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Journal : Enggang: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya

Penerapan Model Cooperative Learning Tipe Jigsaw dalam Meningkatkan Hasil Belajar Tematik Siswa Kelas III SDN Sumur Welut I Surabaya Nabila Syaputri; Muhammad Sukron Djazilan; Sri Hartatik; Dewi Widiana Rahayu
ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya Vol. 5 No. 1 (2024): Desember : ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya
Publisher : FKIP, Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37304/enggang.v5i1.18748

Abstract

The background of this research is the low student learning outcomes and the low cooperative attitude of students which has an impact on low student learning outcomes in thematic learning. The purpose of this study is to describe the application and improvement of the jigsaw cooperative learning model. This research method uses Classroom Action Research with the Kurt Lewin Model. The subjects of this study were 22 class III students at Sumur Welut I Elementary School, 9 male students and 11 female students. The study was conducted in 2 cycles, each cycle experiencing an increase in learning outcomes. Cycle I thematic learning student learning outcomes obtained an average score of 76.67 with a completeness percentage of 59%. In cycle II the thematic learning outcomes of students obtained an average score of 91.25 with a completeness percentage of 91%. Based on these results, the Jigsaw cooperative learning model can improve the learning outcomes of third grade elementary school students.
Media Permainan Engklek terhadap Hasil Belajar IPS Siswa Sekolah Dasar Putri Elviana Ayu Ramadhani; Dewi Widiana Rahayu; Sunanto Sunanto; Pance Mariati
ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya Vol. 5 No. 1 (2024): Desember : ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya
Publisher : FKIP, Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37304/enggang.v5i1.18750

Abstract

The background of student motivation on social studies learning outcomes for elementary school students in class learning is very important. Thus, what happened to VF class students when learning was that some of them were less enthusiastic about learning, often talked to friends when the teacher explained in front of them, fell asleep, and when given assignments they preferred to do homework. The purpose of this research is to describe media development, media feasibility, and teacher and student responses to the development of crank game media in improving social studies learning outcomes for SDN Kertajaya IV/210 Surabaya students. This research method uses the R&D (Research and Development) research method which uses the 6 initial stages of Sugiyono's development model, namely: Potential and problem stages; Data collection stage; Product design stage; Design validation stage; Design revision stage; and Product trial stage. The instrument used in this study, using a questionnaire / questionnaire and test. The results showed that students' social studies learning had increased with an average score of 63.43 to 77.18. The response of teachers and students also looks very enthusiastic when playing the learning media. Research in general shows that students' social studies learning has increased with an average score of 63.43 to 77.18. The response of teachers and students also looks very enthusiastic when playing the learning media. Thus, the hopscotch game media in learning shows the "Good" category and is suitable for use in learning.
Pengaruh Metode KWL (Know-Want-learn) terhadap Minat Membaca pada Pembelajaran Bahasa Indonesia Kelas IV SDN Kertajaya IV Surabaya Isnaini Fadya Rahmadani; Afib Rulyansah; Suharmono Kasiyun; Dewi Widiana Rahayu
ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya Vol. 5 No. 1 (2024): Desember : ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya
Publisher : FKIP, Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37304/enggang.v5i1.18752

Abstract

This research is motivated by students' lack of interest in reading in learning Indonesian. As a solution, this study applies the KWL (Know-Want-Learn) learning model in Indonesian language learning in class IV SDN Kertajaya IV Surabaya. The purpose of this study was to determine the extent to which the KWL (Know-Want-Learn) technique influences the reading interest of fourth grade students at SDN Kertajaya IV in Surabaya in learning Indonesian. This study is based on the KWL learning paradigm, which requires three main learning activities: students' active participation before reading, understanding the text when it is read, and the ability to draw conclusions. This study used a questionnaire, pretest, and posttest to evaluate the impact of the KWL learning approach on reading ability. The average score obtained by students in the pretest was 64, while the average score they received in the posttest was 82. Therefore, the demands of mastery learning depend on the effectiveness of the KWL learning approach.