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Effectiveness of Role-Playing Method and Interactive Video Media on Students' Speaking Ability in Class IV Elementary School Septiani, Shilfi; Khusaini, Fakhri; Fatimah, Nunung
Journal of Educational Sciences Vol. 9 No. 4 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.4.p.2996-3006

Abstract

The low speaking skills of elementary school students, such as difficulty composing sentences, limited vocabulary, and lack of confidence, are challenges in learning Indonesian. This study aims to determine the effect of the role playing method assisted by interactive video media on the speaking skills of grade IV students at SDN 32 Panggi Bima City. The method used is pre-experimental with a one group pretest-posttest design. The research sample amounted to 29 students who were selected through the total sampling technique. The instruments in the form of oral tests and observation sheets have been tested for validity and reliability with Cronbach's Alpha values of 0.928 (pretest) and 0.975 (posttest). The results of the analysis showed an increase in the average score from 55.48 to 79.14. The Wilcoxon Signed Ranks test yielded a value of Z = -4.705 and a significance of 0.000 (p < 0.05), which showed a significant difference between the pretest and the posttest. All students experienced improved speaking skills. Thus, the role playing method combined with interactive video media has proven to be effective in improving students' pronunciation skills, fluency, and confidence in speaking. This model is recommended as an innovative and fun Indonesian learning strategy.
PENGARUH CERITA BUDAYA BIMA UNTUK MENINGKATKAN KETERAMPILAN STORYTELLING PADA PELAJARAN BAHASA INDONESIA KELAS IV DI SDN INPRES KAMBILO Putri Irma Suryani; Nunung Fatimah; Ayub Qadhafi Saputra
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.27698

Abstract

This ponder points to examine the impact of using Bima cultural folktales on improving storytelling skills among fourth-grade students at SDN Inpres Kambilo. The research was motivated by the students' low speaking ability in delivering stories coherently and expressively. The study applied a quantitative approach with a one-group pretest-posttest design involving 12 students as participants. Instruments included expert material validation questionnaires, teacher and student observations, and storytelling performance tests. The material validity reached a "very valid" level with a total score of 94%. The average student score increased from 35.42 (pretest) to 85.42 (posttest). A paired sample t-test revealed a significance value of 0.000 (p < 0.05), indicating a significant difference after the intervention. These results suggest that integrating local culture-based stories such as Mpa’a Ntumbu Tuta and Wura Bongi Monca can serve as an effective teaching strategy to enhance storytelling skills and foster students’ appreciation of regional heritage.
PENGARUH TEKNIK TRACING THE DOTS TERHADAP KETERAMPILAN MENULIS SISWA PADA MATA PELAJARAN BAHASA INDONESIA KELAS II SDN 3 MARIA Sarina; Muhammad Ajwar; Nunung Fatimah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.28055

Abstract

Basic education is an important foundation in the formation of language skills, one of which is writing skills. However, observations at SDN 3 Maria showed that many second-grade students still had difficulty writing, characterized by inconsistent letter shapes, less neat writing, and difficulty writing cursive letters. This condition is exacerbated by monotonous writing learning methods, so a more innovative approach is needed. This study aims to test the effect of the tracing the dots technique on students' writing skills in the Indonesian language subject for second-grade students at SDN 3 Maria. A quantitative approach with a one-group pretest-posttest pre-experimental design was used, with a sample of 20 students selected through purposive sampling. Data were collected through writing tests (pretest and posttest) and classroom observations, then analyzed descriptively and using paired t-tests. The results showed a significant increase in students' writing skills after the application of the tracing the dots technique. The average writing score increased from 6.5 in the pretest to 10.5 in the posttest, especially in terms of correct letter formation, neatness of writing, and consistency of spacing between letters and words. In addition, the application of this technique also increased students' motivation and confidence in writing. Theoretically, these findings enrich insights into writing learning strategies at the elementary school level. Practically, the results of this study are useful for teachers and schools in choosing effective and enjoyable writing learning methods for students.
The Pengembangan Komik Cerita Anak Berbasis Kontekstual Untuk Meningkatkan Kemampuan Literasi Baca Siswa Suriyani, Fitria; Fatimah, Nunung; Ningsyih, Suriya
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 6 No. 3 (2025): Agustus
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v6i3.1146

Abstract

Tujuan dari penelitian ini adalah untuk membahas tentang kemungkinan, manfaat, dan produk efektif komik anak naratif berbasis kontekstual untuk meningkatkan literasi membaca siswa dalam konteks pembelajaran bahasa Indonesia. Siswa kelas 3 menjadi responden dalam penelitian ini yang menggunakan pendekatan Penelitian & Pengembangan. Sampelnya meliputi 19 siswa, 14 di antaranya ditempatkan dalam kelompok besar dan 5 dalam kelas kecil. Hasil Rata-rata tingkat keberhasilan adalah 87% untuk validasi ahli lain, 82,6% untuk validasi ahli materi. Pada tahap uji coba, tanggapan instruktur menunjukkan bahwa media sangat berguna dan diberi skor rata-rata 97%, dan tanggapan siswa menunjukkan bahwa mereka berguna dan diberi peringkat 92%. Nilai rata-rata pasca-tes (81,4) vs pra-tes (52,1) siswa menyiratkan bahwa bahan ajar komik literasi berbasis kontekstual telah efektif dalam meningkatkan literasi membaca. Rata-rata dari uji N-Gain adalah 0,64 untuk kategori sedang. Dengan demikian, bahan ajar cerita komik anak-anak pada pembelajaran berorientasi kontekstual dapat dikatakan cukup layak, sangat baik dan berhasil sebagai sumber belajar bahasa Indonesia untuk meningkatkan keterampilan membaca siswa kelas bawah.
PENGARUH PENGGUNAAN MEDIA AUDIO VISUAL BERBASIS FLIM PENDEK TERHADAP KREATIVITAS PESERTA DIDIK KELAS V PADA MATA PELAJARAN BAHASA INDONESIA DI SDN 22 KOTA BIMA Meviota Maharani Windi Yuwono; Nunung Fatimah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31383

Abstract

This study aims to determine the effect of the use of short film-based audio-visual learning media on the creativity of fifth-grade students in Indonesian language subjects at SDN 22, Bima City. This research approach is quantitative research with a pre-experimental type of research with a One Group Pretest-Posttest Design. The population in this study were all fifth-grade students of SDN 22, Bima City, with a sample of 22 fifth-grade students in accordance with the total sampling technique used. Data collection was carried out by tests. Data analysis techniques were carried out using descriptive statistical analysis and inferential statistics. The results obtained from the descriptive analysis are: (1) the use of audio-visual learning media has an effect on student learning outcomes, evidenced by the increased scores of observation results at each meeting; (2) student learning outcomes in the initial test (pretest) are in the moderate category, while student learning outcomes at the end of the learning (posttest) are in the high category. Thus, it can be concluded that the use of audio-visual learning media has an effect on the creativity of fifth-grade students in Indonesian language learning at SDN 22, Bima City.
The Pengembangan Komik Cerita Anak Berbasis Kontekstual Untuk Meningkatkan Kemampuan Literasi Baca Siswa Suriyani, Fitria; Fatimah, Nunung; Ningsyih, Suriya
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 6 No. 3 (2025): Agustus
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v6i3.1146

Abstract

Tujuan dari penelitian ini adalah untuk membahas tentang kemungkinan, manfaat, dan produk efektif komik anak naratif berbasis kontekstual untuk meningkatkan literasi membaca siswa dalam konteks pembelajaran bahasa Indonesia. Siswa kelas 3 menjadi responden dalam penelitian ini yang menggunakan pendekatan Penelitian & Pengembangan. Sampelnya meliputi 19 siswa, 14 di antaranya ditempatkan dalam kelompok besar dan 5 dalam kelas kecil. Hasil Rata-rata tingkat keberhasilan adalah 87% untuk validasi ahli lain, 82,6% untuk validasi ahli materi. Pada tahap uji coba, tanggapan instruktur menunjukkan bahwa media sangat berguna dan diberi skor rata-rata 97%, dan tanggapan siswa menunjukkan bahwa mereka berguna dan diberi peringkat 92%. Nilai rata-rata pasca-tes (81,4) vs pra-tes (52,1) siswa menyiratkan bahwa bahan ajar komik literasi berbasis kontekstual telah efektif dalam meningkatkan literasi membaca. Rata-rata dari uji N-Gain adalah 0,64 untuk kategori sedang. Dengan demikian, bahan ajar cerita komik anak-anak pada pembelajaran berorientasi kontekstual dapat dikatakan cukup layak, sangat baik dan berhasil sebagai sumber belajar bahasa Indonesia untuk meningkatkan keterampilan membaca siswa kelas bawah.
Pelaksanaan Sadar Numerasi dengan Menggunakan Lagu Ramdani, Nurlailatun; Fatimah, Nunung
Jurnal Pengabdian Masyarakat Sains Indonesia (Indonesian Journal Of Science Community Services) Vol. 3 No. 2 (2021)
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jpmsi.v3i2.146

Abstract

Literasi numerasi perlu ditanamkan pada anak-anak sejak usia dini sebagai pondasi yang kuat dalam meningkatkan literasi numerasi dijenjang pendidikan berikutnya. Tidak hanya pada jenjang pendidikan sekolah namun dalam lingkup kegiatan masyarakatpun literasi numerasi perlu ditanamkan. Oleh karena itu, tim penulis mengadakan Pelaksanaan Pengabdian Masyarakat dengan tujuan agar anak-anak sadar akan numerasi. Media yang digunakan dalam kegiatan pengabdian masyarakat adalah media lagu yang berhubungan dengan perhitungan lebih tepatnya tentang pengurangan bagi anak-anak yang umur 7 - 10 Tahun. Peserta pengabdian masyarakat ini yaitu anak-anak yang berada di Dusun Rangga Desa Kalampa Kecamatan Woha. Hasil pelaksanaan pengabdian masyarakat ini menunjukkan bahwa anak-anak terampil berhitung pengurangan dengan menggunakan lagu sebab kegiatan pembelajaran yang diadakan lebih mudah dipahami dan sangat menyenangkan bagi anak-anak. Dengan hasil tersebut maka kegiatan pelaksanaan pengabdian masyarakat dengan menggunakan lagu dapat meningkatkan kesadaran numerasi bagi anak-anak.
The Influence of TikTok on Elementary Students’ Interpersonal Communication in Learning Contexts Fahira, Mutya; Saputra, Ayub Qadhafi; Fatimah, Nunung
Journal of Educational Sciences Vol. 9 No. 5 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.5.p.3688-3698

Abstract

The growing popularity of TikTok among elementary school students has raised questions about its potential impact on how students communicate, especially within learning environments. This study aims to examine whether the use of the TikTok social media platform affects the interpersonal communication styles of fifth-grade students at SDN 62 Rontu. A quantitative research approach was used with a survey method. Data were collected from 19 students using a questionnaire that was validated by an expert in elementary education. The Kolmogorov-Smirnov normality test showed that the data were normally distributed (sig. = 0.200), and Levene’s test confirmed the homogeneity of variance (sig. = 0.063). The result of the t-test indicated a significance value greater than 0.05, which means there was no significant influence of TikTok usage on students’ communication styles. Although students were fairly active on TikTok and followed various communication trends from the platform, these habits did not directly shape the way they communicated in daily learning contexts. The findings suggest that communication behaviors are more strongly influenced by family interaction, peer relationships, and school culture rather than social media use.
The Influence of Game-Based Learning Models on Reading Literacy Skills of Fourth Grade Students at SDN 24 North Rabangodu, Bima City Adriani, Asti; Cahyadi, Anggih Tri; Fatimah, Nunung
Journal of Educational Sciences Vol. 9 No. 5 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.5.p.3581-3589

Abstract

This study aims to analyze the effect of a game-based learning model on the reading literacy skills of fourth-grade students at SDN 24 Rabangodu Utara, Bima City. The research was motivated by the low reading literacy levels of students, as indicated by poor text comprehension, slow reading speed, and limited vocabulary mastery. A pre-experimental method with a one-group pretest-posttest design was employed. The subjects were 18 students who took reading literacy tests before and after the implementation of a snakes and ladders game-based learning medium. Data were collected through tests, observation, and documentation, then analyzed using the Shapiro-Wilk normality test and paired sample t-test. The results showed a significant improvement in reading literacy scores, from an average of 63.56 in the pretest to 81.33 in the posttest (p < 0.05). Game-based learning proved effective in enhancing students’ participation, motivation, and reading comprehension. This strategy is recommended as an alternative for literacy learning in primary schools and can be developed for other literacy aspects through digital media integration.
Pengembangan Media Komik Interaktif Cerita Mbojo Berbasis Gerakan Literasi Sekolah untuk Meningkatkan Minat Baca Siswa Fatimah, Nunung; Ningsyih, Surya
Jurnal Ilmiah Mandala Education (JIME) Vol 7, No 4 (2021): Jurnal Ilmiah Mandala Education
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v7i4.2400

Abstract

Reading is part of literacy in the lower grades carried out at school. At the elementary school level, literacy activities are the starting point for understanding other sciences. The success of the early stages is crucial for advancing to the next level. Effective literacy teaching in the early grades needs to pay attention to the learning environment and materials that suit the needs of students so that researchers are interested in conducting development research in this study specifically for low-grade students and for the place of research that is carried out at SDN Sari Kalampa. The development of interactive comic media for the Mbojo story based on the school literacy movement to increase students' reading interest carried out at SDN Sari Kalampa, Woha District, Bima Regency is very necessary. The purpose of this study is to find out the importance of using or developing a comic medium for the Mbojo story where this media will be reading material that aims to increase literacy activities. The results showed that the learning media for interactive comics based on the mbojo story based on the school literacy movement could increase students' reading interest with the average score of student responses being   which was included in the "very good" category and the teacher's response was  which meant the "very good" category.