Articles
Implementation Of The Project Based Learning Model In Improving Football Learning Outcomes
Oman Hadiana;
Nanan Abdul Manan;
Sartono Sartono;
Firman Adityatama;
Yani Fitriyani
JUARA : Jurnal Olahraga Vol 7 No 3 (2022): JUARA: Jurnal Olahraga
Publisher : STKIP Muhammadiyah Kuningan
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DOI: 10.33222/juara.v7i3.2465
This study aims to determine the effectiveness of the application of the project-based learning model to football learning outcomes. The research method used is a True experiment with a randomized posttest-only control group design. The research sample was 60 grade IX students of SMPN 4 Ciawigebang, Kuningan Regency, divided into two groups an experimental class of 30 students and 30 students for a control group. The sampling technique uses random cluster sampling. Research instruments to measure student football learning outcomes with passing-stoping tests (skills), attitude scales (affective), and knowledge tests in the form of questions (cognitive). The data analysis technique used is the independent sample test. The results showed that the application of the project-based learning model positively influenced student football learning outcomes in both psychomotor, affective, and cognitive aspects.
Penggunaan Media Pembelajaran Wordwall Terhadap Hasil Belajar Bahasa Inggris Siswa Sekolah Dasar
Adilah Fauziyah;
Yani Fitriyani;
Nanan Abdul Manan;
Oman Hadiana;
Sainab Mong-alee
Taman Cendekia: Jurnal Pendidikan Ke-SD-an Vol 7 No 01 (2023): Juni 2023
Publisher : Universitas Sarjanawiyata Tamansiswa
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DOI: 10.30738/tc.v7i01.14788
The low learning outcomes of class 1 Prathom Anuban Wangmai Sasanasart School in English material is one of the problems that occurs, this is due to the absence of the use of media in learning. This study aims to describe the application of Wordwall media in improving student learning outcomes in English lessons. This study type is quantitative research with a Pre-Experimental Design approach (Non-design), with a One Group Pretest-Posttest Design. The subjects were the first-grade class of Anuban Wangmai Sasanasart School, Tha Phae District, Satun Province, Thailand. The data acquisition techniques were obtained through a multiple choice test or pretest and posttest. The data analysis used by researchers was in the form of instruments and statistical tests. The research results obtained are (1) learning outcomes after using Wordwall media differ from the learning outcome before using Wordwall media. (2) there is an increase in learning outcomes after using Wordwall media compared to the learning outcome before the implementation. This study concludes that the application of Wordwall media has an impact on improving student learning outcomes. This research recommends that the Anuban Wangmai Sasanasart School teachers probably use Wordwall media in learning English.
Workshop media pembelajaran berbasis board games edukasi untuk guru SDN 2 Purwawinangun Kecamatan Kuningan.
Myrna Apriany Lestari;
Eli Hermawati;
Rini Ramdhania;
Yani Fitriyani
Abdimas Siliwangi Vol. 6 No. 3 (2023): Oktober 2023
Publisher : IKIP SILIWANGI
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DOI: 10.22460/as.v6i3.17982
Bermain merupakan kebutuhan dasar anak yang harus dipenuhi. Dengan bermain anak mendapat kesempatan untuk mengeksplorasi dan mengembangkan imajinasinya. Kegiatan bermain dapat menjadi sarana belajar untuk anak dan juga dapat menjadi kesempatan bagi orangtua untuk mengajar dan membimbing anak dalam banyak hal. Hal ini akhirnya mengharuskan setiap guru atau tenaga pendidik berusaha keras dalam mendidik mereka dengan membuat media yang berbasis permainan. Adapun salah satu bentuk permainan yang dapat digunakan dalam kegiatan pembelajaran adalah board games. Board games diharapkan dapat menjadi salah satu permainan edukatif yang memberikan kesempatan kepada peserta didik untuk mempraktekan dan mengaplikasikan materi tanpa menghafal sehingga lebih mudah dipahami. Oleh sebab itu, program pengabdian pada masyarakat ini bertujuan membuat media pembelajaran berbasis board games edukasi untuk disosialisasikan kepada guru-guru di SDN 2 Purwawinangun dan memberikan pelatihan langsung untuk mengaplikasikan media pembelajaran berbasis board games edukasi tersebut. Pengabdian pada masyarakat ini dilaksanakan di SDN 2 Purwawinangun dan diikuti secara antusias oleh guru-guru, ada empat media board games yang dipresentasikan dan dipraktikan bersama yaitu Monopoly, Ular Tangga, Ludo, dan Risk. Setiap media board game dibuat dengan setting tertentu disesuaikan dengan materi pembelajaran yang akan diberikan oleh guru pada pertemuan tersebut. Pada board games terdapat beberapa kelebihan yang tidak ada pada jenis game lainnya seperti aturan pada permainan yang membuat anak belajar menaati aturan yang ada dan belajar kedisiplinan, memicu interaksi sosial antar pemain, melatih anak bagaimana menjalani kehidupan bermasyarakat, dan lain sebagainya.
Optimization of English Skill Improvement of Students Anuban Wangmai Sasanasart School Thailand
Adilah Fauziyah;
Yani Fitriyani;
Nanan Abdul Manan;
Oman Hadiana;
Tio Heriyana
ABDIMAS: Jurnal Pengabdian Masyarakat Vol. 6 No. 4 (2023): ABDIMAS UMTAS: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM Universitas Muhammadiyah Tasikmalaya
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DOI: 10.35568/abdimas.v6i4.3687
This service activity aims to improve the English language skills of Anuban Wangmai Sasanasart School students, Thaphae District, Krabi Thailand. The target of this service activity is all students starting from Anuban (TK), Prhatom (SD) and Mattayom (SMP) Anuban Wangmai Sasanasart School. One of the community service activities carried out by the service team is the activity of one day one sentences and gymnastic an English song. The one day one sentences and gymnastic an English song activities are one of the devotional activities which are always carried out in the morning. One day one sentences is an English habituation activity in the form of one day one sentence, where there is a group of 5 students who become tutors every day to speak English which is also translated into Thai so students understand what is being said and these activities can improve students' speaking and listening skills. Furthermore, the gymnastic an English song activity is an activity that is carried out after the one day one sentences activity. Gymnastic an English song is a form of English language habituation by doing gymnastics with English songs so that students will get used to listening to English vocabulary so that students will easily remember it and with this activity students' listening skills can improve. Gymnastic an English song activity is an activity that is carried out after the one day one sentences activity. Gymnastic an English song is a form of English language habituation by doing gymnastics with English songs so that students will get used to listening to English vocabulary so that students will easily remember it and with this activity students' listening skills can improve. Gymnastic an English song activity is an activity that is carried out after the one day one sentences activity. Gymnastic an English song is a form of English language habituation by doing gymnastics with English songs so that students will get used to listening to English vocabulary so that students will easily remember it and with this activity students' listening skills can improve.
Edukasi Karakter Kebangsaan Pada Abad 21 Di Sanggar Bimbingan Pantai Dalam Kuala Lumpur Malaysia
Fauzi, Rifqi Ahmad;
Fitriyani, Yani;
Hadiana, Oman;
Manan, Nanan Abdul;
Heriyana, Tio
Jurnal Sosial & Abdimas Vol 6 No 1 (2024): Jurnal Sosial & Abdimas
Publisher : LPPM Universitas Adhirajasa Reswara Sanjaya
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DOI: 10.51977/jsa.v6i1.1489
Edukasi karakter kebangsaan merupakan bagian penting sebagai upaya dalam menumbuhkan kecintaan terhadap negaranya. Melalui kegiatan memperingati hari pahlawan yang dipadukan dengan berbagai kegiatan perlombaan dengan tema pahlawan terhadap siswa di Sanggar Bimbingan Pantai Dalam pada tanggal 10 November ini dilaksanakan guna membentuk karakter kebangsaan pada generasi muda terutama pada siswa di Sanggar Bimbingan Pantai Dalam. Hari pahlawan merupakan hari yang setiap tahunnya diperingati oleh bangsa Indonesia sebagai tanda untuk memperingati serta menghormati jasa para pahlawan. Dalam memperingati hari pahlawan yang dilakukan di Sanggar Bimbingan Pantai Dalam ini dilakukan dengan memadukan berbagai kegiatan perlombaan, seperti lomba mewarnai gambar pahlawan dan lomba membaca puisi dengan tema pahlawan. Tujuan dari lomba ini yaitu untuk menambah pengetahuan serta menumbuhkan rasa cinta siswa terhadap bangsa indonesia. Metode dalam pelaksanaan kegiatan pengabdian ini melalui tiga tahap yaitu, Sosialisasi, pelaksanaan, dan evaluasi. metode ini menempatkan mitra sebagai sasaran utama pada setiap tahapan persiapan serta pelaksanaan program pengabdian. Pengabdian ini lebih menekankan pada penanaman serta pemahaman mengenai karakter kebangsaan. Penanaman dan pemahaman mengenai karakter kebangsaan pada siswa di Sanggar Bimbingan Pantai Dalam ini menekankan pada pengenalan sejarah para pahlawan serta kebiasaan-kebiasaan yang biasa dilakukan untuk memperingati jasa para pahlawan di Indonesia seperti memperingati hari pahlawan. Edukasi karakter kebangsaan ini cukup efektif dalam meningkatkan pengetahuan kebangsaan siswa, hal ini dibuktikan dengan adanya peningkatan pengetahuan kebangsaan siswa setelah diberikannya edukasi. Dengan melalui berbagai kegiatan serta perlombaan yang telah dilaksanakan diharapakan dapat menumbuhkan karakter kebangsaan serta menambah wawasan pengetahuan kebangsaan pada siswa di Sanggar Bimbingan Pantai Dalam Kuala Lumpur Malaysia.
Pengembangan Media Board Game Berbasis Local Wisdom Dalam Penanaman Karakteristik Berkebinekaan Global
Myrna Apriany Lestari;
Yani Fitriyani;
Eli Hermawati;
Rini Ramdhania;
Mukti Oktaviani, Ndaru
Jurnal Pelita PAUD Vol 8 No 2 (2024): Jurnal Pelita PAUD
Publisher : STKIP Muhammadiyah Kuningan
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DOI: 10.33222/pelitapaud.v8i2.3810
Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbentuk Board Game agar menarik perhatian siswa dan memudahkan siswa dalam memahami local wisdom sebagai bagian dari upaya penanaman karakteristik berkebinekaan global sebagai salah satu karakteristik pelajar pancasila. Subjek pada penelitian ini adalah siswa SD kelas III di SDIT Darul Amanah, metode yang digunakan untuk melakukan penelitian ini adalah Research and Development (R&D) model Borg & Gall yang disederhanakan menjadi tiga langkah-langkah penelitian pengembangan, yang terdiri dari studi pendahuluan, pengembangan, serta pengujian dan diseminasi. Teknik pengumpulan datanya adalah observasi, wawancara, penilaian produk oleh ahli, dan penyebaran angket efektivitas media board game tersebut. Hasil penelitian menunjukan media board game berbasis local wisdom dalam menanamkan karakter berkebhineakaan global dikatakan layak berdasarkan hasil validasi produk oleh validator ahli materi dan validator ahli media setiap komponen mencapai kevalidan yang tinggi yang dibuktikan dengan nilai rerata skor Aiken’s V 0,813. Luaran penelitian ini adalah sebuah produk media pembelajaran berbentuk Board Game yang akan disosialisasikan ke guru-guru di sekolah.
Efektivitas Bahan Ajar Berbasis Kearifan Lokal Cerita Rakyat Joko Poleng pada Kemampuan Membaca Siswa Sekolah Dasar
Kusumah, Rita;
Yani Fitriyani
Jurnal Pelita PAUD Vol 8 No 2 (2024): Jurnal Pelita PAUD
Publisher : STKIP Muhammadiyah Kuningan
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DOI: 10.33222/pelitapaud.v8i2.3924
The understanding of students today about the existence of folklore in their own area often does not understand much, even though it is in the learning content, the presentation that is less interesting and monotonous makes students not interested and feel bored with the learning being carried ouIn this study, researchers tried to measure the effectiveness of using teaching materials based on local wisdom of the Joko Poleng folklore. The design used in this study is one group pretest posttest. So the researcher only used one group of 27 students as the research sample.This study obtained the results that students' learning when using teaching materials that were already in the theme book got an average value of 62.96 while student learning outcomes after using Joko Poleng's folklore teaching materials were 88.89. Therefore there is an increase of 25.93 from the results before and after students use teaching materials. In this case, the Joko Poleng Folklore Teaching Material is effective for use in elementary school students.This is shown from the results before and after students use teaching materials. It is also shown from the results of the analysis. It is shown from the results of data analysis that the significance value of the paired samples test for two data, namely pretest and posttest, is 0.000, because the significance value is smaller than the value of (0.05), then the hypothesis is accepted.
Implementasi Model Problem Based Learning Dalam Meningkatkan Hasil Belajar Matematika Siswa Sekolah Dasar
Fauzi, Rifqi Ahmad;
Manan, Nanan Abdul;
Fitriyani, Yani
Attadib: Journal of Elementary Education Vol 7, No 3 (2023): Attadib: Journal of Elementary Education
Publisher : Fakultas Agama Islam Universitas Ibn Khaldun Bogor
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DOI: 10.32507/attadib.v7i2.1943
This study aims to determine the effect of the Problem Based Learning learning model on improving mathematics learning outcomes at the Guidance Beach Studio in Kuala Lumpur, Malaysia. The method used in this study used the pre-experimental method by giving treatment or treatment to the research sample. The number of samples in this study were all students of the Kuala Lumpur Inner Beach Guidance Studio, Malaysia, totaling 6 people using the one group pretest and posttest design. The results of this study can be seen from the results of calculations with the t test, namely the two different average test, where the mean or average value in the pretest before the treatment is given is 51.666 while the mean or average value in the posttest results after the treatment is given is 81.666 with a level significance of 0.00 <0.05, which means that the value after the treatment is given is greater than the value before the treatment or treatment is given with a significance value of less than 0.05. This means that there is a significant difference between before and after being given treatment or treatment using the Problem Based Learning learning model. Therefore, the Problem Based Learning learning model has an effect on improving students' mathematics learning outcomes at the Kuala Lumpur Inner Beach Guidance Studio, Malaysia. The results of this research are expected to be useful for related parties who can use them, such as Guidance Center managers, teachers, students, and further researchers.
Implementasi Media Board game edukasi Pada Pembelajaran Pendidikan Agama Islam di Sekolah Dasar
Usamah, Asep;
Yulianengsih, Neng Lia;
Fitriyani, Yani;
Fauziyah, Adilah
Attadib: Journal of Elementary Education Vol 8, No 1 (2024): Attadib: Journal of Elementary Education
Publisher : Fakultas Agama Islam Universitas Ibn Khaldun Bogor
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DOI: 10.32507/attadib.v8i1.2424
Rendahnya hasil belajar siswa menjadi suatu permasalahan yang terjadi, hal ini disebabkan karena belum terdapat penggunaan variasi media pembelajaran. Tujuan dari penelitian ini adalah untuk meningkatkan hasil belajar siswa melalui penggunaan media pembelajaran Board game edukasi pada pembelajaran PAI yang dapat digunakan untuk mendukung pembelajaran sehingga membantu pengajar dalam menyampaikan materi pembelajaran. Penelitian ini menggunakan jenis penelitian kuantitatif dengan pendekatan Pre-Experimental Design (Nondesign) dengan desain penelitian One Group Pretest-Posttest Design. Subjek penelitian ini yaitu siswa kelas 4 SD Aisyiyah Kecamatan Kuningan. Teknik pengumpulan data diperoleh dari sebuah pengujian atau tes yang dilakukan pada pretest dan posttest. Analisis data menggunakan uji instrumen dan uji statistik. Hasil penelitian menunjukan terdapat perbedaan hasil belajar siswa sebelum dan sesudah menggunakan media board game edukasi, hal ini dibuktikan dari hasil rata-rata mengalami kenaikan skor seluruh siswa dan peningkatan yang signifikan. Kesimpulan penelitian bahwa media board game edukasi berdampak pada peningkatan hasil belajar siswa. Penelitian ini diharapkan menjadi referensi bagi guru untuk menggunakan media pembelajaran yang bervariasi salah satunya media board game edukasi.
MEMBANGUN KARAKTER IMAJINASI SISWA SEKOLAH DASAR MELALUI STORY TELLING UNTUK MENGEMBANGKAN LITERASI DI DESA SANGKANMULYA
Fitriyani, Yani;
Putri Siti Nur Hawa Fadilah;
Uhin Maftuhin;
Firdaus Arsyad;
Muhamad Irpan;
Siti Sopiyaturrohmah;
Ratu Censa Restu Kusuma
Abdimas Siliwangi Vol. 7 No. 3 (2024): Oktober 2024
Publisher : IKIP SILIWANGI
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DOI: 10.22460/as.v7i3.25270
The development of imaginative character in elementary school-aged children plays a crucial role in shaping their personality and cognitive intelligence. In Sangkanmulya Village, where access to educational resources is still limited, storytelling has become an effective educational tool for fostering students' literacy and imagination. This article discusses the structured implementation of storytelling activities at Sangkanmulya Village Elementary School, covering the preparation, execution, and expected outcomes. These activities involve collaboration between teachers, parents, and the local community to create an interactive and imaginative learning environment. Through storytelling, students not only improve their literacy skills but also develop positive character traits that prepare them for future challenges. Challenges in implementation, such as limited reading materials and teaching staff, are addressed through innovation and community participation. The article concludes with recommendations to expand storytelling practices as an educational tool in other areas with similar conditions.