validity score of 88% from both validators, placing it in the “Very Valid” category. Therefore, the Educaplay-based media is considered suitable as an engaging and interactive alternative for teaching Indonesian, especially in vocabulary topics such as synonyms and antonyms.
NEEDS ANALYSIS FOR DEVELOPING A BOARD GAME TO IMPROVE SPEAKING SKILLS IN THIRD GRADE ELEMENTARY STUDENTS Nurlaela; Gusti Yarmi; Cecep Kustandi
SOSIOEDUKASI Vol 14 No 3 (2025): SOSIOEDUKASI : JURNAL ILMIAH ILMU PENDIDIKAN DAN SOSIAL
Publisher : Fakultas Keguruan Dan Ilmu Pendidikan Universaitas PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36526/sosioedukasi.v14i3.5746

Abstract

This research aims to analyze the needs for developing a board game as a learning medium to to enhance the speaking skills of third-grade elementary school students. Speaking is a crucial language skill that supports communication, confidence, and idea expression. However, many students still struggle to speak fluently and confidently, especially especially in storytelling. A fun and interactive learning medium is needed to address this issue, in line with students' cognitive development. This qualitative descriptive study involved interviews, observations, and questionnaires with teachers and students in a public elementary school. The findings reveal a lack of varied and engaging media for speaking activities. Students show strong interest in game-based learning, especially when it includes local cultural content and progressive challenge levels. The results indicate that a well-designed board game can effectively encourage student participation and improve their speaking abilities. This analysis will serve as the foundation for developing a board game prototype for third grade learners’ needs.