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The Effect of Use Interactive Learning Media Environment-based and Learning Motivation on Science Learning Outcomes Sahronih, Siti; Purwanto, Agung; Sumantri, M. Syarif
International Journal for Educational and Vocational Studies Vol 2, No 3 (2020): March 2020
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/ijevs.v2i3.2429

Abstract

The study aims to determine the effect of the use of interactive learning media environment-based and learning motivation on science learning outcomes. This research was conducted on grade V students of SDN Wijaya Kusuma 07 Jakarta Barat from September to November 2019. The method used was an experiment with a research design using two-way ANAVA (treatment by level 2x2), with the sample of 61 students was obtained using a multi-stage random sampling. Based on data analysis, it was obtained: First, the science learning outcomes of students who learn to use interactive learning media environment-based are higher than the science learning outcomes of students who learn to use non-interactive learning media, as evidenced by Fcount (5.90) > Ftable (4.17 ); second, there was an effect of learning media interaction and learning motivation on the science learning outcomes, this can be seen from the acquisition price of Fcount (26.05) > Ftable (4.17); third, in groups of students who have high learning motivation, the science learning outcomes of students who learn to use interactive learning media environment-based are higher than the science learning outcomes of students who learn to use non-interactive learning media, with the Tukey-test Qcount Test (7.53) > Qtable (4.04); fourth, in groups of students who have low learning motivation, the science learning outcomes of students who learn to use interactive learning media environment-based are lower than the science learning outcomes of students who learn to use non-interactive learning media, with the Tukey-test Qcount Test (2.67) < Qtable (4.04).
The Effects of Vocabulary Mastery and Logical Thinking on Junior High School Students’ Listening Skill Utami Rosalina; Dwi Nopiyadi; Siti Sahronih
Indonesian Journal of Multidisciplinary Science Vol. 1 No. 1 (2021): Indonesian Journal of Multidisciplinary Science
Publisher : International Journal Labs

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (183.509 KB) | DOI: 10.55324/ijoms.v1i1.1

Abstract

This research is aimed as follows: To get empirical data and analyze the effects of vocabulary mastery and logical thinking towards students’ listening skills at Junior High School in East Cirebon. This research is done by Kolmogorov-Smirnov method, ANOVA Table, Proportional Correct for testing the item difficulties, by a biserial coefficient, and by Kuder Richarsson testing. The research was held at Junior High School in East Cirebon. Data collective done by giving a test for listening skill (yes/no or true-false / 37 items), test for vocabulary mastery (Multiple choice/ 20 items), and test for logical thinking (multiple choice/20 items) given to the class at, SMP N 1 Ciledug, SMP N 1 Pabedilan, and SMP N 1 Losari. The result of the study identifies the effect of Vocabulary Mastery on Student’s Listening skills (coefficient of 0,745 and coefficient determination of 55,4%). The effect of logical thinking towards student’s listening skill (Sig = 0.031 and ttest = 2,183; while ttable = 1,98. There is an effect of vocabulary mastery and logical thinking on students’ listening skills (Sig = 0.000 and ttest = 4,757 while ttable = 1,98.).
DAMPAK INTENSITAS PENGGUNAAN SMARTPHONE TERHADAP PRILAKU ANAK Siti Sahronih; Jatu Wahyu Wicaksono; Alrahmat Arif
Jurnal Pendidikan Dasar Vol 11 No 02 (2020): JPD - Jurnal Pendidikan Dasar
Publisher : Pendidikan Dasar - Pascasarjana Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (329.679 KB) | DOI: 10.21009/jpd.v11i02.27816

Abstract

This study aims to determine the impact of the intensity of the influence of smartphones on children's behavior. The impact of the intensity of the influence of smartphones on children's behavior has a bad impact on children's behavior if it is not balanced with proper supervision. This research uses qualitative descriptive methods as a stage in carrying out research. This study was carried out in Cijoho by taking the subject of parents of children and children of smartphone users as the subject of the study. This research used data collection techniques including the observation, interview, documentation and recording stages. The results showed that the use of smartphones by children is based on individual needs, especially during the Covid-19 pandemic, children's learning is all online. Smartphones can be a means of learning and entertainment for children because they provide a lot of needed information. In addition to these beneficial things, the continued use of smartphones has a bad impact on children's behavior.
PENGEMBANGAN KOMIK SEBAGAI MEDIA BELAJAR MATEMATIKA DI SEKOLAH DASAR Mochamad Guntur; Siti Sahronih; Zakiyah Ismuwardani
JKPD (Jurnal Kajian Pendidikan Dasar) Vol 8, No 1 (2023): Januari 2023
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Fakultas Keguruan dan Ilmu Pendidikan Univers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/jkpd.v8i1.9685

Abstract

The curriculum in Indonesia has been developing from year to year, until now the curriculum applied is the independent curriculum that demands innovation in learning, including the use of teaching materials. In learning mathematics, the teaching materials used were less contextual and minimal in visualization until finally, comics were created as learning media. Characteristic comics can change material that is difficult to reach into material that is easily accessible, this happens because one of the comics is that it can visualize abstract material into something real. The purpose of this research is to make learning media in the form of comics which is further developed because it is based on local wisdom which is expected to be one of the media for learning mathematics for elementary school students. This study uses the Research and Development/ (RD) method, while the model used in this development is the ADDIE (Analysis, Design, Development, Implement, Evaluation) model. The results of this study obtained very good validation with an Aiken value of 0.76 which indicates that the learning media is valid. And, obtaining a practicality test score of 77% which shows that the media is practical and ready to be tested by elementary school students.
Pendampingan Blended Learning Berorientasi Pada Kemampuan Literasi dan Numerasi Pasca Pandemi Covid-19 di SDN 2 Tanjungpura Siti Sahronih; Endang Pujiastuti
SOROT : Jurnal Pengabdian Kepada Masyarakat Vol 1 No 1 (2022): Januari
Publisher : Fakultas Teknik dan Ilmu Komputer (FASTIKOM) UNSIQ

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32699/sorot.v1i1.2503

Abstract

The Covid-19 pandemic has several impacts on the world of education including dropout rates, decreased learning achievement, and violence in children, as well as external risks. Based on some data, the impact of Covid-19 also causes loss generation, so it is necessary to hold a mentoring program to overcome motivation and participant loss in face-to-face and online learning that must be implemented by some schools. Indramayu is one of the areas that are at level 3 and according to The Ministry of Home Affairs, No.30 of 2021 has been able to carry out face-to-face learning. The implementation of face-to-face learning provides several solutions ranging from reflection to follow-up plans, in addition, face-to-face learning also allows for blended learning. The steps in this program include: (1) technical guidance activities and coordination of activities; (2) the preparation of work plans and the development of numeracy literacy instruments and psychosocial instruments; (3) preparation of guidebooks and modules and coordination with the school. The results of the initial and final assessment analysis for students, teachers, and parents at SDN 2 Tanjungpura showed that the program was carried out well with data as many as 98% of students felt excited and enjoy participating in mentoring activities through the establishment of progressive matching environmental. Keywords: Covid-19 pandemic, blended learning, literacy skill, numeracy skill, primary school
RANCANG BANGUN SISTEM INFORMASI PENERIMAAN PESERTA DIDIK BARU BERBASIS WEB PADA SMK ISLAMIC CENTRE CIREBON Siti Sahronih; Lulu Syarifatul Munawaroh
PERISKOP : Jurnal Sains dan Ilmu Pendidikan Vol. 1 No. 1 (2020): PERISKOP: Jurnal Sains dan Ilmu Pendidikan
Publisher : Institut Pendidikan dan Bahasa Invada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58660/periskop.v1i1.4

Abstract

This research is motivated by the low creative thinking ability of students which is influenced by several factors including the learning carried out by the teacher is less stimulating towards increasing creative thinking skills, namely the lack of use of appropriate learning media. Students do not get assignments that can hone their thinking skills and generate creative ideas or something new. Based on these problems, one of the efforts to improve students' creative thinking skills in this study is to apply learning media that can hone students' thinking skills, namely crossword puzzle learning media. This research uses Classroom Action Research (CAR), which consists of four stages, namely planning, implementation, observation and reflection. This research was carried out at SD Negeri Karanglayung with a sample of 16 fifth grade students. This research was carried out in two cycles, where from cycle to cycle there was a significant increase, namely the acquisition of the percentage value of teacher skills in the first cycle of 77%, in the second cycle of 93 %. The value of the percentage of student activity in the first cycle was 79%, in the second cycle it was 95%. The percentage value of students' creative thinking skills in the first cycle was 69%, in the second cycle it was 84%. Thus it can be seen that the use of crossword puzzle learning media that researchers apply in the learning process can improve students' creative thinking skills
MENINGKATKAN PEMAHAMAN SISWA TENTANG WUJUD BENDA MELALUI PENGGUNAAN METODE DEMONSTRASI Siti Sahronih; Desti Noor Apifah
PERISKOP : Jurnal Sains dan Ilmu Pendidikan Vol. 2 No. 2 (2021): PERISKOP: Jurnal Sains dan Ilmu Pendidikan
Publisher : Institut Pendidikan dan Bahasa Invada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58660/periskop.v2i2.19

Abstract

In an effort to improve student learning outcomes about the shape of objects in this study, learning is presented through the use of demonstration methods that can help students to understand the shape of objects. This research is Classroom Action Research with the research subjects being students of SD Negeri Karanglayung. Each cycle consists of four activities, namely planning, implementation, observation, and reflection. The instruments used are test results of learning and observation. Learning outcomes test is used to measure the success of learning in an effort to improve student learning outcomes about the shape of objects through the use of demonstration methods in Natural Science subjects in elementary schools. The teacher uses a demonstration method that can help students in an effort to improve student learning outcomes, starting from conditioning students' readiness related to the material, explaining the subject matter in detail and carrying out evaluations and the results obtained from this study show a better improvement.
PENERAPAN METODE MIND MAPPING UNTUK MENINGKATKAN KEMAMPUAN MENGINGAT SISWA PADA PEMBELAJARAN IPA TENTANG STRUKTUR TUMBUHAN DI KELAS IV SD NEGERI KARANGLAYUNG Siti Sahronih; Mochamad Guntur; Risma Nurlatifah
PERISKOP : Jurnal Sains dan Ilmu Pendidikan Vol. 2 No. 2 (2021): PERISKOP: Jurnal Sains dan Ilmu Pendidikan
Publisher : Institut Pendidikan dan Bahasa Invada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58660/periskop.v2i2.23

Abstract

Technology-based learning currently requires its implementation to utilize the latest innovations for the renewal of the teaching and learning process in it. The use of e-learning is one option that can be done with the current online learning. This study aims to determine the application of learning using e-learning by going through five stages of development with reference to the development of the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The results of this study are the development of e-learning at SMKN 1 Majalengka using the ADDIE development model, namely analysis, design, development, implementation, and evaluation; (b) the resulting e-learning has an online class feature that can be used to assist practical learning as well as distance learning. This online class can be used as a face-to-face online medium when the teacher cannot be present in class; (c) assessment of the feasibility of e-learning learning media; (d) e-learning gets an average assessment from media experts, so that e-learning learning media is categorized with the "Very Good" criteria and is feasible to use; (e) e-learning gets an average assessment of "4.2" from material experts, so that according to the guidelines for converting quantitative data to qualitative data, e-learning learning media is categorized with the "Very Good" criteria and is feasible to use.
PENGARUH MEDIA PEMBELAJARAN AUDIOVISUAL TERHADAP PENINGKATAN BELAJAR SISWA DALAM PEMBELAJARAN BAHASA INDONESIA DI SD BUDAYA Mega Afrilliyan; Siti Sahronih
PERISKOP : Jurnal Sains dan Ilmu Pendidikan Vol. 3 No. 1 (2022): PERISKOP: Jurnal Sains dan Ilmu Pendidikan
Publisher : Institut Pendidikan dan Bahasa Invada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58660/periskop.v3i1.24

Abstract

Proses pembelajaran yang cenderung menggunakan metode konvensional menyebabkan kurangnya kreativitas guru untuk menghadirkan belajar mengajar yang kreatif dan menyenangkan terutama dalam pembelajaran Bahasa indonesia. Pembelajaran tersebut misalnya dapat dilakukan salah satunya dengan cara menggunakan media ajar seperti audiovisual. Peneliti melakukan penelitian untuk melihat bagaimana pengaruh media belajar audiovisual tujuannya dapat meningkatkan hasil belajar siswa terhadap pembelajaran Bahasa Indonesia dengan memanfaatkan fasilitas sekolah yakni proyektor infokus, dengan maksud mengatasi rasa bosan dan meningkat semangat belajar siswa. Dalam penelitian ini peneliti menggunakan metode eksperimen yang bersifat kuantitaf Sampel yang digunakan merupakan siswa kelas Tinggi SD Budaya sebanyak 30 orang. Agar mengetahui apakah terdapat perubahan saat menggunakan media audiovisual pada nilai siswa khususnya pada mata pelajaran Bahasa Indonesia, rata – rata dari Pre- Test yakni 70.30 dan rata – rata dari Pos-Test yakni 79.97 . dapat memperoleh hasil kolerasi yakni -,119 dan hasil signifikansi yakni 0.531 . Karena hasil signifikasi yang didapatkan yakni 0.531 Uji Paired Test dengan variabel hasil belajar siswa dan variabel pemanfaatan media pembelajaran audiovisual menghasilkan nilai signifikansi (2-tailed) 0,002 berdasarkan data tersebut di atas. Kesimpulan penelitian ini adalah Ho ditolak sedangkan Ha disetujui karena 0,002 adalah 0,005.
PENERAPAN MODEL PEMBELAJARAN PROJECT BASED LEARNING DALAM MENINGKATKAN HASIL BELAJAR IPA SISWA SEKOLAH DASAR Eva Wati; Siti Sahronih
PERISKOP : Jurnal Sains dan Ilmu Pendidikan Vol. 3 No. 2 (2022): PERISKOP: Jurnal Sains dan Ilmu Pendidikan
Publisher : Institut Pendidikan dan Bahasa Invada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58660/periskop.v3i2.26

Abstract

Science is one of the important subjects in elementary schools that must be learned by students. This study aims to describe the implementation of the project based learning model in science learning in grade IV elementary school. This research is a qualitative research, with a descriptive research approach.This study aims to improve Science Learning Outcomes. The learning model of Project Based Learning on the learning outcomes of elementary school students. This research method will help students in understanding to improve student learning outcomes. The samples involved in this study were fourth grade students at SDN 3 Mundu, totaling 36 students. This data collection was carried out using the test method with this test instrument consisting of learning outcomes in the form of multiple choice questions to measure student learning outcomes and observations with instruments in the form of observation sheets to measure student activity in the learning process.Data analysis in this study used descriptive analysis. The results showed that learning with the Project Based Learning learning model could improve student learning outcomes with an average score of 74.6 and 78.75 with classical completeness of 65% and 90%. The percentage increase in student learning outcomes classically from cycle I to cycle II is 25%. These results lend credence to the idea that student learning outcomes are enhanced by learning experiences.