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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.