Khofifatun Nafiah
Unknown Affiliation

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

Found 2 Documents
Search

PENGEMBANGAN MEDIA PERMAINAN ULAR TANGGA (PERULTA) DALAM PEMBELAJARAN IPA KELAS IV SD NEGERI 2 TRIKARYA Khofifatun Nafiah; Satinem Satinem; Elya Rosalina
Jurnal Perspektif Pendidikan Vol 16 No 1 (2022): Jurnal Perspektif Pendidikan Vol 16 No 1 Juni 2022
Publisher : LP4MK STKIP PGRI Lubuklinggau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31540/jpp.v16i1.1600

Abstract

Penelitian ini bertujuan untuk mengembangkan media permainan ular tangga (perulta) dalam pembelajaran IPA kelas IV SD Negeri 2 Trikarya. Jenis penelitian ini yakni Research and Development dengan model pengembangan ADDIE. Subjek penelitian ini berjumlah 22 peserta didik. Teknik pengumpulan data yakni wawancara, angket dan tes. Berdasarkan hasil uji kevalidan diperoleh skor keseluruhan sebesar 0,78 dengan kategori cukup tinggi. Hasil dari uji kepraktisan dengan skor rata-rata keseluruhan 95,45 dengan kategori sangat praktis. Dan hasil dari uji efektifitas dengan skor rata-rata keseluruhan 0,77 dengan kategori tinggi, sehingga dapat disimpulkan bahwa media permainan ular tangga (perulta) memenuhi kriteria valid, praktis dan efektifitas.
PENINGKATAN HASIL BELAJAR MATA PELAJARAN IPAS MENGGUNAKAN GAME LEARNINGAPPS PADA PESERTA DIDIK KELAS IV.A SD NEGERI 55 PALEMBANG Khofifatun Nafiah; Somakim; Putri Mindarti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 2 (2024): Volume 09 No. 2 Juni 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

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

Abstract

The learning outcomes of class IV.A students at SD Negeri 55 Palembang in science subjects are still low. When learning takes place, students have difficulty understanding science material, students consider science subjects boring, they are not liked by students and students lack enthusiasm in the learning process in science subjects, thus causing low student learning outcomes. Therefore, it requires innovation in learning by using learningapps games. This research aims to improve student learning outcomes in science and science subjects in class IV.A of SD Negeri 55 Palembang by using learningapps games. This research is Classroom Action Research (PTK) which consists of three cycles. Each cycle consists of four stages which include planning, implementing actions, observing and reflecting. The subjects of this research were class IV.A students, totaling 28 students consisting of 12 men and 16 women. Data collection techniques are carried out through tests (formative tests) and non-tests (observation, interviews and documentation). The results of the pre-cycle research showed that the average score was 61.43 with a percentage of 39.29%. In cycle I, the average score increased to 70 with a percentage of 53.57%. In cycle II, the average score increased to 78.57 and the percentage of completion became 75%. And in cycle III the average score increased to 89.29 with a percentage of 92.86%. It can be concluded that science subjects using learningapps games can improve student learning outcomes in class VI.A of SD Negeri 55 Palembang.