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PENGARUH PENGGUNAAN ALAT PERAGA GATOTKACA TERBANG TERHADAP HASIL BELAJAR MATEMATIKA PADA SISWA KELAS III SEKOLAH DASAR Ahmad Ipmawan Kharisma
Jurnal Review Pendidikan dan Pengajaran (JRPP) Vol. 3 No. 1 (2020): Volume 3 Nomor 1 Juni 2020
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v3i1.828

Abstract

Penelitian ini dilatarbelakangi oleh kenyataan bahwa proses pembelajaran di sekolah guru hampir tidak pernah menggunakan alat peraga yang dapat digunakan sesuai dengan konsep yang akan diajarkan. Bahkan, siswa lebih bersemangat ketika guru menggunakan alat peraga, terutama dalam matematika. Masalah yang diteliti adalah "Apakah ada pengaruh penggunaan alat peraga terbang Gatotkaca pada hasil belajar matematika pada siswa kelas tiga?" Dan tujuan yang ingin diperoleh untuk mengetahui apakah ada pengaruh penggunaan alat peraga Gatotkaca terbang terhadap hasil belajar matematika siswa di kelas III. Jenis penelitian adalah peneliti kuantitatif dengan menggunakan kelas eksperimen dan kelas kontrol dan jenis tes awal dan akhir, menggunakan sampel penuh dan teknik pengambilan sampel menggunakan random sampling untuk menentukan kelas kontrol dan eksperimen. Populasi penelitian adalah semua kelas III di SDN Dukuh Menanggal II/425 Surabaya, sampel yang digunakan kelas III A dan III B terdiri dari masing-masing 26 siswa, teknik pengumpulan data yang digunakan adalah tes. Dari hasil yang diperoleh validitas data RPP sehubungan dengan beberapa aspek yang dinilai dapat dikategorikan baik. Sebelum melakukan tes, peneliti menguji normalitas dan menguji homoginitas kelas eksperimen dan kelas kontrol, peneliti dapat membuktikan bahwa baik kelas normal maupun homogen. Kemudian untuk hasil uji t diperoleh t hitung atau 2,12> 1,67 Jadi, H0 ditolak, dapat dinyatakan, karena H1 diterima, artinya alat peraga Gatotkaca terbang berpengaruh terhadap hasil belajar siswa di kelas III SDN Dukuh Menanggal II/425 Surabaya.
The Influence of Role Playing Learning Model on Learning Outcomes of Speaking Skills in Simple Interviewing for Fifth Grade Students of SDN 2 Tambakrigadung Lamongan Mochammad Miftachul Huda; Ahmad Ipmawan Kharisma; Nur Fathin Afifah
JURNAL JENDELA PENDIDIKAN Vol. 2 No. 01 (2022): Jurnal Jendela Pendidikan: Edisi Februari 2022
Publisher : CV. Jendela Edukasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57008/jjp.v2i01.135

Abstract

The purpose of this study is to see how the role playing learning model affects students' speaking skills in class 5C SDN 2 Tambakrigadung Lamongan. This is a quantitative study that use the Posttest-Only Control Design approach. The data was collected using a random sampling technique and a learning outcome test in the form of a description (conversational text). The two-sample paired t-test formula was used for hypothesis testing. With 39 students in each class, the sample comprised of two classes: class 5C as the experimental group and class 5A as the control group. The results of the data analysis revealed that the role playing model had an effect on the speaking abilities of 5th grade students at SDN 2 Tambakrigadung Lamongan.The results of the data analysis revealed that the value of tcount was bigger than ttable, or 5.80 > 1.665 at a significance level of 5%, hence H0 was rejected and Ha was given.
Penggunaan Tehnik Permainan Menyusun Kalimat Dengan Media Kartu Kata Untuk Meningkatkan Keterampilan Menulis Paragraf Kelas III SDN Tambakrigadung 2 Ahmad Ipmawan Kharisma; Mochammad Miftachul Huda; Shinta Shinta
JURNAL JENDELA PENDIDIKAN Vol. 2 No. 01 (2022): Jurnal Jendela Pendidikan: Edisi Februari 2022
Publisher : CV. Jendela Edukasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57008/jjp.v2i01.138

Abstract

Penelitian ini meningkatkan keterampilan menulis paragraf melalui teknik permainan menyusun kalimat dengan media kartu kata siswa kelas III SDN Tambakrigadung 2. Penelitian ini merupakan penelitian tindakan kelas dengan menggunakan dua siklus. Setiap siklus terdiri dari empat tahap yaitu perencanaan, pelaksanaan, observasi, dan refleksi. Subyek penelitian ini adalah siswa kelas III yang berjumlah 37 siswa, masing-masing terdiri dari 16 laki-laki dan 22 perempuan, sedangkan lokasi dalam penelitian ini adalah SDN Tambakrigadung 2. Data penelitian diperoleh dari hasil lembar observasi aktivitas guru, aktivitas siswa dan hasil belajar siswa. Dari hasil analisis didapatkan bahwa nilai rata-rata siswa pada refleksi awal sebesar 65,89, siklus I sebesar 67,05 dan siklus II 80,39. Dari data tersebut dapat disimpulkan bahwa penggunaan teknik permainan menyusun kalimat dengan media kartu kata dapat meningkatkan keterampilan menulis paragraf kelas III SDN Tambakrigadung 2.
COUNSELING GUIDANCE HANDLING OF HYPERACTIVE CHILDREN Faza Ida Nurul Jannah; Viviana Nisful Laili; Avicarizta Zunia Avinda; Ahmad Ipmawan Kharisma
Journal of Elementary Education Vol. 1 No. 1 (2024): JUNE
Publisher : Universitas Muhammadiyah Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38040/jeleduc.v1i1.913

Abstract

The background of the teacher's role in dealing with hyperactive children includes the teacher being a motivator, advisor as well as the teacher being a facilitator for children during learning. Hyperactive children tend not to want to be quiet and always run everywhere, disturbing their friends and others. The purpose of this study examines how the role of the teacher in dealing with hyperactive children. This research uses descriptive qualitative research. The instruments of this research are teacher interviews and student observations.  In this study also found several teacher techniques in dealing with hyperactive children, namely (1) by giving assignments to children so that the child has a sense of responsibility. (2) the teacher gives praise to hyperactive children if they complete the tasks given by the teacher. (3) the teacher also provides active activities for hyperactive children. The conclusion of this study is that the teacher has provided maximum counseling guidance to hyperactive children. Suggestions to further researchers can conduct research in other places.
Augmented Reality Media: Development and Validation to Improve Critical Thinking Skills of Elementary School Student Miftakhul Khasanah; Ahmad Ipmawan Kharisma; Mochammad Miftachul Huda
Jurnal Tematik Vol 14 No 1 (2025): Jurnal Tematik
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jt.v14i1.68193

Abstract

This study aims to determine the validity, practicality, and effectiveness of Augmented Reality media in improving the critical thinking skills of fourth-grade students in IPAS subjects in elementary schools. This study uses the Research and Development method with the ADDIE model, which has five stages, namely analyze, design, development, implementation, and evaluation. The study employed a Control Group Pretest-Posttest design with fourth-grade students at Muhammadiyah 1 Ngimbang Lamongan Elementary School. Data analysis was conducted through prerequisite tests and hypothesis testing. The results of the study indicate that: (1) The Augmented Reality learning media was found to be highly valid based on the validation results: media experts 3.80, design 3.84, content 3.86, and learning devices 3.80. (2) The media is considered practical based on student responses in small-group trials (3.46), large-group trials (3.57), and student activities (3.22 and 3.55). (3) The media is also effective, as evidenced by the T-test (0.000) and N-Gain scores of 40.62% (experimental class) and 68.09% (control class). It is concluded that Augmented Reality media can enhance elementary school students' critical thinking skills.
Media Smart Apps Creator: Pengembangan dan Validasi untuk Meningkatkan Pemahaman Konsep IPAS Di Sekolah Dasar Amanah Mardika Megi Sya’adah; Ahmad Ipmawan Kharisma; Mochammad Miftachul Huda
Jurnal Tematik Vol 14 No 2 (2025): Jurnal Tematik
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jt.v14i2.68196

Abstract

This study aims to determine the validity, practicality, and effectiveness of digital learning media based on Smart Apps Creator in improving the understanding of IPAS concepts among fifth-grade elementary school students. The type of research used is Research and Development (R&D) with the ADDIE model and a control group pretest-posttest design with fifth-grade students at Bedahan Public Elementary School as the subjects. Data collection techniques include validation, questionnaires, and concept understanding tests. There are two analysis techniques: prerequisite analysis testing and hypothesis testing. The validation results showed that the media fell into the highly valid category with scores from media experts of 3.88; design experts of 3.93; content experts of 3.79; and learning tools of 3.83. The media was also deemed highly practical based on student responses from small groups (3.35) and large groups (3.52), as well as student activities with scores of 3.45 and 3.75. The effectiveness of the media was proven through a paired t-test with a significance level of 0.026 < 0.05 and an N-Gain Score in the “moderate” category. Thus, the digital learning media based on Smart Apps Creator has been proven to be valid, practical, and effective in enhancing elementary school students' understanding of IPAS concepts.