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Pengaruh Penerapan Model Pembelajaran Scramble Didukung Media Kartu UPS (UNO IPS) Terhadap Minat dan Hasil Belajar Siswa Pada Materi Keberagaman Budaya Bangsaku Siswa Kelas IV SDN Karangturi 1 Titah Meytika; Ilmawati Fahmi Imron; Muhamad Basori
Jurnal Pendidikan dan Konseling (JPDK) Vol. 4 No. 1 (2022): Jurnal Pendidikan dan Konseling
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (239.054 KB) | DOI: 10.31004/jpdk.v4i1.3489

Abstract

Penelitian ini dilatarbelakangi oleh hasil observasi yang dilakukan di SDN Karangturi 1 bahwa pembelajaran IPS di SD kurang diminati oleh siswa karena cara mengajar guru yang masih monoton dan dalam pengajaran tidak melibatkan siswa sehingga berakibat siswa malas dan bosan mengikuti proses pembelajaran. Hal tersebut nampak dari minat belajar siswa yang rendah, yang pada akhirnya berpengaruh terhadap hasil belajarnya. Oleh karena itu dibutuhkan solusi penerapan model pembelajaran scramble yang didukung dengan penggunaan media kartu uno IPS. Tujuan penelitian ini untuk mengetahui ada tidaknya pengaruh penerapan model pembelajaran yang didukung media terhadap minat dan hasil belajar. Penelitian ini menggunakan pendekatan deskriptif kuantitaif dan menggunakan metode eksperimen semu. Subjek pada penelitian ini adalah seluruh siswa kelas IV yang berjumlah 25. Teknik pengambilan sampel adalah Sampling Jenuh. Teknik pengumpulan data menggunakan instrumen berupa soal tes pilihan ganda, lembar observasi siswa, dan angket. Diperoleh data pada kelas eskperimen 3,307 yang artinya siswa berminat dan memperoleh hasil belajar dengan nilai sig. 0,012. Sementara pada kelas kontrol terdapat nilai sebesar 2,16 yang artinya siswa juga berminat dan memperoleh hasil belajar dengan nilai sig. 0,001.
Pelatihan Pembuatan Soal Kognitif Berbasis Aplikasi Android Kahoot untuk Guru Sekolah Dasar Islam Terpadu Bina Insani Kediri Karimatus Saidah; Endang Sri Mujiwati; Erwin Putera Permana; Frans Aditia Wiguna; Susi Damayanti; Bagus Amirul Mukmin; Abdul Aziz Hunaifi; Alfi Laila; Muhamad Basori; Wahyudi Wahyudi; Ita Kurnia
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 6 No 1 (2022): Volume 6 Nomor 1 Tahun 2022
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v6i1.16895

Abstract

This activity aims to provide training to teachers and practice problem making and implementation in elementary schools. So that teachers get direct experience in making problems through the Kahoot application for teachers. The method of carrying out this activity is carried out from the preparation stage to the reporting of activities that take about 1 month. Parties involved in the activity include: 1). Lecturers as speakers and moderators, students as a support team for the implementation of the event. 2). Teachers in SDIT Bina Insani Kediri. Of the 25 teachers who have participated in the training, as many as 17 teachers have submitted the results of the analysis, based on the results of the questionnaire showed 4 teachers stated there were no obstacles in implementing kahoot. While the other 13 stated to experience some obstacles, namely less accustomed to operating kahoot. The advantages of applications when implemented include more interesting and easy to do. Kahoot application can be one of the alternative learning variations. Through the use of kahoot learning outcomes related to the order of the level of truth problems can be more quickly known. Kahoot application is practical, because teachers can directly monitor students who work on problems.
Model Pembelajaran Scramble Didukung Permainan Teka-Teki Silang Terhadap Kemampuan Mengidentifikasi Tokoh-Tokoh Sejarah Hindu-Budha di Indonesia Ade Nur Ashari; Erwin Putera Permana; Muhamad Basori
JURNAL PENDIDIKAN DAN KEWIRAUSAHAAN Vol 10 No 1 (2022)
Publisher : STKIP PGRI SITUBONDO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/pkwu.v10i1.327

Abstract

The influence of the scramble learning model supported by crossword puzzle games on the ability to identify Hindu-Budhist historical figures in Indonesia. The purpose of this study was to determine the ability to identify Hindu-Budhist historical figures in Indonesia using a scramble learning model supported by a crossword game. This type of reseach using an experimental design, namely pre-test and post-test groups. Data collection instruments used tests and data analysis techniques using normality test, homogeneity test, and hypothesis testing (using t test). based on the results of the analysis, there is an effect of using scramble learning models supported by crossword puzzle on the ability to identify Hindu-Buddhist historical figures in Indonesia. It is evident from t-count 9.090 > t-table 2.052 with a significance level of 0.00 < 0.05. Therefore, H0 and Ha are accepted, which means that there is a significant influence using the scramble learning model supported by crossword puzzle games on the ability to identify Hindu-Buddhist historical figures in Indonesia. Thus the use of scramble llearning models supported by crossword puzzle games can create fun and challenging learning for students. In learning, students are enthusiastic and active because each student tries to compete with other friends. In addition, the use of scramble learning models supported by crossword puzzle games also makes it easier for students to understand the material of Hindu-Budhhist historical figure in Indonesia.
Pengaruh Model Pembelajaran Learning Cycle 5E Terhadap Kemampuan Menjelaskan Energi Alternatif Siswa Kelas IV SDN Mojoroto 4 Kota Kediri Aprilia Aksari; Frans Aditia Wiguna; Muhamad Basori
JURNAL PENDIDIKAN DAN KEWIRAUSAHAAN Vol 10 No 1 (2022)
Publisher : STKIP PGRI SITUBONDO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/pkwu.v10i1.339

Abstract

The purpose of this research is to perceive the increasing effect of the ability to explain an alternative energy sources using a learning model called '5E Learning Cycle. This research uses a quantitative approach in using the experimental method with the research design refers to non-randomized pretest-posttest control group design. The data collection instrument is using tests and data analysis techniques with the normality test, homogeneity and hypothesis testing (using the t-test). Based on the analysis results, the use of the learning model of '5E Learning Cycle' has some effects on the ability to explain alternative energy. From the analysis results that has been done, it is proven that; (1) The use of the learning model of '5E Learning Cycle' has a significant effect on the ability of the 4th Graders in SD Negeri Mojoroto 4 Kota Kediri to explain alternative energy with 85.07% of the classical completeness. (2) The use of the conventional learning model has no significant effect on the ability of the 4th graders in SD Negeri Mojoroto 4 Kota Kediri to explain alternative energy with 54,9% of the classical completeness. (3) There are some highly significant differences in the use of the learning model of '5E Learning Cycle' and the conventional learning model on the ability to explain alternative energy which the use of the '5E Learning Cycle' has its prime on this analysis results. The conclusion of this research has perceived that there are some highly significant differences of '5E Learning Cycle' and the conventional learning model in improving students' ability to explain the science content of alternative energy material.
Efektivitas Model Pembelajaran Inside Outside Circle Didukung Media Visual Pada Pembelajaran IPA Dalam Upaya Pelestarian Sumber Daya Alam Agnes Mayta Andini; Bambang Soenarko; Muhamad Basori
Aksara: Jurnal Ilmu Pendidikan Nonformal Vol 6, No 3 (2020): September 2020
Publisher : Magister Pendidikan Nonformal Pascasarjana Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/aksara.6.3.249-264.2020

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Penelitian ini dilatarbelakangi temuan lapangan, yang ditengarai siswa menampakkan kesan adanya kebosanan dan tampak kurang terlibat dalam aktivitas pembelajaran IPA. Hal ini disebabkan guru hanya menggunakan model pembelajaran ceramah tanpa didukung media. Mata pelajaran IPA harus menanamkan konsep ilmiah dan melakukan berbagai percobaan agar siswa mampu memecahkan masalah. Dari keberagaman model pembelajaran yang ada, salah satu model pembelajaran yang dipertimbangkan dapat digunakan untuk mewujudkan pembelajaran yang efektif yaitu model pembelajaran Inside Outside Circle (IOC). Model IOC merupakan konsep belajar yang bertujuan agar siswa dapat menyampaikan informasi dari isi materi kepada orang lain. Model IOC memiliki langkah-langkah yaitu persiapan, pelaksanaan, simpulan materi, dan evaluasi. Disamping penggunaan model pembelajaran guru dapat menggunakan media pembelajaran yang dikreasi sedemikian rupa sehingga lebih menarik minat belajar dan membangun antusiasme. Dari sekian banyak media pembelajaran, yang dipertimbangkan efektif salah satunya yaitu media visual. Media visual merupakan media yang dapat dilihat, memiliki bentuk, warna, dan tekstur dalam penyajiannya yang menarik. Dengan media visual, guru dapat meminimalkan sistem penyampaian ceramah.
Pengembangan Multimedia Interaktif Keramat (Keragaman Rumah Adat) Berbasis Macromedia Pada Pelajaran IPS Kelas IV Sekolah Dasar Verdian Lianto Hermansyah; Muhamad Basori; Karimatus Saidah
AL-ASASIYYA: Journal Of Basic Education Vol 7, No 1 (2022): Juli-Desember
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/ajbe.v7i1.5978

Abstract

The purpose of this study was to determine the validity, practicality and effectiveness of development of macromedia-based keramat interactive multimedia (Diversity of Traditional Houses). The results of this study are (1) Macromedia get an average result of 80.5% in terms of media and material validity, which means that macromedia is included in the valid category. (2) Macromedia can be categorized as very practical, this is evidenced by the average response of teachers and students, which is 95.5%. (3) Researchers used pre-test and post-test as a benchmark for assessment. The average pre-test score of students before using macromedia was 74, while the average post-test score of students before using macromedia was 93. The average results of the pre-test to the post-test experienced an increase in the use of Macromedia, which can be declared effective as a learning medium.
Meningkatkan Indeks Kewirausahaan dan Talent Marketing Dimasa Pandemi Covid 19 Farida Nurlaila Zunaidah; Karimatus Saidah; Nurita Primasatya; Novi Nitya Santi; Wahid Ibnu Zaman; Dhian Dwi Nur Wenda; Muhamad Basori; Erwin Putera Permana
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 7 No 1 (2023): Volume 7 Nomor 1 Tahun 2023
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v7i1.18088

Abstract

The purpose of this community service activity is to hold marketing seminars to motivate and broaden MSME business owners to market their products through online marketing in order to restore the economy after the Covid-19 pandemic. The method in this community service activity is to conduct a field survey and analysis of needs related to the problems faced as well as survey questionnaires to seminar participants. The result of this marketing seminar activity is that most of the respondents have other businesses besides farming, some of which are engaged in the MSME sector. There are respondents who already have experience with online marketing, even though it is limited to whatsapp status, while others still do not have experience. The respondents were very interested in being taught and assisted in trying online marketing strategies. The respondents' impression of this marketing seminar was very good because the speakers who presented the material and provided assistance were not long-winded and easy to understand.
Pengembangan Media Pembelajaran Monopoli pada Materi Fungsi Bagian Tubuh Hewan dan Tumbuhan di Kelas Bagi Siswa Kelas 4 SD Wulan Suci Rimadhani; Karimatus Saidah; Muhamad Basori
Journal on Education Vol 5 No 3 (2023): Journal on Education: Volume 5 Nomor 3 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v5i3.1731

Abstract

The problems of this research are 1) What is the validity of Monopoly learning media on the function material of animal and plant body parts for fourth grade students of Sanggrahan 2 Prambon Nganjuk Elementary School 2) What is the practicality of Monopoly learning media on material function of animal and plant body parts for fourth grade students of Sanggrahan 2 Prambon Nganjuk Elementary School 3) How is the effectiveness of Monopoly learning media on material function of animal and plant body parts for Grade IV students at SDN Sanggrahan 2 Prambon Nganjuk This research is a type of development research with reference to research and development. According to Robert Maribe Branch (2009) in Sugiyono (2015: 38) "ADDIE is an extension of Analysis, Design, Development, Implementation and Evaluation". Research data collection techniques through observation, material expert validation questionnaires and expert validation questionnaires. media, teacher response questionnaire, student response questionnaire, pre-test and post-test. the implementation of monopoly learning media was carried out in trials, research trials were carried out at SDN Sanggrahan 2 Prambon. The results of Monopoly learning media research on the function of animal and plant body parts for fourth grade students at Sanggrahan 2 Prambon Elementary School conducted a validity test by media and material experts, the material validation test was carried out in 2 stages. . the second validation test with a score of 97% means that it is in the Very Valid criteria. for the results of the validation test by the learning media, 2 stages were carried out, the first was the validation test by the media with a score of 86.25%, meaning that it was included in the Very Valid criteria, the second was the validation test by the media with a score of 88.75%. the practicality test was validated by teachers and students, the results of the practicality test by the Teacher Response Questionnaire obtained a score of 77.78%, which means that it is included in the practical criteria and is easy to use. The results of the effectiveness test were carried out with the pretest and post-test, stated to be Very Effective in increasing students' ability to investigate the function of animal and plant body parts. Evidenced by the achievement of KKM ≥70 questions Posttest 100% of students who are able to achieve KKM.
Pengembangan Media Pembelajaran IPS Peninggalan Kerajaan Islam di Indonesia Berbasis Website Untuk Siswa Kelas IV SDN Maron Citra Anggula Sari; Muhamad Basori; Karimatus Saidah
JURNAL JENDELA PENDIDIKAN Vol. 3 No. 01 (2023): Jurnal Jendela Pendidikan: Edisi Februari 2023
Publisher : CV. Jendela Edukasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57008/jjp.v3i01.411

Abstract

Penelitian hasil observasi dan observasi kelas IV di SDN Maron, ditemukan bahwa guru menggunakan metode ceramah dan guru tidak menggunakan media pembelajaran. Rumusan masalah dalam penelitian ini adalah bagaimana pengembangan media pembelajaran IPS, validitas media pembelajaran IPS, kepraktisan media pembelajaran IPS, dan keefektifan media pembelajaran IPS Warisan Kerajaan Islam di Indonesia berdasarkan website untuk siswa kelas IV SDN Maron. Penelitian ini bertujuan untuk mengetahui proses pengembangan media, mengetahui validitas, kepraktisan, keefektifan produk pengembangan media pembelajaran IPS Pusaka Kerajaan Islam di Indonesia berbasis website untuk siswa kelas IV SDN Maron. Metode penelitian ini menggunakan penelitian pengembangan ADDIE (Tahap Analisis, Desain, Pengembangan, Implementasi, Evaluasi). Produk yang dikembangkan adalah Pengembangan Media Pembelajaran IPS Peninggalan Kerajaan Islam di Indonesia Berbasis Website Untuk Siswa Kelas IV Sdn Maron. Media pembelajaran IPS ini telah divalidasi dengan validasi materi dan media, hasil uji kepraktisan dari angket respon guru dan angket respon siswa. Hasil penelitian ini bahwa pengembangan media pembelajaran IPS warisan kerajaan Islam di Indonesia berbasis website untuk siswa kelas IV SDN MARON memenuhi kriteria valid, praktis dan efektif digunakan.
Peran Guru Kelas dalam Mengatasi Masalah Kenakalan Anak Studi Kasus Siswa Kelas III SDN 2 Tugu Sendang ELEN OKTAVIA; Muhamad Basori; Sutrisno Sahari
Prosiding Seminar Nasional Kusuma Vol 2 (2024): Prosiding Seminar Nasional Kusuma
Publisher : LPPM UWKS

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Latar Belakang: Kenakalan anak, yang terjadi baik di sekolah maupun di luar sekolah, telah mengalami peningkatan signifikan dalam beberapa tahun terakhir di hampir seluruh pelosok negeri. Faktor pemicunya meliputi kurangnya perhatian dari orang tua, lingkungan yang tidak mendukung, pengaruh media sosial, serta lemahnya kontrol diri. Kasus-kasus yang mencakup pemalakan uang, merokok, pencurian, bolos sekolah, dan bullying menjadi contoh nyata dari fenomena ini. Upaya penanggulangan termasuk tindakan preventif, represif, kuratif, dan pre-emtif perlu dilakukan secara komprehensif. Dalam konteks pendidikan, guru memiliki peran krusial sebagai agen pembelajaran yang tidak hanya memberikan pengetahuan, tetapi juga membimbing, memotivasi, dan memberikan inspirasi kepada siswa. Tujuan: Penelitian ini secara khusus mengkaji kasus kenakalan anak pada siswa kelas III di SDN 2 Tugu Sendang, mengidentifikasi permasalahan seperti pemalakan uang, merokok, pencurian, bolos sekolah, dan bullying, yang memerlukan tindakan yang tepat baik dari pihak sekolah maupun orang tua untuk mencegah serta menanggulangi lebih lanjut. Metode: Penelitian ini menggunakan pendekatan kualitatif karena data diperoleh melalui review dan tatap muka. Penelitian ini merupakan jenis studi kasus, di mana peneliti terlibat langsung dalam pengumpulan data di SDN 2 Tugu Sendang, yang berlokasi di Desa Tugu, Kecamatan Sendang, Kabupaten Tulungagung. Tahapan penelitian meliputi : Tahapan Persiapan/Pra Lapangan mencakup menyusun rancangan lapangan, memilih lapangan penelitian, mengurus perizinan, serta menjajaki dan menilai lapangan. Tahapan Pekerjaan Lapangan melibatkan pengumpulan data melalui observasi, wawancara, dan studi dokumentasi sesuai dengan fokus masalah dan tujuan penelitian. Tahapan Analisis Data membahas prinsip pokok dalam analisis data seperti menemukan tema dan merumuskan masalah. Hasil: penelitian menunjukkan pentingnya peran guru kelas III dalam mengatasi masalah kenakalan anak di SDN 2 Tugu Sendang dan perlunya kolaborasi antara guru, orang tua, dan pihak terkait lainnya dalam menciptakan lingkungan belajar yang aman dan mendukung. Kesimpulan: Sehingga penelitian ini diharapkan dapat memberikan kontribusi penting dalam pemahaman tentang peran guru kelas dalam mengatasi masalah kenakalan anak, serta memberikan arahan bagi pengembangan strategi intervensi yang lebih efektif di masa depan.