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Journal : Jurnal Bidang Pendidikan Dasar

EFEKTIVITAS PERMAINAN TRADISIONAL GOBAG SODOR UNTUK PEMBELAJARAN IPS KELAS IV SEKOLAH DASAR Arief Rahman Hakim
Jurnal Bidang Pendidikan Dasar Vol 1 No 1 (2017): January
Publisher : Universitas Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (164.526 KB) | DOI: 10.21067/jbpd.v1i1.1614

Abstract

AbstrakPenelitian ini bertujuan untuk mengetahui apakah permainan tradisional gobag sodorefektif terhadap pembelajaran anak SD dan mendiskripsikan tanggapan siswa kelas IV SDNPutat Kidul 02 Kecamatan Gondanglegi tentang pembelajaran IPS dengan menggunakanpermainan tradisional gobag sodor. Subjek yang digunakan dalam penelitian ini adalahsiswa kelas IV SDN Putat Kidul 01 dan SDN Putat Kidul 02 Kecamatan Gondanglegi. Alatpengumpulan data berupa soal evaluasi, dan angket pendapat siswa tentang pembelajarandengan permainan tradisional. Teknik analisis datanya menggunakan independent sample ttest dengan bantuan SPSS for Windows V.22.Berdasarkan hasil analisis data dengan menggunakan model independent sample ttest diperoleh thitung = 2,999 untuk ttabel dengan df =1, 677. Sehingga thitung > ttabel yaitu 2,999> 1,677. Dan Nilai Signifikansi (p)= 0,04. Sehingga Nilai Signifikansi (p) < 0,05 maka H0ditolak. Hal ini berarti dapat dikatakan bahwa permainan gobag sodor efektif meningkatkanhasil belajar IPS siswa kelas IV. Hal ini ditunjukkan melalui selisih nilai rata-rata antarakelas kontrol dan eksperimen sebelum diberikan perlakuan sebesar 2,39 sedangkan setelahdiberikan perlakuan meningkat sebesar 11,63. Serta tanggapan positif diberikan siswa SDNPutat Kidul 02 terhadap penggunaan permainan tradisioanal gobag sodor dalampembelajaran IPS ini dalam meningkatkan pemahaman materi yang dipelajari. AbstractThis study aims to find out if the gobag sodor traditional game effectively to thelearning of elementary school children and describing responses fourth grade students ofSDN 02 Putat Kidul Gondanglegi of Social Sciences using gobag sodor traditional game.The subjects used in this study is the fourth grade students of SDN 01 and SDN Putat PutatKidul Kidul 02 Gondanglegi. Data collection tools in the form of evaluation questions, andquestionnaires about the students' opinions of learning with traditional games. Dataanalysis techniques using independent sample t-test with SPSS for Windows V.22.Based on the analysis of data using a model independent sample t test obtained t =2.999 for ttabel with df = 1, 677. So thitung> t table namely 2.999> 1.677. And ValueSignificance (p) = 0.04. Thus Value Significance (p) <0.05 then H0 is rejected. This meansit can be said that the gobag sodor game effectively improve learning outcomes SocialSciences grade IV. This is demonstrated by the difference in average values between controland experimental classes before being given treatment equal to 2.39 while after being giventreatment increased by 11.63. As well as the positive response given school SDN 02 PutatKidul to use gobag sodor traditional game in this Social Sciences in improving theunderstanding of the material being studied. 
Pengaruh two stay three stray terhadap kecerdasan linguistik siswa Sekolah Dasar Arief Rahman Hakim; Andika Gutama
Jurnal Bidang Pendidikan Dasar Vol 4 No 1 (2020): January
Publisher : Universitas Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (131.987 KB) | DOI: 10.21067/jbpd.v4i1.4121

Abstract

Abstract A good learning process must be able to make students become excited and play an active role. Thepurpose of this study was to determine the effect of the Two Stay Three Stray learning model onstudents' linguistic intelligence. This research is a quasy experimental study with a sample of 50fourth grade students of SDN Lumbang II, Lumbang District, Probolinggo Regency. Theinstruments used were observation and questionnaire. The data analysis technique used independentsample t-test. Hypothesis test results obtained significance value of 0.044 and Ha accepted. Basedon the results of the study note that there is a significant influence between the Two Stay Three StrayStray learning model on students' linguistic intelligence. Abstrak Proses pembelajaran yang baik harus mampu membuat siswa menjadi bersemangat dan berperan aktif. Tujuan dari penelitian ini adalah untuk mengetahui pengaruh model pembelajaran Two Stay Three Stray terhadap kecerdasan linguistik siswa. Penelitian ini merupakan penelitian kuantitatif quasy eksperimen dengan sampel 50 siswa kelas IV SDN Lumbang II Kecamatan Lumbang Kabupaten Probolinggo. Instrumen yang digunakan adalah observasi dan angket. Teknik analisis data menggunakan independent Sample t-test. Hasil uji hipotesis diperoleh nilai signifikasi sebesar 0,044 dan Ha diterima. Berdasarkan hasil penelitian diketahui bahwa ada pengaruh signifikan antara model pembelajaran Two Stay Three Stray Stray terhadap kecerdasan linguistik siswa
Evaluasi Dampak Implementasi MBKM Terhadap Proses Belajar Mengajar di Universitas PGRI Kanjuruhan Malang Pieter Sahertian; Choirul Huda; Henny Leondro; Enike Dwi Kusumawati; Maris Kurniawati; Arief Rahman Hakim; Dyah Triwahyuningtyas; Romia Hari Susanti
Jurnal Bidang Pendidikan Dasar Vol 6 No 1 (2022): January
Publisher : Universitas Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/jbpd.v6i1.6486

Abstract

The purpose of this research is to evaluate the implementation of MBKM in the learning process using the case method and team based project implemented by the study program at Unikama. This research is a descriptive research with qualitative and quantitative approaches. The research method used is a survey method using a questionnaire. The research subjects were determined based on the research objectives, namely the entire academic community and stakeholders in the Unikama environment. The results of this study indicate that the implementation of the case method and Team Based Project is one method that is in accordance with the MBKM program and is actually able to provide opportunities to improve student skills, namely Creativity Skills, Critical Thinking Skills, Communication Skills, and Collaboration Skills (4C), so that better quality of graduates. The implementation of MBKM using Case Method and Team Base Project Learning has been carried out by lecturers
Pengembangan Tutorial Digital Conducting untuk Mahasiswa PGSD Andika Gutama; Arief Rahman Hakim
Jurnal Bidang Pendidikan Dasar Vol 6 No 2 (2022): June
Publisher : Universitas Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/jbpd.v6i2.6920

Abstract

The purpose of this study was to determine the feasibility, activity, practicality, and effectiveness of the product. This development process uses a 4D research model with the stages of defining, planning, developing, and distributing. The development of a digital conducting tutorial was declared feasible after going through the validation and testing process on students with a percentage of material experts 95% with very decent criteria, percentage of media experts 92.5% with very decent criteria. Products based on student activity questionnaires obtained a percentage of 94.5% with very active criteria and an assessment of student responses that obtained a percentage of 92.5% with very practical criteria. The digital conducting tutorial product for PGSD students was declared effective based on the average score of 32 students at 93.12 in the very effective criteria
Development of digital learning evaluation In realizing Suistainable Development Goals (SDGs) Sudi Dul Aji; Hestiningtyas Yuli Pratiwi; Arief Rahman Hakim; Muhammad Nur Hudha; Nada Damai Azka
Jurnal Bidang Pendidikan Dasar Vol 7 No 1 (2023): January
Publisher : Universitas Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/jbpd.v7i1.7995

Abstract

This research is motivated by one of the goals of the SDGs, namely realizing quality learning and handling environmental change. The purpose of this study is to determine the feasibility and practicality of evaluating digital learning in realizing the SDGs for elementary school students. This research is a development research with the ADDIE model (Analysis, design, development, implementation and evaluation). The test subjects in this study were class VI students at SDN 02 Putatkidul Gondanglegi. The data collection instrument uses a questionnaire. Data analysis techniques use quantitative data. Digital Study Evaluation created using the Kahoot! based on the results of the material validation, a score of 93.75% was obtained in the very feasible category, the results of the language validation were 95% (very feasible), the results of the teacher's practicality validation were 88.8% (very practical) , the students' practicality results were 94% (very practical)