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MATHEMATIC FINGER GAME BERPENDEKATAN OPEN-ENDED DALAM OPERASI HITUNG PENJUMLAHAN PADA SISWA SEKOLAH DASAR Elly's Mersina Mursidik; Veni Ambarwati
Autentik : Jurnal Pengembangan Pendidikan Dasar Vol 5 No 1 (2021)
Publisher : Elementary School Teacher Education (PGSD), STKIP PGRI Sumenep

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36379/autentik.v5i1.107

Abstract

The research objective is to provide alternative solutions in helping elementary school students to improve the basic calculation operations of addition through interactive learning using mathematic finger game. The research subjects were low grade elementary school students (grades 1, 2 and 3). This development research uses the Dick and Carey method with the stages of identifying goals, analyzing needs, identifying students' initial behavior, formulating goals, developing criteria reference tests, developing learning strategies, developing and selecting learning media, designing. Mathematic finger game is a combination of three finger games, namely Hompipah, Indonesian suit and Japanese suit which are used in determining the winner. The combination of these games is associated with the basic calculation operation of addition. The games are packaged into interactive learning with an open-ended approach by involving the ability to think creatively in answering problems according to directed thinking freedom and the ability to think critically in giving and receiving input on answers to problem solving that can be logically accepted.
PENINGKATAN HASIL BELAJAR MENGGUNAKAN MODEL PEMBELAJARAN KOOPERATIF TIPE MAKE A MATCH DI KELAS IV SD Yogi Prasetyo; Elly's Mersina Mursidik; Winarno Winarno
Autentik : Jurnal Pengembangan Pendidikan Dasar Vol 7 No 2 (2023)
Publisher : Elementary School Teacher Education (PGSD), STKIP PGRI Sumenep

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36379/autentik.v7i2.369

Abstract

This research was conducted because of the low learning outcomes of fourth grade students at SD Negeri 1 Sedeng, in learning mathematics the material is area and circumference of flat shapes. Based on the results of pre-cycle activities, out of 19 students, only 7 students completed. This study aims to determine the increase in student learning outcomes in mathematics by applying the Make a Match type cooperative learning model to the material area and circumference of a flat shape. The data analysis method used in this research is descriptive qualitative and descriptive quantitative. Data collection techniques used in this study are observation, interviews and tests. The results of the study show that the application of the Make a Match cooperative model can improve student learning outcomes. The increase in student learning outcomes can be seen from the average value of students, in the pre-cycle of 68.6 with a 37% mastery percentage increased in the first cycle to 75.5 with 68% completeness percentage. However, this percentage has not yet reached an indicator of research success so that it is continued in cycle II to increase to 87.8 with a completeness percentage of 79%. So it can be concluded that there was an increase in student learning outcomes in both cycles.