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Penggunaan Pendekatan Contextual Teaching and Learning (CTL) untuk Meningkatkan Hasil Belajar IPA Dwiana, Ari Aprilia; Handika, Handika
Journal of Development Education and Learning (JODEL) Vol. 1 No. 1 (2023): May 2023
Publisher : LPPI Yayasan Almahmudi bin Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70437/jodel.v1i1.16

Abstract

This research was conducted starting from the fact that there were still many students who had not achieved completeness in science learning outcomes. This class action research was conducted in class VI at SD Pahlawan. The reason for choosing the research location is because the writer is a teacher at SD Pahlawan, and this school has never applied the CTL learning approach to science learning with a total of 9 boys and 9 girls. Data collection techniques used in this study are observation, testing, and documentation techniques. Based on the results of the study it can be concluded that the average teacher activity in cycle I was 65.83% in the sufficient category, increasing to 85.83% in the good category in cycle II. The average student activity in cycle I was 61.34% in the sufficient category, increasing in cycle II to 78.00% in the good category. The increase in the completeness of student learning outcomes was: only 7 (38.88%) completed the pre-cycle, the first cycle increased to 13 (72.22%), and the second cycle increased to 17 (94.44%) who completed. The conclusion of this study is that using the CTL learning approach can improve science learning outcomes on Plant Propagation material, students of class VI SD Pahlawan. Kampar District.
Peningkatan Hasil Belajar Siswa Kelas IV SD Negeri 026 Rambah Samo Materi Perkalian melalui Model Pembelajaran Tipe Think Pair Share Halimah, Halimah; Dwiana, Ari Aprilia
Jurnal Pendidikan Tambusai Vol. 9 No. 2 (2025): Agustus
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini bertujuan menganalisis penerapan model pembelajaran tipe Think Pair Share (TPS) untuk meningkatkan hasil belajar Matematika materi Perkalian pada siswa kelas IV SD Negeri 026 Rambah Samo. Penelitian ini adalah Penelitian Tindakan Kelas yang melibatkan siswa kelas IV yang berjumlah 23 orang siswa. Metode pengumpulan data menggunakan observasi, tes dan dokumentasi. Metode analisis data dengan analisis kuantitatif dan kualitatif. Hasil penelitian ini menunjukan bahwa hasil belajar mata pelajaran Matematika dengan materi Perkalian dinyatakan meningkat. Hal ini dibuktikan dari peningkatan hasil belajar siswa-siswi kelas IV SD Negeri 026 Rambah Samo pada siklus I adalah 30,44% dan siklus II adalah 86,95%. Berdasarkan data persentase tersebut menunjukkan bahwa adanya peningkatan hasil belajar siswa pada tiap siklus. Peningkatan persentase dari dari siklus I ke siklus II sebesar 56,51%.
PENERAPAN MODEL PEMBELAJARAN LEARNING TOGETHER MENINGKATKAN PRESTASI SISWA MATA PELAJARAN TEKNOLOGI INFORMASI DAN KOMUNIKASI Karlina, Karlina; Dwiana, Ari Aprilia
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol 8, No 2 (2025): May 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i2.3174

Abstract

Abstract: Tujuan penelitian ini adalah untuk mengetahui peningkatan Prestasi siswa kelas VII MTS Swasta Menaming materi Sistem Komputer pelajaran Teknologi Informasi dan Komunikasi (TIK) dengan menggunakan Model Learning Together. Pendekatan yang digunakan adalah pendekatan kualitatif dengan desain Penelitian Tindakan Kelas. Subjek penelitian ini adalah siswa kelas VII berjumlah 30 orang siswa. Berdasarkan hasil analisis data dengan cara membandingkan hasil observasi dan tes pada siklus I dan siklus II. Hasil penelitian menunjukkan bahwa peningkatan dari siklus I ke siklus II sebanyak 30,00%. Dimana pada siklus I ketuntasan yang diperoleh 63,33% dengan jumlah siswa 19 orang, sedangkan pada siklus II jumlah persentase ketuntasan adalah 93,33% dengan jumlah siswa meningkat menjadi 28 orang yang tuntas dalam belajar. Jadi, dari hasil siklus I dan siklus II, penelitian sudah selesai, karena ketidak tuntasan pada siklus I sudah diperbaiki pada siklus II. Oleh karena itu, penerapan model pembelajaran Kooperatif Learning model Learning Together dapat meningkatkan hasil belajar. Keyword: Learning Together; Prestasi; TIK. Abstrak: The purpose of this study was to determine the improvement in the achievement of class VII students of MTS Swasta Menaming in the Computer System material of Information and Communication Technology (ICT) lessons using the Learning Together Model. The approach used is a qualitative approach with a Classroom Action Research design. The subjects of this study were 30 class VII students. Based on the results of data analysis by comparing the results of observations and tests in cycles I and II. The results showed that the increase from cycle I to cycle II was 30.00%. Where in cycle I the completeness obtained was 63.33% with 19 students, while in cycle II the percentage of completeness was 93.33% with the number of students increasing to 28 students who completed learning. So, from the results of cycles I and II, the study has been completed, because the incompleteness in cycle I has been corrected in cycle II. Therefore, the application of the Cooperative Learning learning model Learning Together model can improve learning outcomes.. Kata kunci: Learning Together; Achievement; ICT  
The Effect of the Use of Quizlet Evaluation Media on the Computational Thinking Ability of Class X Students at SMAN 1 Rambah Yogi, Yogi; Jufri, Jufri; Muslim, Muslim; Dwiana, Ari Aprilia
Journal of English Language and Education Vol 10, No 4 (2025)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jele.v10i4.1209

Abstract

This study examines the impact of using Quizlet as an evaluation tool on students' computational thinking abilities at SMAN 1 Rambah. A quantitative method with a one-group pretest-posttest design was employed, involving 36 students from class X-A selected through purposive sampling. Data were collected using computational thinking tests administered before and after the intervention. The results showed a notable increase in students' average scores, from 64.58 in the pre-test to 78.33 in the post-test. A paired sample t-test confirmed a statistically significant difference with a p-value of 0.000 0.05, indicating that Quizlet significantly enhances students' skills in decomposition, pattern recognition, abstraction, and algorithm design. These findings highlight Quizlet’s potential not only as a language learning platform but also as an effective medium for developing computational thinking in secondary education.
PENERAPAN MEDIA PEMBELAJARAN SEGITIGA JOKOWI UNTUK MENINGKATKAN HASIL BELAJAR MATEMATIKA SISWA KELAS V SD NEGERI 09 LUNANG Aulia, Aisyah Nurul; Dwiana, Ari Aprilia
Jurnal Kepemimpinan dan Pengurusan Sekolah Vol. 10 No. 3 (2025): September (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jkps.v10i3.839

Abstract

Mathematics lessons in elementary school are synonymous with difficult lessons, especially in distance, speed and time materials. This is evidenced by the results of a pre-research questionnaire which showed that 60% of students did not like mathematics lessons. Therefore, a visual learning medium that attracts students' interest is needed. This study aims to find out the extent to which the application of Jokowi's triangle media can improve students' mathematics learning outcomes. This research was conducted with a type of classroom action research with qualitative and quantitative approaches (mixed methods). The data collection tools used are observation sheets, tests and documentation, this research was carried out in two cycles. Based on the results in the first cycle, it shows that the average student score is 68.5 with a percentage of 70.83% of students achieving the minimum completeness criteria (KKM), which has shown a slight increase compared to before using the Jokowi triangle media. Then improvements were made to the plan and implementation in the second cycle, it was found that the average student score increased significantly to 84.5 with 87.5% of students achieving the minimum completeness criteria (KKM). Based on the results of the study, the application of Jokowi's triangle learning media is said to be feasible to help improve students' mathematics learning outcomes and get positive responses from teachers and students.  
PENGARUH MEDIA PEMBELAJARAN AUDIO VISUAL TERHADAP MINAT BELAJAR SISWA KELAS IV DALAM MATA PELAJARAN PENDIDIKAN PANCASILA DI SD NEGERI 29 RANTAU BATU PASAR Bagindo, Intan Suri; Dwiana, Ari Aprilia
Jurnal Kepemimpinan dan Pengurusan Sekolah Vol. 10 No. 3 (2025): September (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jkps.v10i3.886

Abstract

The application of audio-visual learning media in elementary schools, especially in Pancasila Education subjects, has an impact not only on the effectiveness of understanding the material but also on improving students' social skills. This study aims to determine the influence of audio-visual learning media on the learning interest of grade IV students in Pancasila Education subjects. The background of this research is based on the low interest of students in learning Pancasila Education material which is theoretical and contextual. The method used in this study is Kuantitative with a quasi-experimental approach, which involves two classes, namely the experimental class that uses audio-visual media and the control class that uses conventional methods. The data collection technique is by learning interest questionnaires, observation and documentation. The results of the study show that the use of audio-visual learning media significantly increases students' interest in learning, which can be seen from the increased enthusiasm, attention and activeness of students during the learning process. The conclusion of this study is that audio visual learning media has a positive effect on increasing students' learning interest in Pancasila Education subjects.
EFEKTIFITAS MEDIA PEMBELAJARAN GAME MATH FOR KIDS TERHADAP KEMAMPUAN NUMERASI SISWA KELAS V SD NEGERI 013 RAMBAH Pratama, Amthorie Bangkit; Chandra, Detri Amelia; Dwiana, Ari Aprilia; Muslim, Muslim
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol 8, No 3 (2025): August 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i3.4277

Abstract

Abstract:This study aims to examine the effectiveness of the Game Math for Kids learning media in improving the numeracy skills of fifth-grade students at SD Negeri 013 Rambah. The research employed an experimental method with a One Group Pretest-Posttest design involving 24 students as participants. The instrument used was a set of pretest and posttest assessments designed to measure students’ numeracy abilities before and after the treatment. Data analysis revealed an increase in the average score from 58.88 (pretest) to 74.04 (posttest). The paired sample t-test showed a significance value of 0.000 (< 0.05), indicating a significant difference between pretest and posttest scores. The calculated N-Gain score was 0.369, which falls into the moderate effectiveness category. Furthermore, the effect size measured by Cohen’s d was 2.06, indicatinga very large effect. Therefore, the use of Game Math for Kids is proven to be effective in significantly and meaningfully enhancing elementary school students’ numeracy skills. Keyword:GameMathfor Kids, numeracyskills, learning media, N-Gain, Cohen’s d.  Abstrak:Penelitian ini bertujuan untuk menguji efektivitas media pembelajaran GameMathfor Kids terhadap peningkatan kemampuan numerasi siswa kelas V SD Negeri 013 Rambah. Penelitian ini menggunakan metode eksperimen dengan desain One Group Pretest-Posttest, yang melibatkan 24 siswa sebagai subjek penelitian. Instrumen yang digunakan berupa tes pretest dan posttest yang dirancang untuk mengukur kemampuan numerasi siswa sebelum dan sesudah perlakuan. Hasil analisis data menunjukkan bahwa terdapat peningkatan skor rata-rata dari 58,88 pada pretest menjadi 74,04 pada posttest. Uji pairedsample t-test menunjukkan nilai signifikansi sebesar 0,000 (< 0,05), yang berarti terdapat perbedaan yang signifikan antara skor pretest dan posttest. Nilai N-Gain yang diperoleh sebesar 0,369 menunjukkan kategori efektivitas sedang. Sementara itu, perhitungan effectsize dengan menggunakan Cohen’s d menghasilkan nilai sebesar 2,06 yang termasuk kategori efek sangat besar. Dengan demikian, penggunaan GameMathfor Kids terbukti efektif dalam meningkatkan kemampuan numerasi siswa sekolah dasar secara signifikan dan bermakna.  Kata kunci:GameMathfor Kids, kemampuan numerasi, media pembelajaran, N-Gain, Cohen’s d.   
CHATGPT Dalam Mendukung Pembelajaran di Sekolah Pardomuan Siregar, Faisal; Wahyudi, Sri; Chandra, Detri Amelia; Dwiana, Ari Aprilia
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 6, No 1 (2024): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v6i1.29826

Abstract

Di era serba digital seperti sekarang ini, penelitian berkenaan penggunaan ChatGPT dalam konteks pembelajaran di sekolah menjadi tema penting, menilik kontribusi asasi dan sumbangan signifikan teknologi kecerdasan buatan (artificial intelligence) ini bagi guru dan siswa. Metode penelitian merupakan studi kepustakaan, ditujukan untuk menjawab apa saja dukungan atau sokongan yang diberikan ChatGPT bagi para guru dan siswa di dalam proses pembelajaran di sekolah. Hasil analisis literatur menginformasikan bahwa ChatGPT memberikan dukungan dan sokongan yang lebar bagi guru dalam aneka sisi pembelajaran, semisal figurasi materi, pengembungan materi pembelajaran, penilaian dan evaluasi, pengelolaan kelas, dan pengembangan kurikulum. Sementara itu, ChatGPT juga memberikan dukungan yang beragam bagi siswa, termasuk dalam hal pembelajaran mandiri, bantuan pekerjaan rumah yang kreatif, praktek bahasa asing, rujukan referensi yang inspiratif, dan pemecahan masalah yang kompleks. Dukungan ini membuka peluang baru bagi guru dan siswa untuk meningkatkan efektivitas dan kreativitas mereka dalam pembelajaran, serta menciptakan lingkungan pembelajaran yang lebih dinamis, kreatif, attraktif, persuasif, dan adaptif.