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Penggunaan Let’s Read Sebagai Media Pembelajaran Untuk Meningkatkan Kemampuan Literasi Siswa Sekolah Dasar Rika Herlina; Ajo Sutarjo; Muhammad Hanif
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 6 No. 1 (2023)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v6i1.1733

Abstract

This research was conducted to determine the effect of using Let’s read on students' literacy skills. Based on a pre-survey conducted by researchers at SDN Jelambar 06, the literacy ability of students in this school is still very low, because teachers have not carried out reading habituation activities at the beginning of the lesson and many students do not want to cultivate reading activities as a daily habit. This happens because of the lack of support for the media in literacy activities. Given these problems, a strategy that can help teachers maximize media in improving literacy skills is the Let’s read.media Let’s read can help teachers because it has features as well as reading books that are packaged briefly but can foster a sense of interest and interest in students in reading activities. Researchers conducted quantitative research using experimental methods. The data were observed by grade 5 students, amounting to 32 people. The data analysis technique used is normality test and hypothesis testing using paired sample t-test. The results of the study obtained the value of  Sig.(2-tailed) of the two paired sample t-test 0.000.means that there is a significant difference between the level ratio before and after treatment . It can be concluded that the use of Let’s read has an effect on improving the literacy skills of 5th graders at SD Negeri Jelambar 06.
POTENTIAL USE OF TECHNOLOGY TO DEVELOP ELEMENTARY STUDENTS’ MATH SKILLS THROUGH TOON MATH Arsika Putri; Muhamad Hanif; Tia Putri Ramadhani; Faradilla Nurhaliza; Adinda Febriyanti; Indah Mutiara; Silvi Kirani
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol 12, No 2 (2023)
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v12i2.9113

Abstract

Everyone needs to learn mathematics, which is a basic science. It is undeniable that the life of the world cannot be separated from mathematics. But, most elementary school students, unfortunately, are still difficult to count and lack interest in mathematics. Through this paper, the researcher aims to find out the elementary students’ arithmetical speed in grade 2 and to apply a quantitative approach by applying the pre-experimental design method, one group pretest-posttest type. The research results indicate that there was a significant increase. In the pretest, there were students who answered quickly and correctly on the summation questions, there were 32% students. Based on the subtraction questions, there were 22% of students. Based on the story summation questions, there were 43% of students. Based on the division questions, there were 13% of students. And based on multiplication, there were 51% of students. And these results increased in the post-test conducted by researchers, which students who answered quickly and correctly on summation questions at 84% of students, subtraction questions at 73% of students, story summation questions at 62% of students, division questions were 43% of students, and on multiplication questions 54% of students. The implication of this Toon Math application is that Toon Math can be used as a variation of mathematics learning so that students have an interest to learn mathematics. Based on the description of the data, it states that the Toon Math game influences the students’ increasing arithmetical speed. 
Implementation of Project-Based Model in Collaborative Distance Learning System for Second Grade Elementary School Elis Listiani; Achmad Supriyanto; Muhammad Hanif
EduBasic Journal: Jurnal Pendidikan Dasar Vol 3, No 1 (2021): EduBasic Journal: Jurnal Pendidikan Dasar
Publisher : Universitas Pendidikan Indonesia Kampus Serang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ebj.v3i1.30377

Abstract

The COVID-19 pandemic has had a major impact on the education sector, especially for schools, in the form of a change in the learning process, which currently must be done in a different space and distance. In areas with a harmless zone and inadequate for online learning, the schools have practiced two ways of learning: face-to-face and non-face-to-face. The scientific model should still be implemented eventhough in distance learning situation. This study aimed to examine the use of a project-based learning model for elementary school students to develop a collaborative distance learning system during the COVID-19 pandemic. The research method employed classroom action research from the John Elliot model. The first cycle of learning was carried out online, and the second cycle of learning was conducted face-to-face at school. The research was done in two cycles because students had limited facilities to support online learning. The data collection technique was through observation. The research subjects involved were second-grade elementary school students of SD Negeri 2 Kurung Kambing in Pandeglang Regency. This study’s results proved that the project-based model influenced increasing psychomotoric competency achievement in the SBdP (Cultural Arts and Crafts) subject with teaching materials mimicking daily and natural movements in the "Planting Corn" dance. This learning also involved students more actively and trained them to think critically and behave creatively.
The Use of Social Media Technology in Educational Research at COVID-19 Time: Accounts and Problems Muhammad Hanif; Herli Salim; Widjojoko; Tiurlina; Fatihaturosyidah
Jurnal Penelitian Pendidikan IPA Vol 9 No 7 (2023): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i7.4557

Abstract

The Covid-19 outbreak has impacted research since the government employs social distancing and physical distancing. As a matter of fact, the data collection process should use technology. This article aims to reveal the use of social media technology as a research tool during the pandemic time. This study focused on the potential and challenges of using social media in the educational research field. Basically, social media can be freely used by various circles, both in terms of cost and time spent. In addition, looking at the economic conditions during the declining Covid-19 pandemic, making social media can be used as an alternative tool compared to other technological platforms. Based on these facts, the authors are interested in studying social media as an alternative research tool in favor of the Covid-19 policy. This study revealed the high potential of social media use (Youtube, Instagram, and WhatsApp) in educational research. The low-cost feature of social media made this alternative should be considered although having some challenges. This study promoted social media as one of the alternative troubleshooting educational researches during the COVID-19 period. The research hopefully contributed to the development of technology for research at the limitation of the COVID-19 pandemic.
PHOW THE EDUCATIVE WORDWALL GAME AFFECTS THE INTEREST OF STUDENTS IN HIGH GRADE MATH SUBJECTS IN ELEMENTARY SCHOOL Dinda Nuria Utami; Muhammad Hanif; Novita Larasati; Ananda Puti Gandoria; Muspiqotus Sadiyah; Inas Sadsabila; Putri Rahmawati; Ita Rustiati Ridwan; Susilawati Susilawati
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol 12, No 4 (2023)
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v12i4.9123

Abstract

Mathematics is a subject that is always encountered and taught at any level an education unit. Amun, many learners view math as the most difficult subject of many subjects. This was difficult because mathematics was abstract and boring. So interest in learning the lesser lessons is highlighted with a few other subjects taught in school. So a way to leverage interest in math is to use an educational game like wordwall. The study explains how wordwall game affects the interest in elementary student mathematics and the student's interest in math. The method used in this study is to apply quantitative methods by using advanced studies in pre-test and post-test forms. The subject of this study is subulussalam elementary class v student, SDN 02 cijoro lebak, SDN new kampong researchers are taking samples of 37 students using sampling samples. Statistical data analysis results after treatment results results from sig 0,006 < 0,05 and can be drawn to the conclusion that there is a difference before treatment and after treatment. Then it can be drawn to the conclusion that between the wordwall variables has an influence with student learning interests.
Pengaruh Game Wordwall Match Up dan Wordsearch terhadap Kognitif Siswa SD Laboratorium Percontohan UPI Serang Nurul Safira; Annisa Rizky Amalia; Sistya Fhirdhan Anjani; Eneng Mufadillah; Mega Andini Putri; Muhammad Hanif
SAP (Susunan Artikel Pendidikan) Vol 8, No 1 (2023)
Publisher : Universitas Indraprasta PGRI Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/sap.v8i1.13967

Abstract

This study aims at finding out how interactive Wordwall is in order to evaluate learning in improving students' cognitive. This data was obtained from 13 students of grade 4 of UPI Serang Pilot Laboratory. This study employed a mixed method. The results of the analysis were carried out through written test activities, Match Up games and Wordsearch games. This research was conducted by an experiment. Students carried out an evaluation with a written test first and then continued using the Wordwall Match Up game, students were asked to pair pictures with the correct statements and Wordsearch, students were asked to look for words about picture tools. The problems of the written test and Wordwall were different but still on the same level. Based on the results of the study, it discovers that Wordwall is one of the interesting media in evaluating learning and it is able to improve students' cognitive.
The Use of Oodlu to Improve Critical Thinking and Collaboration Skills of Fifth Graders at State of Elementary School Pasirhuni Ita Rustiati Ridwan; Muhammad Hafeez; Susilawati; Putri Amalia Rahayu; Muhammad Hanif; Nenden Sundari
Jurnal Iqra' : Kajian Ilmu Pendidikan Vol. 8 No. 2 (2023): Jurnal Iqra' : Kajian Ilmu Pendidikan
Publisher : Institut Agama Islam Ma'arif NU (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/ji.v8i2.3154

Abstract

21st-century advances have influenced the education sector, so learning not only makes students excel but needs skills in dealing with the progress, the 4C skills. This research focuses on critical thinking and collaboration, and Indonesian is still considered one of the most important subjects. But the effort was still lacking. Students become passive, mingle less, and are not quite ready for progress. It is necessary to make efforts to use appropriate technology-based methods and media, using game-based learning with Oodlu. This research aims to know the use and the results of Oodlu's use in improving students' critical thinking and collaboration skills in Indonesian language learning. Using the CAR method of Kemmis and Mc. Taggart, test and observation, 30 students of V State of Elementary School (SD Negeri) Pasirhuni as the subjects. The results showed that students' skills improve in each cycle. Cycle I critical thinking of group 1 and group 3 40%, group 2 80%, group 1 collaboration was lacking, group 2 and group 3 were good. Cycle II critical thinking group 1 60%, group 2 80%, group 3 40%, collaboration group 1 was good, group 2 and group 3 were very good. Cycle III critical thinking of Group 1 and Group 3 80%, group 2 90%, the collaboration of Group 1 to Group 3 was very good. Thus the use of Oodlu in game-based learning can improve students' critical thinking and collaboration skills. This research implied that the Oodlu with GBL could be solutive to improving other relevant essential skills. Keywords: Improving Critical Thinking, Collaboration Skills, Oodlu
Penggunaan Model Joyful Learning Berbantuan Media Aplikasi Quizizz Terhadap Motivasi dan Hasil Belajar Saputri, Eka Indah; Sutarjo, Ajo; Hanif, Muhammad
Didaktika Vol 1, No 4 (2021): Didaktika
Publisher : Universitas Pendidikan Indonesia Kampus Serang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/didaktika.v1i4.38176

Abstract

Corona virus which has become a pandemic in Indonesia prompted the Minister of Education and Culture to issue a letter that the implementation of education during the COVID-19 emergency on March 24, 2020, was carried out online. Along with implementing the online learning policy at home mandated by the government, the role usually carried out by the education unit has now changed its function in the family unit. Because teaching activities are the core and implementation of learning, the quality of education and graduates are influenced by the teaching and learning process. Therefore, the researcher believes online teaching should get special attention, so students do not feel pressured and frustrated. Teachers can also learn according to their goals with syllabi and lesson plans. Learning that can provide new impetus in the learning process during a pandemic is fun learning, which is the choice, namely the joyful learning model. And so that this fun learning materializes for the learning process, a supportive media is needed, namely Quizizz. This study aims to analyze the motivation and learning outcomes of students who use the writing method of literature study or literature study by analyzing 20 journals, namely 14 national journals and 6 international journals. The analysis results in previous studies found that using the joyful learning model assisted by the Quizizz application potentially could increase students' motivation and learning outcomes during online learning during the covid-19 pandemic
Pengaruh Implementasi Nearpod sebagai Alat Evaluasi pada Pembelajaran dalam Jaringan terhadap Hasil Belajar Kognitif Fajri, Muhammad; Sutarjo, Ajo; Hanif, Muhammad
Didaktika Vol 2, No 2 (2022): Didaktika
Publisher : Universitas Pendidikan Indonesia Kampus Serang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/didaktika.v2i2.38245

Abstract

Implementation of a learning platform that provides digital evaluation features is urgently needed at this time, one of them is Nearpod which provides a digital learning outcome evaluation feature but can provide fun for students. Generally, teachers still do some evaluations in the old way that uses paper and pencil. Even though implementation of digital evaluation will give teachers a lot of profit. The purpose of this research is to determine student cognitive learning outcomes with the implementation of Nearpod as an evaluation tool. The type of research is experimental research with true experimental design. Based on the results of the independent sample t-test, the results showed that there is a significant difference based on the post-test between an experimental class that uses Nearpod and a control class that uses conventional evaluation tools. Besides that, there is a difference between the results of the independent sample t-test on the pre-test and the results of the independent sample t-test on the post-test, this indicates a difference after the implementation of Nearpod as an evaluation tool in the experimental class. This research also shows that there is an increase in average cognitive learning outcomes of experimental classes from 55.56 to 79.52. Based on the results of the research, can be concluded that cognitive learning outcomes with the implementation of Nearpod as an evaluation tool in fifth-grade elementary school students have increased significantly.
Efektivitas Penggunaan Whatsapp Group Oleh Siswa Sebagai Media Pembelajaran Jarak Jauh Juniar, Dian; Sutarjo, Ajo; Hanif, Muhammad
Didaktika Vol 2, No 4 (2022): Didaktika
Publisher : Universitas Pendidikan Indonesia Kampus Serang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/didaktika.v2i4.38197

Abstract

As is known, distance learning (PJJ) has been going on since the emergence of the COVID-19 pandemic in Indonesia. Among the various online learning platforms available, researchers are particularly interested in studying WhatsApp as a learning medium. MI Nurul Huda, Tangerang City, is one of the schools that has used WhatsApp media since the start of PJJ implementation. This study aims to (1) assess the effectiveness of WhatsApp Group as a distance learning medium for class V students, (2) identify the challenges students face when using WhatsApp Group as a learning medium, and (3) identify the strategies employed to overcome these challenges. Learn through a WhatsApp group. We used a qualitative research approach with case studies, utilizing questionnaires, interviews, and document studies as data collection techniques. This study found that the use of WhatsApp Group as a learning medium by fifth grade students at Madrasah Ibtidaiyah Nurul Huda, Tangerang City, was effective, as seen from the results of student questionnaires with an average score (SB) of Very Good. The average value of student report cards has increased both before and after using the WhatsApp Group application as a learning medium. Students face obstacles such as a lack of understanding of their duties and quota barriers, which can lead to undersatisfaction. In the meantime, the teacher is making efforts to communicate with the parents of the students, promote the Internet assistance quota from the ministry, and acknowledge or understand students who have cell phone restrictions by providing them with extended time limits for task completion.