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PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE TEAMS GAMES TOURNAMENT (TGT) UNTUK MENINGKATKAN HASIL BELAJAR IPAS SISWA KELAS V SDN 21 TEMBAN Nur Haeni; Umiyati Jabri; Saleha
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.13778

Abstract

This research was motivated by the low learning outcomes of fifth grade students in Science at SDN 21 Temban. The purpose of this study was to improve student learning outcomes in Science through the application of the Teams Games Tournament (TGT) Cooperative Learning Model. The type of research used was Classroom Action Research (CAR) conducted in two cycles. This study used the Kammis and Mc. Taggart model, which consists of four stages: planning, implementation, observation, and reflection. The subjects of this study were 18 fifth-grade students at SDN 21 Temban, comprising 12 boys and 6 girls. Data collection techniques included observation, testing, and documentation. The results showed that the implementation of the Teams Games Tournament (TGT) cooperative learning model improved learning outcomes. This was evident in the increase in the percentage of students participating in the pre-action phase from 28% to 56% in Cycle I, and to 89% in Cycle II. Therefore, it can be concluded that the implementation of the Teams Games Tournament (TGT) cooperative learning model improved the science learning outcomes of fifth-grade students at SDN 21 Temban.
PENERAPAN MODEL GIVING QUESTION AND GETTING ANSWER (GQGA) UNTUK MENINGKATKAN HASIL BELAJAR SISWA SEKOLAH DASAR Santi; Umiyati Jabri; Rosdiawati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.14971

Abstract

This study aims to improve Indonesian language learning outcomes through the implementation of the Giving Question and Getting Answer (GQGA) learning model in fourth-grade elementary school students. The research employed Classroom Action Research conducted in two cycles consisting of planning, action, observation, and reflection stages. The subjects were 16 students of grade IV at SDN 12 Enrekang. Data were collected through observation, tests, and documentation and analyzed using descriptive quantitative techniques by calculating mean scores and classical completeness. The findings indicate a significant improvement in learning outcomes, where the average score increased from 51.93 in the pre-cycle to 61.38 in cycle I and 82.81 in cycle II, while learning completeness improved from 0% to 37.5% and reached 81.25%. In addition, the implementation of the GQGA model enhanced student participation, confidence, and engagement during the learning process. Therefore, the GQGA model is considered effective in improving Indonesian language learning outcomes at the elementary school level.
THE EFFECT OF DIGITAL THINK-PAIR-SHARE STRATEGY VIA PADLET ON EFL STUDENTS' SPEAKING SKILLS AT SMKN 5 ENREKANG Dian Amanda; Ismail; Sri Rosmiana; Asbar; Umiyati Jabri
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 3 (2026): Volume 12 No. 3, September 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i3.16253

Abstract

This research investigated the effect of the Digital Think-Pair-Share (TPS) strategy via Padlet on the speaking skills of eleventh-grade EFL students at SMKN 5 Enrekang. Speaking was identified as a persistent challenge for vocational high school students, who frequently demonstrated limited fluency, restricted vocabulary, inaccurate pronunciation, and high speaking anxiety as a result of teacher-centered instruction. A quantitative quasi-experimental design was employed, involving 45 students divided into an experimental group (n = 22), taught using Digital TPS via Padlet, and a control group (n = 23), taught using the Role Play method. Both groups completed a pre-test and a post-test assessed through a speaking rubric covering fluency, pronunciation, vocabulary, and grammatical accuracy. Data were analyzed using descriptive statistics, the Shapiro-Wilk normality test, Levene's homogeneity test, and paired and independent samples t-tests with SPSS version 25. The results showed that the experimental group's mean score increased from 46.45 to 64.14, a gain of 17.69 points, whereas the control group improved only marginally from 39.78 to 41.61. The independent samples t-test yielded t = 5.040, df = 34.500, p < .001, with a mean difference of 22.53 points favoring the experimental group, while the paired samples t-test confirmed a significant pre-to-post improvement in the experimental group (p < .001) but not in the control group (p = .586). These findings indicate that the Digital Think-Pair-Share strategy via Padlet was significantly more effective than the Role Play method in enhancing EFL students' speaking skills. The study recommends that English teachers adopt Digital TPS via Padlet as a structured, technology-supported, and student-centered approach to speaking instruction in vocational secondary schools.
Pemanfaatan Media Stop Motion dan Mind Map Digital untuk Meningkatkan Pemahaman Nilai-Nilai Pancasila Siswa Kelas V Sekolah Dasar Chindy Astriana; Umiyati Jabri; Rista Astari Rusdin
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 3, September 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.17565

Abstract

ABSTRAK Penelitian ini dilatarbelakangi oleh rendahnya pemahaman siswa kelas V UPT SDN 8 Pinrang terhadap nilai-nilai Pancasila yang selama ini cenderung diajarkan melalui metode ceramah dan hafalan sehingga pembelajaran kurang bermakna serta kurang menarik minat siswa. Penelitian ini bertujuan untuk meningkatkan pemahaman siswa terhadap nilai-nilai Pancasila melalui pemanfaatan media stop motion dan mind map digital. Penelitian ini menggunakan desain Penelitian Tindakan Kelas (PTK) model Kemmis dan McTaggart yang dilaksanakan dalam dua siklus. Setiap siklus meliputi tahap perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Subjek penelitian berjumlah 18 siswa kelas V UPT SDN 8 Pinrang. Data dikumpulkan melalui lembar observasi, tes hasil belajar, dan dokumentasi, kemudian dianalisis menggunakan teknik deskriptif kuantitatif. Hasil penelitian menunjukkan bahwa rata-rata aktivitas belajar siswa meningkat dari 68,2% (kategori cukup) pada siklus I menjadi 85,2% (kategori baik) pada siklus II. Rata-rata hasil belajar juga meningkat dari 71 pada siklus I menjadi 83 pada siklus II, sedangkan persentase ketuntasan belajar meningkat dari 67% menjadi 89% sehingga melampaui indikator keberhasilan yang ditetapkan sebesar 80%. Temuan penelitian menunjukkan bahwa integrasi media stop motion dan mind map digital efektif menciptakan pembelajaran yang lebih interaktif, konkret, dan bermakna sehingga dapat menjadi alternatif strategi pembelajaran Pendidikan Pancasila di sekolah dasar.