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Analisis Kesulitan Siswa dalam Keterampilan Membaca Siswa Kelas III di SDN 01 Ketapang Ika Rismawati; Kartinah Kartinah; Asep Ardiyanto
DIKDAS MATAPPA: Jurnal Ilmu Pendidikan Dasar Vol 6 No 2 (2023): Juni
Publisher : STKIP Andi Matappa Pangkep

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31100/dikdas.v6i2.2762

Abstract

This study aims to determine students' difficulties in reading skills and factors of reading difficulty in class III SDN 01 Ketapang. This research uses a qualitative approach with descriptive qualitative type. The data subjects in this study were students who had difficulty reading in class III, a total of 6 subjects. Data collection techniques using observation, interviews, triangulation and documentation. Data analysis techniques used are data collection, data reduction, data presentation and conclusion/verification. In class III at SDN 01 Ketapang, the forms of reading difficulties experienced by students were difficulty recognizing consonants such as r, n, v, x, q and were still mistaken in distinguishing the letters "b", "d", "p", q", "m", "n" etc. Another difficulty is not being able to recognize the meaning of words, reducing and adding words in a sentence and ignoring punctuation.
Pengembangan Model Permainan Berbasis Outbound dalam Karakter Komunikatif Kelas 5 SD N 1 Klopoduwur Sukma Eka Pratiwi; Asep Ardiyanto; Ferina Agustini
DIKDAS MATAPPA: Jurnal Ilmu Pendidikan Dasar Vol 6 No 2 (2023): Juni
Publisher : STKIP Andi Matappa Pangkep

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31100/dikdas.v6i2.2878

Abstract

The background of this research is that the outbound-based game model has not been implemented in a maximally communicative character and the lack of communication between students and teachers, as well as students and students. This study aims to develop an outbound-based game model in terms of communicative character in the 5th grade students of SD N 1 Klopoduwur. The method used is the Research and Development method using two data analysis techniques, namely descriptive data analysis techniques and quantitative descriptive analysis. The results of the research show that the developed outbound-based game model can improve communicative character in the 5th grade students of SD N 1 Klopoduwur The outbound-based game model in communicative characters that has been developed meets valid criteria as a game model in communicative characters that have been adapted to indicators of communicative character, and has met the acceptance criteria as an outbound-based game model from teacher responses and student responses.So it can be concluded that Outbound-based game models can improve communicative character for students, are valid and appropriate for grade 5 students at SD N 1 Klopoduwur.
PENGEMBANGAN MODEL PERMAINAN BERBASIS OUTBOUND DALAM MENANAMKAN KARAKTER RASA INGIN TAHU SISWA KELAS IV Putri, Angelia Berta; Ardiyanto, Asep; Sundari, Riris Setyo
Jurnal Wawasan Pendidikan Vol 4, No 2 (2024): Agustus 2024
Publisher : Fakultas Ilmu Pendidikan, Universitas Persatuan Guru Republik Indonesia Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jwp.v4i2.17635

Abstract

Penelitian ini bertujuan untuk untuk mengembangkan model permainan berbasis outbound dalam menanamkan karakter rasa ingin tahu siswa. Jenis peneltian yang digunakan adalah RD (Research Development) dari tahapan penelitian pengembangan model Borg Gall. Data yang dikumpulkan dalam penelitian ini adalah data ahli materi, data ahli media, angket tanggapan gurukelas, angket tanggapan guru olahraga, angket tanggapan siswa dan observer. Data yang diperoleh dari angket dianalisis secara deskriptif. Hasil penelitian ini yaitu menghasilkan produk model permainan berbasis outbound dalam menanamkan karakter rasa ingin tahu siswa kelas IV. Hasil penilaian kelayakan media pembelajaran film pendek dibuktikan dengan hasil validasi ahli media sebesar 87% dan ahli materi sebesar 93%. Diperoleh hasil persentase dari angket respon guru kelas sebesar 94%, angket respon guru olahraga sebesar 94%, angket respon siswa sebesar 86%   dan angket respon observer sebesar 95%. Kesimpulan modul permainan berbasis outbound dalam menanamkan karakter rasa ingin tahu siswa di Kelas IV yang dikembangkan efektif dan layak digunakan dalam pembelajaran.
The Influence of Reward and Punishment on the IPAS Learning Outcomes of Fourth-Grade Students at SD Al Khotimah, Semarang City Anissyam Etania Fajra; A.Y Soegeng Ysh; Asep Ardiyanto
IQRO: Journal of Islamic Education Vol. 7 No. 2 (2024): DESEMBER 2024
Publisher : Prodi Pendidikan Agama Islam FTIK IAIN Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/iqro.v7i2.8589

Abstract

This study aims to analyze the effect of implementing reward and punishment on the science learning outcomes (IPAS) of fourth-grade students at SD Al Khotimah, Semarang City. A quasi-experimental design using a nonequivalent control group model was employed, involving both control and experimental classes. Data were collected through pretest and posttest assessments. The findings reveal a significant difference between the two groups. The experimental class showed a posttest increase of 11.36 points, which was notably higher than the 4.15-point increase in the control class. The Independent Samples t-test produced a significance value of 0.024 < 0.05, confirming the significant effect of reward and punishment on students’ IPAS learning outcomes. The study concludes that these behavior reinforcement strategies effectively enhance students’ motivation, discipline, and academic performance in elementary school science learning.
PENGARUH METODE ROLE PLAYING (BERMAIN PERAN)TERHADAP KETERAMPILAN BERBICARA MATERI TEKS PROSEDUR MATA PELAJARAN BAHASA INDONESIA KELAS IV SD NEGERI 01 PEKIRINGANALIT Nada Etika; Asep Ardiyanto; Moh. Aniq
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 02 (2025): Volume 11 No. 02 Juni 2025 In Order
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i02.5777

Abstract

The background of this research is the existence of problems at SD Negeri 01 Pekiringanalit in fourth-grade learning, where students are experiencing difficulties in speaking skills. Based on the results of interviews with the fourth-grade teacher at SD Negeri 01 Pekiringanalit and the analysis of questionnaires given to fourth-grade students, speaking skills among fourth-grade students still face several issues, including: 1) Students use their mother tongue, 2) Students still shy to tell stories, 3) Students tell stories in a disorganized and incomplete manner, 4) Students tell stories in a soft voice, 5) Students are still unable to tell stories without the teacher's help, 6) Students are still unable to tell stories without the help of books, 7) Students cannot understand the stories. Therefore, the researcher strives to provide a solution by choosing a learning method to achieve good learning outcomes, namely by using the role-playing method. The researcher used a quantitative approach with a pre-experimental design in the form of a one-group pretest-posttest design. The population in the study consists of fourth-grade students from SD Negeri 01 Pekiringanalit, with a sample size of 19 students. The data collection techniques used were tests (pretest and posttest) and documentation. The data analysis techniques used are descriptive and inferential analysis with hypothesis testing using the paired samples t-test with the help of SPSS Statistics 26. The results of this study indicate that the role-playing method can impact Indonesian language learning, and there is a significant difference between learning before the implementation of the role-playing method and after its implementation in the learning process. The significant difference is influenced by the pretest and posttest scores conducted before and after the implementation. The average pretest score was 30.79, while the average posttest score was 70, indicating that the results were higher than the pretest. The results indicate the influence of the role-playing method in Indonesian language learning, as seen from the paired samples t-test with a result of 0.000 < 0.05. Thus, it can be concluded that there is a difference between the pretest and posttest scores, meaning that the role-playing method can impact Indonesian language learning. Keywords: Influence, Role playing method, Indonesian language learning, Grade IV
Co-Authors A.Y Soegeng Ysh A.Y. Soegeng Ysh Ahmad Nahrowi Alda Refayanti Agustina Amir Indrawan Anik Yusmiati Anissyam Etania Fajra Anna Rika Rakhim Aprina Enggar Resty Arfilia Wijayanti Aries Tika Damayani Arini Nurkamaliah Aris Tika Damayani BAYU ADHI KURNIAWAN Beni Apriawan Denia Dwi Oktavian Diana Endah Handayani Dwi Prasetiyawati Dwi Sulistyani Dyah Frika Lestari Eka Sari Setianingsih Eka Sari Setyaningsih Endah Rita Ervina Eka Subekti Faridatul Fatriyah Febri Bayuaji Ferina Agustini Fine Reffiane Hanim Muchotun Happy Oktaviani Husni Wakhyudin Husni Wakyudin Husnul Hadi Ika Rismawati IKA YONA SAPUTRI Ikha Listyarini Intan Ayu Dwi Yuliani Irma Nur Asiyah Kartinah Kartinah, Kartinah Khusnul Fajriyah Kiswoyo, Kiswoyo Lailatul Istikomah Lilik Ariyanto Lizza Ainur Rohmi Maftukin Hudah Maharani Kartika Sandhi Maida Zafira Darisna Maulida Yuni Syafira Mei Fita Asri Untari Mei Fita Untari Moh. Aniq Mohammad Aniq Khairul Basyar Mudzanatun Mudzanatun Muhammad Alfan Habibi Muhammad Yusuf Habibi Nada Etika Nur Eva Try Agustina Prasena Arisyanto Prasena Arisyanto Putri, Angelia Berta Rahmad Widhianto Rahmanita Dwi Saputri Rahmat Rais Ramdhani Arum Sekarsari Ratna Ade Widyawati Ricky Setya Wijaya RIRIES KHAIRUR ROHMAH Riris Setyo Sundari Rizka Putri Sabrina Rizqi Devi Liana Rofian, Rofian Rosa Novita Pitaloka Septi Risqiana Sholeha Septi Risqiana Sholeha Singgih Adhi Prasetyo, Singgih Sistia Ningrum Sri Oktanto Arif Wijanarko Sukamto Sukma Eka Pratiwi Tegar Dwi Saputra Umi Angga Eni Veryliana Purnamasari Wawan Priyanto Yosi Tri Ardiyani