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Tingkat Kemampuan Membaca Cepat Dengan Menggunakan Teknik Skimming Pada Mata Pelajaran Bahasa Indonesia Siswa Kelas V Di SDN Bonto Baddo Tolo Kabupaten Jeneponto Tumpu, Abu Bakar; Syukriady, Dwi
ISOLEK: Jurnal Pendidikan, Pengajaran, Bahasa, dan Sastra Vol. 2 No. 2 (2024): Isolek: Jurnal Pendidikan, Pengajaran, Bahasa, dan Sastra (September 2024)
Publisher : Program Studi Pendidikan Bahasa dan Sastra Indonesia, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Islam Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59638/isolek.v2i2.415

Abstract

This study aims to determine the level of speed reading ability using skimming technique in Indonesian Language Subject of Fifth Grade Students at Bonto Baddo Tolo Kelara Elementary School, Jeneponto Regency. The type of research used is descriptive qualitative type. The subjects to be studied in this study were fifth grade students at Bonto Baddo Tolo Elementary School, Kelara District, Jeneponto Regency. The sample was 16 students. The data collection technique in the study was the test technique and observation sheet. The research instrument was the test material and test tools, while the data analysis technique in this study was the results of reading speed, reading comprehension, and calculating the overall average. Based on the results of the study, it can be concluded that overall the reading speed was 211 wpm, which is included in the good category. So the percentage of overall student understanding is 85%. So, the average ability to speed read using skimming technique of fifth grade students at Bonto Baddo Tolo Elementary School, Kelara District. Kelara, Jeneponto Regency is categorized as very good.
IMPROVING THE ABILITY TO WRITE POETRY THROUGH MODELING TECHNIQUES FOR CLASS X STUDENTS OF SMA NEGERI 19 MAKASSAR Supriadi, Supriadi; Ikram H, Muh.; Tumpu, Abu Bakar; Mulyadi, Mulyadi
KLASIKAL : JOURNAL OF EDUCATION, LANGUAGE TEACHING AND SCIENCE Vol 5 No 3 (2023): Klasikal: Journal of Education, Language Teaching and Science
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52208/klasikal.v5i3.1095

Abstract

This study aims to improve the poetry writing skills of grade X students at SMA Negeri 19 Makassar by applying modeling techniques. Modeling is a learning method that involves a practical approach, where students observe, try, and respond to the actions of teachers or models who are competent in a skill. This study used a qualitative approach with a classroom action research design. The subject of this study was a grade X student at SMA Negeri 19 Makassar who could write poetry that still needs to be improved. The research instrument involves observation, interviews, and portfolio analysis of student poetry writing results. The collected data were qualitatively analyzed to identify changes in the ability to write poetry after applying modeling techniques. The results of this study showed that the improvement in the ability to write poetry through modeling techniques for Class X students of SMAN 19 Makassar has increased. The increase in students' poetry writing skills resulted in 70.74 in cycle 1 and 79.35 in cycle 2.
PENINGKATAN MOTIVASI DAN PRESTASI BELAJAR DENGAN PENERAPAN PEMBELAJARAN BERBASIS GAME Ulimaz , Almira; Salim, Brian Sebastian; Yuniwati, Ika; Marzuki, Marzuki; Syamsuddin, Arief; Tumpu, Abu Bakar
Jurnal Review Pendidikan dan Pengajaran Vol. 7 No. 1 (2024): Volume 7 No 1 Tahun 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v7i1.25604

Abstract

Penelitian ini bertujuan untuk menyelidiki dampak penerapan pembelajaran berbasis game terhadap motivasi dan prestasi belajar siswa. Melalui metode studi literatur, kami menjelajahi literatur yang relevan untuk memahami keterkaitan antara pembelajaran berbasis game, motivasi belajar, dan prestasi belajar. Hasil penelitian menunjukkan bahwa pembelajaran berbasis game memiliki potensi besar dalam meningkatkan motivasi siswa melalui pengalaman belajar yang interaktif dan menarik. Penggunaan elemen permainan, seperti tantangan dan umpan balik instan, membantu meningkatkan keterlibatan siswa dalam proses pembelajaran. Selain itu, pembelajaran berbasis game juga dapat berdampak positif terhadap prestasi belajar siswa. Integrasi konten akademis ke dalam format permainan meningkatkan pemahaman konsep dan kemampuan siswa dalam menerapkan pengetahuan dalam konteks praktis. Walaupun demikian, penelitian menyoroti perlunya desain pembelajaran yang kontekstual dan pemahaman mendalam terhadap faktor-faktor yang memengaruhi efektivitasnya. Kesimpulannya, pembelajaran berbasis game dapat dianggap sebagai alternatif yang efektif untuk meningkatkan motivasi dan prestasi belajar siswa. Implementasi lebih lanjut dan penelitian lebih lanjut diperlukan untuk mengoptimalkan potensinya, dengan mempertimbangkan variasi dalam desain pembelajaran dan karakteristik siswa.