Dea Sinta Maharani
Unknown Affiliation

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

DEVELOPMENT OF CRITICAL THINKING TEST INSTRUMENT READING USING THE GRAPHIC ORGANIZER MEDIA Otang Kurniaman; Eddy Noviana; Neni Hermita; Dea Sinta Maharani; Ardanil Marwan
JURNAL PAJAR (Pendidikan dan Pengajaran) Vol 3, No 5 (2019)
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v3i5.7809

Abstract

Critical thinking is sensible thinking that focuses on deciding what they should do. This research method uses the 4-D model proposed by Thiagarajan and Semmel with four stages consisting of define, design, development and disseminate. This study only evaluates validators in the value of test instruments with research results assessed by validators about the contents of critical thinking test instruments with an average of 87.5 in the very feasible category, while in the validation results the presentace of critical thinking assessment instruments with an average of 98% in the very decent category. For this reason, it was concluded that the critical thinking test reading instrument with graphic organizer media was appropriate to be used to measure students' abilities in critical thinking
USING TEAMS GAMES TOURNAMENT (TGT) MODEL ASSOCIATED WITH SNAKES AND LADDER GAMES MEDIA TO IMPROVE STUDENTS' LEARNING ACTIVITIES AT GRADE V OF SDN 13 KAPALO KOTO, PADANG Dea Sinta Maharani; Junaidi Indrawadi; Ulil Amri
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 10 No. 4 (2021): August
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v10i4.8474

Abstract

This research was motivated by the results of observations that students’ learning activities were still low. This was due to the Covid-19 pandemic that hit the world so that the learning process was carried out online. The online learning process did not stimulate students to carry out learning activities so that the students' learning activities were low. This study aimed to increase students’ learning activities by using Cooperative learning model of the Teams Games Tournament (TGT) type assisted by the snake and ladder game media. This research was classroom action research consisting of two cycles with 4 stages, namely planning, implementation, observation and reflection. The subjects of this study were 31 students of class VB. The data collection method used in this research was observation. The results showed that the average percentage of students’ learning activities classically increased. This was seen from the results of observations of students’ learning activities in cycle 1 which was 64.52% and in cycle 2 for 85.28%. Based on the results of this study, it was concluded that using TGT type cooperative model with snakes and ladders game media improved students’ learning activities.