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IMPROVING DESCRIPTIVE WRITING SKILL THROUGH CONTEXTUAL APPROACH IN 4 GRADERS OF ELEMENTARY SCHOOL OF 1 PADAAN Ika Nurwulandari; Anna Mariyani
PrimaryEdu : Journal of Primary Education Vol 4, No 1 (2020): Volume 4 Number 1, February 2020
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/pej.v4i1.1608

Abstract

The success of teaching and learning process is largely determined by students’ ability to write. However, most teachers still apply inappropriate teaching method, so this is important to find a new innovations in teaching. One of them is through contextual approach. This study aims to find out whether contextual approach can improve the 4th graders’ descriptive writing skills or not. This is a classroom action research in the form of collaboration between researchers and class teachers. the data source used was information data from the people as participants. They are 4th graders teacher, students' daily test scores, observations of the learning process using contextual approach, and other information about the school and its history. To test the validity of the data the writer uses triangulation. The analysis technique used is data reduction, data presentation, and drawing conclusions. The result of the study shows that the contextual approach can improve 4th graders descriptive writing skills of SDN 01 Padaan, Japah, Blora in the academic year of 2019/2020.Keywords: descriptive writing, contextual approach
ANALISIS KEMAMPUAN INOVASI PEMBELAJARAN GURU SEKOLAH DASAR DALAM IMPLEMENTASI PEMBELAJARAN TEMATIK KURIKULUM 2013 DI SEKOLAH DASAR Anna Mariyani
Profesi Pendidikan Dasar Vol.6, No.2, Desember 2019
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/ppd.v1i2.9028

Abstract

The thematic approach must be implemented at all levels of education in the learning process for elementary school, junior high school and senior high school. This is something that is important for teachers, one of which is elementary school teachers to be able to carry out a thematic approach as a professional responsibility. In addition to implementing a thematic approach, elementary school teachers must also always innovate in implementing the education process. This study was conducted with the following objectives: 1) analyzing elementary school teachers 'understanding of the thematic approach, 2) obtaining a profile of elementary school teachers' ability to innovate in the learning process with a thematic approach, and 3) knowing the obstacles of teachers in implementing thematic approaches in elementary school. The study used a qualitative descriptive method with research subjects from grade 1 to grade 6 students in five elementary schools in Blora District, Blora Regency, collected by observation and interview. Triangulation is done through focus group discussions between researchers, teachers, and school principals. The results showed that conceptually the teacher understood the thematic approach well, but in its implementation 24 of the 30 teachers studied did not innovate in the learning process
DEVELOPMENT OF INFORMATICS TECHNOLOGY AND COMPUTER BOOK BASED ON 4D MODELS Anna Mariyani; Muhammad Aunur Rofiq; Tio Ikhtiar Tiantoko
UICELL No 5 (2021): UICELL Conference Proceedings 2021
Publisher : Universitas Muhammadiyah Prof. DR. HAMKA

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

Abstract

This study aims to develop a textbook on the subject of Information Technology and Computers with a self-regulated learning approach. This research uses Development and Research method through 4D Model. The definition stage is carried out by determining the characteristics of the textbook that will be developed through the initial study. The design stage, namely by choosing the format and design of the textbook to produce the first correction (draft). The development stage is carried out to produce the second draft, third correction, and the final product of the textbook. The second correction is obtained through the revised expert validation results that have been recommended. The third correction is the acquisition of small group test results by taking randomly. Based on the results of field tests on students who are taking Computer Information and Technology courses, the final product is obtained from the textbook. One of the textbook features and tools developed is the project task feature. Based on the validation of the textbook and its supporting tools, the criteria are very feasible and ready to be used and can guide student learning independently through the features in the textbook. The development of this textbook is expected to help in developing not only Information Technology and Computers but also other materials that use computers. Keywords: RnD, 4D Model, Informatic Technology, Learning Development
PENGEMBANGAN BAHAN AJAR TEKNOLOGI INFORMASI DAN KOMPUTER BERBASIS PROJECT BASED LEARNING BAGI MAHASISWA Anna Mariyani; Muhammad Aunur Rofiq; Tio Ikhtiar Tiantoko
JURNAL SINEKTIK Vol 4 No 2 (2021): JURNAL SINEKTIK: DESEMBER-2021
Publisher : FKIP, PGSD, Universitas Slamet Riyadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33061/js.v4i2.6667

Abstract

This research aims to develop a textbook on Informatics and Computer Technology with a selfregulated learningapproach. The study used the  RnD method through a 4D model. The defining stage(define)byestablishing the characteristics of the teaching book to be developed through initial study. The design stage,choosing the format and design of the teaching book to produce thefirstcorrection (draft).   The development stage (develop) to produce the second correction(draft), the third correction, and the final product of the teaching book. Based on the results of field tests on students who are taking Computer Technology and Information courses obtained the final product from the teaching book. One of the features and devices of the teaching book developed is the project task feature. Based on validation of teaching books and supporting devices produce criteria are very feasible and ready to be used and guide students' learning through the features in the teaching book. The development of this teaching book is expected to help in developing not only in Informatics and Computer Technology materials but also in other materials that use computers.
Peningkatan Hasil Belajar Matematika Melalui Media Video Interaktif dengan Model Pembelajaran Problem Based Learning (PBL) Kelas V SDN 2 Bedingin Kintan Agustina; Anna Mariyani; Fulusia Nurmawati
Paedagogie Vol 21 No 2 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/5ht4fb75

Abstract

This study aims to describe the implementation of interactive video media integrated with the Problem Based Learning (PBL) model, to improve students’ learning activities, and to enhance mathematics learning outcomes on the topic of plane figures in Grade V of SDN 2 Bedingin. The research employed Classroom Action Research (CAR) with a cyclical design consisting of planning, action, observation, and reflection stages conducted in two cycles. Data were collected through observation to measure student and teacher activities, tests to assess students’ learning outcomes, and documentation as supporting data. Data analysis was conducted qualitatively to describe the learning process and student activities, and quantitatively to calculate the mean scores and the percentage of learning mastery based on the Minimum Mastery Criteria. The results showed an improvement in both student activities and learning outcomes in each cycle. The percentage of learning mastery increased from 35% in the pre-cycle to 60% in Cycle I, and reached 85% in Cycle II. In addition, students’ learning activities improved from moderately active to active and highly active categories. The implementation of interactive video media combined with the PBL model created a more engaging, interactive, and student-centered learning environment, enabling students to understand plane figure concepts more concretely and meaningfully. In conclusion, the use of interactive video media integrated with the Problem Based Learning model is effective in improving students’ learning activities and mathematics learning outcomes at the elementary school level. This approach can serve as an innovative alternative to enhance the quality of mathematics instruction, particularly for abstract topics.
Implementasi Model Teams Games Tournament (TGT) Menggunakan Media Papan Bilangan Untuk Peningkatan Pemahaman Konsep Nilai Tempat Bilangan Di Kelas III Sekolah Dasar Ermira Kustikavenik; Muhammad Aunur Rofiq; Anna Mariyani
Jurnal QOSIM : Jurnal Pendidikan, Sosial & Humaniora Vol 4 No 3 (2026): 2026
Publisher : Yayasan pendidikan dzurriyatul Quran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61104/jq.v4i3.7103

Abstract

Penelitian ini bertujuan mendeskripsikan implementasi model pembelajaran kooperatif Teams Games Tournament (TGT) berbantuan media papan bilangan dalam meningkatkan pemahaman konsep nilai tempat bilangan pada siswa kelas III SDN 5 Jepon, Blora. Latar belakang penelitian ini adalah masih banyaknya siswa yang mengalami kesulitan membedakan satuan, puluhan, dan ratusan, terbukti dari 9 dari 22 siswa belum mencapai kriteria ketuntasan minimal. Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK) model Kemmis dan McTaggart yang dilaksanakan dalam dua siklus, masing-masing terdiri atas tahapan perencanaan, pelaksanaan, observasi, dan refleksi. Data dikumpulkan melalui observasi, wawancara, tes, angket, dan dokumentasi. Hasil penelitian menunjukkan bahwa implementasi TGT dengan media papan bilangan secara signifikan meningkatkan hasil belajar siswa, keterampilan guru, dan aktivitas belajar siswa. Pada pra siklus, ketuntasan siswa sebesar 59,1%; pada Siklus I meningkat menjadi 72,7%; dan pada Siklus II mencapai 100%, melampaui indikator target sebesar 80%. Model TGT dengan media papan bilangan menjadikan pembelajaran lebih konkret, interaktif, dan menyenangkan sehingga meningkatkan pemahaman konsep nilai tempat bilangan siswa. Penelitian ini menyimpulkan bahwa kombinasi model kooperatif TGT dan media papan bilangan efektif meningkatkan kualitas pembelajaran matematika di sekolah dasar
Peningkatan Hasil Belajar Materi Pecahan melalui Model Kooperatif Tipe TGT Berbantuan Media Papan Bersusun di Kelas IV Amanda Novia Latifah Hanum; Anna Mariyani; Muhammad Aunur Rofiq
JURNAL PENDIDIKAN MIPA Vol. 16 No. 3 (2026): JURNAL PENDIDIKAN MIPA
Publisher : Pusat Publikasi Ilmiah, STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/jpm.v16i3.4335

Abstract

Riset dilatarbelakangi dari minimnya pencapaian matematika dalam hal hasil belajar pada topik pecahan di sekolah dasar. Penyebabnya mencakup metode pengajaran dominan terfokus di guru. Minimnya penggunaan metode pengajaran dan alat pembelajaran yang inovatif juga menjadi penyebab. Tujuan riset adalah untuk memperbaiki capaian belajar pecahan kelas IV melalui penggunaan pembelajaran kooperatif tipe Teams Games Tournament (TGT) didukung oleh media papan bersusun. Penelitian tindakan kelas (PTK) dengan pendekatan Kemmis dan McTaggart yang dilakukan secara bertahap dalam dua siklus. Setiap siklus mencakup perencanaan, tindakan, pengamatan, dan refleksi digunakan. Subjek yang terlibat dalam penelitian ini berjumlah 23 siswa dari kelas IV SDN 2 Gedangdowo. Pengumpulan data dilakukan melalui observasi dan tes hasil belajar. Temuan dari penelitian ini memperlihatkan signifikansi dalam ketuntasan belajar siswa. Tingkat ketuntasan pada pra-siklus adalah 65,22% dengan rata-rata nilai 71,1. Tingkat ketuntasan sikus I adalah 78,26% pada siklus I dengan rerata 77,6 . Tingkat ketuntasan siklus II adalah 95,65% dengan rerata 84,2. Selain itu, partisipasi dan keterlibatan siswa dalam proses belajar juga menunjukkan peningkatan. Penggunaan model TGT diformulasikan dengan media papan bersusun terbukti efektif dalam memperbaiki prestasi belajar pecahan siswa sekolah dasar.
MEME-based Assemblr Edu Microlearning Enhance Student’s Cognitive Ability Anna Mariyani; Aqidatul Munfariqoh; Novita Imania Rahma; Crisanto Alao Daing
JED (Jurnal Etika Demokrasi) Vol 11 No 2 (2026): JED (Jurnal Etika Demokrasi)
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/4s0wa093

Abstract

The growing demand for flexible, interactive, and cognitively engaging digital learning requires instructional models that align with the learning characteristics of Generation Z and Alpha students. This study aimed to examine the effect of microlearning supported by the Assemblr Edu application and structured through a Multi-Entry Multi-Exit (MEME) approach on students’ cognitive abilities in Mathematics Education. A quantitative quasi-experimental design was employed using a non-equivalent pretest–posttest control group design. The participants were 68 third-semester students from the Elementary School Teacher Education Program at STKIP Muhammadiyah Blora, consisting of 35 students in the experimental class and 33 students in the control class. The experimental class received microlearning activities using the MEME-based Assemblr Edu application, whereas the control class received conventional instruction. Data were collected through cognitive ability tests and analyzed using the Liliefors normality test, F-test for homogeneity, independent-samples t-test, and normalized gain analysis. The findings showed that the experimental class achieved a higher posttest mean score (78.22; SD = 9.03) than the control class (68.41; SD = 11.82). The t-test result indicated a significant difference between groups, with t-value = 3.43 exceeding t-table = 2.00. The normalized gain score of the experimental class was 0.51, compared with 0.31 in the control class, indicating stronger cognitive improvement. These results demonstrate that MEME-based Assemblr Edu microlearning positively affects students’ cognitive abilities. The novelty of this study lies in integrating microlearning, augmented reality-based digital media, and the MEME learning pathway in Mathematics Education. This study contributes an empirically tested instructional model for improving cognitive learning outcomes among preservice elementary school teachers.
Improving Mathematics Learning Outcomes on Composite Addition Through the Demonstration Method Using the Labyrinth Board Media for Grade II SDN 1 Mojowetan Wahyu Ari Saputra; Anna Mariyani; Ahmad Teguh Purnawanto
Jurnal Kiprah Pendidikan Vol. 5 No. 1 (2026): Jurnal Kiprah Pendidikan | January 2026
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.v5i1.p1-14

Abstract

This study aims to improve the learning outcomes of second-grade students of SDN 1 Mojowetan on the material of stacked addition through the application of the demonstration method with a labyrinth board media. The subjects of the study were 23 students of class II A. This study used the Classroom Action Research (CAR) method with the Kemmis and Mc. Taggart model, implemented in two cycles, each consisting of planning, implementation, observation, and reflection. Data collection techniques included observation, interviews, documentation, and tests, with data validity tested using source and method triangulation. Data analysis was carried out qualitatively and descriptive statistics. The pretest results showed that only 4 students with a percentage (17.39%) achieved the Minimum Completion Criteria (KKM). After the application of the demonstration method and maze board, learning outcomes increased significantly, as many as 12 students with a percentage (52.17%) achieved completion in cycle 1, and increased to 20 students with a percentage (86.96%) in cycle 2. In addition to cognitive outcomes, the results of teacher skills in applying the demonstration method in cycle I got an average score of 17 with the category (Good), while in cycle 2 there was an increase with an average score of 19 with the category (Very Good) from a total score of 20. In conclusion, the application of the demonstration method with maze board media effectively improves the quality of learning and student outcomes.
Improving Mathematics Learning Outcomes Through the Media-Assisted TGT Model Fraction Card Siti Rohimah; Muhammad Aunur Rofiq; Anna Mariyani
Jurnal Kiprah Pendidikan Vol. 5 No. 1 (2026): Jurnal Kiprah Pendidikan | January 2026
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.v5i1.p15-29

Abstract

Mathematics has always been a frightening prospect for students, so mathematics learning outcomes are a constant concern for teachers and even educational institutions. This study aims to improve students' mathematics learning outcomes through the application of a cooperative learning model.Team Games Tournament (TGT)supported by the mediafraction card. This research is based on the low mathematics learning outcomes of fifth-grade students of SDN Balong, with an average score of 48.42 from the KKM of 70. This research is a Classroom Action Research (CAR) carried out in two cycles, each including planning, implementation, observation, and reflection. The research subjects were 19 fifth-grade students of SDN Balong in the 2024/2025 academic year. Data collection techniques included documentation, interviews, observations, and tests. Data validity was tested by triangulation of sources and methods. The results of the study indicate that the application of the TGT model assistedfraction cardcan improve teacher skills, student activity, and mathematics learning outcomes. This is evidenced by the learning outcomes achieved in cycle I, which reached 68.42% cognitive learning completion, increasing to 78.94% in cycle II. Student activity and teacher skills also experienced significant improvements. Thus, the TGT cooperative learning model is effective in improving the quality of mathematics learning