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Penerapan Model PjBL untuk Meningkatkan Hasil Belajar P5 dengan Media Papan Pintar Kelas II SD Maduratih, Kurniayu; Bakhtiar, Afakhrul Masub
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 2 (2024): Edisi Mei 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i2.842

Abstract

Elementary school students generally have the characteristics of being happy to play, happy to move, happy to work in groups and happy to demonstrate things directly. Therefore, educational practices must undergo a transformation to be more student-centered and encourage active student participation through the use of learning models or media that are appropriate and suitable for elementary school students. This media was created taking into account second grade elementary school students. To help students better understand the meaning of each Pancasila principle, researchers developed the Pancasila Smart Board Media as a teaching aid. By using the Pancasila smart board media. The aim of this research is to improve the learning outcomes of Pancasila education for class II students at UPT SDN 12 Gresik with a total of 25 students. This research uses classroom action research methods through observation, tests and field notes. Each cycle consists of Planning, Action, Observation and Reflection. To analyze test results regarding student learning outcomes, researchers added up the scores for each component according to traditional evaluations regarding the percentage of learning completion. There was an increase in student learning outcomes, namely, in the pre-cycle the percentage was still 40%, and in the first cycle it rose to 72% and in the second cycle it became very good with a percentage of 100%. After three cycles, finally the learning outcomes assessment reached 100% in cycle II, which shows success. Class II students at UPT SDN 12 Gresik can use the Pancasila smart board media to improve their learning outcomes.
ANALISIS PENGGUNAN METODE GAMIFIKASI TERHADAP MOTIVASI BELAJAR SISWA Muhammad Azman; Afakhrul Masub Bakhtiar
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, Nomor 04, Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.19600

Abstract

Amification in instruction is picking up notoriety as a strategy to extend understudy engagement and inspiration. The concept includes the application of diversion components, such as focuses, levels, and identifications, into a learning setting to form a more interactive and locks in involvement. Inquire about appears that gamification includes a positive affect on students' inborn inspiration and comprehension of learning materials. Integrator gamification plan, which takes into consideration learning objectives and understudy characteristics, is basic to its successful execution. Whereas gamification offers numerous benefits, challenges in its usage, such as contrasts in understudy reactions to diversion components, too ought to be tended to. This inquire about strategy employments a writing survey to look at thinks about on the usage of gamification, highlighting the significance of suitable plan and a deep understanding of the brain research of inspiration. In conclusion, gamification can be an inventive and viable approach to expanding understudy inspiration to memorize, but requires continuous assessment and alteration in arrange to attain the generally instructive objectives. Assist ponders in different rudimentary instruction settings are required to decide the broader adequacy of gamification.
Pengaruh Model Pembelajaran Kooperatif TGT (Teams Games Tournament) terhadap Keterampilan Menulis Ringkasan pada Siswa Kelas VI UPT SD 242 Gresik Fauziatur Rohmah; Afakhrul Masub Bakhtiar; Ismail Marzuki
Journal Innovation In Education Vol. 3 No. 3 (2025): Journal Innovation in Education (INOVED)
Publisher : STIKes Ibnu Sina Ajibarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59841/inoved.v3i3.3219

Abstract

This research aims to determine the effect of the TGT (Teams Games Tournament) cooperative learning model on summary writing skills in class VI students at UPT SD 242 Gresik for the 2024/2025 academic year. The method used in this research is a pure experimental method (TrueExperiment). The research subjects were class VI students at UPT SD 242 Gresik consisting of two groups, namely the experimental group was given treatment using the TGT cooperative learning model and the control group was not given treatment. The instrument used in this research is a test summarizing explanatory text which has been tested for validity and reliability. The data obtained was analyzed using statistical tests. Based on the results of the analysis that has been carried out, there is a significant difference between the experimental group and the control group. This can beproven from theresultsofhypothesis testing intheresearch which showsa sig value of 0.000 < 0.05 so that H_0 is rejected and H_α is accepted. It can be concluded that there is an influence of the application of the TGT (Teams Games Tournament) cooperative learning model on summary writing skills in class VI students at UPT SD 242 Gresik.
Pengaruh Video Animasi terhadap Pemahaman Penulisan Tanda Baca dan Huruf Kapital pada Keterampilan Menulis Kelas 4 Azzahra Nur Salsabilla; Afakhrul Masub Bakhtiar; Ismail Marzuki
Journal Innovation In Education Vol. 3 No. 3 (2025): Journal Innovation in Education (INOVED)
Publisher : STIKes Ibnu Sina Ajibarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59841/inoved.v3i3.3250

Abstract

This study aims to determine the effect of animated videos on the understanding of punctuation and capitalization in the writing skills of 4th grade students of MI ASSA'ADAH Bungah in the 2024/2025 academic year. The method used in this study is a quasi-experimental with a Non-Equivalent Control Group design. The research sample consisted of two groups, namely the experimental group that was given treatment in the form of animated videos and the control group that was not given treatment. The instrument used in this study was a test whose validity and reliability had been tested. Based on the results of the data analysis that had been carried out, there was a significant difference between the experimental group and the control group. This was evidenced by the results of the normality test which showed that the experimental group had a significant value greater than 0.05. Thus, it can be concluded that the use of animated videos has a positive effect on the understanding of punctuation and capitalization in the writing skills of 4th grade students of MI ASSA'ADAH Bungah. The results of this study provide an important contribution to the development of more effective learning methods, especially in teaching punctuation and capitalization. Animated videos as a learning medium can be an interesting and interactive alternative to improve students' understanding of aspects of grammar that are often considered difficult. With dynamic visualizations, students can more easily grasp the concepts of punctuation and capitalization, ultimately improving their writing skills. Furthermore, this study also opens up opportunities for further research into the effectiveness of animation media in learning various other aspects of language.
Pengaruh Kecerdasan Emosional Terhadap Interaksi Sosial Siswa Kelas V Sekolah Dasar Halimatus Sa'diyah; Arya Setya Nugroho; Afakhrul Masub Bakhtiar; Nataria Wahyuning Subayani
Journal on Education Vol. 8 No. 2 (2025): Journal on Education: Volume 8 Nomor 2 Desember - Februari 2026
Publisher : Mathematics Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v8i2.8638

Abstract

Interaksi sosial adalah aspek kunci dari perkembangan siswa, namun banyak siswa sekolah dasar masih mengalami kesulitan dalam mengelola emosi mereka dalam pengaturan sosial. Kecerdasan emosional dianggap sebagai faktor penting yang memungkinkan siswa untuk mengenali, mengatur, dan mengekspresikan emosi secara efektif dalam hubungan sosial. Penelitian ini bertujuan untuk mengkaji pengaruh kecerdasan emosional siswa sekolah dasar terhadap interaksi sosial siswa melalui permainan tradisional gobak sodor asli Indonesia. Penelitian - penelitian tentang hubungan kecerdasan emosional dengan interaksi sosial tidak melibatkan kurikulum dan permainan tradisional. Design penelitian dilakukan dengan kuasi eksperimen melibatkan satu kelompok siswa dengan pretest – posttest dan menggunakan sampling jenuh. Jumlah subjek yang terlibat sebanyak 24 siswa SD di Gresik. Data dikumpulkan menggunakan instrument kuisioner yang tervalidasi. Analisis data dilakukan dengan uji normalitas dan homogenitas, uji-t regresi. Hasil penelitian menunjukkan bahwa siswa dengan kecerdasan emosional yang lebih tinggi cenderung terlibat lebih efektif dalam interaksi sosial. Studi ini berkontribusi pada semakin banyak bukti yang menyoroti peran kecerdasan emosional dalam mendorong perkembangan sosial siswa. Kebaruan penelitian ini terletak pada penerapan pelatihan kecerdasan emosional dalam konteks sekolah dasar negeri Indonesia. Hal ini membuktikan bahwa kecerdasan emosional berpengaruh signifikan terhadap interaksi sosial dalam permainan gobak sodor yang di integrasikan dalam kurikulum pembelajaran di Sekolah Dasar. Berdasarkan hasil ini sangat direkomendasikan untuk mengintegrasikan permainan-permainan tradisional dalam pembelajaran di kelas guna memberikan efek positif terhadap kemampuan interaksi sosial siswa.