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Journal : JURNAL TUNAS PENDIDIKAN

PENGEMBANGAN GAME QUIZIZZ SUBTEMA KEBERAGAMAN BUDAYA BANGSAKU PADA SISWA KELAS IV SDN WONOTIRTO 05 KABUPATEN BLITAR Novialita Angga Wiratama
Jurnal Tunas Pendidikan Vol 5 No 1 (2022): JURNAL TUNAS PENDIDIKAN
Publisher : LP3M STKIP Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (196.314 KB) | DOI: 10.52060/pgsd.v5i1.892

Abstract

Abstract This research is a type of Research and Development (R&D) development. The subjects of this development research were 22 fourth grade students. The procedure of this research using the Four-D model consists of four stages, namely the stage of definition, design, development and implementation. The researcher's data collectors provided validation sheets and response questionnaires to students. The validation sheet comes from 3 validators, namely material, language and media. The results of the validation assessment of media, language and material experts obtained data that the product developed in the form of a quiz game was valid to be used as a medium in learning without revision. After going through the validation stage and being declared eligible for testing, the quizizz game product was tested on 22 fourth grade students at SDN Wonotirto 5. Students were given evaluation questions to determine the effectiveness of the quizizz game media. Student learning outcomes test scores are calculated using classical completeness. Completeness can be achieved if student learning outcomes reach a value of 75 out of a maximum value of 100, while classical completeness can be achieved if 75% of the number of students in the class have reached a value of 75. From the test results, data obtained that 18 students scored above the KKM and there were 4 students who scored below the KKM. After being calculated using the classical completeness formula, the percentage result is 84%, so it can be concluded that the quizizz game used has been effectively used.
PENGEMBANGAN BUKU CERITA UNTUK MENINGKATKAN KETERAMPILAN MEMBACA SISWA KELAS I SDN KEDUNGREJO 1 KEREK KABUPATEN TUBAN Novialita Angga Wiratama
Jurnal Tunas Pendidikan Vol 5 No 2 (2023): JURNAL TUNAS PENDIDIKAN
Publisher : LP3M STKIP Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v5i2.1126

Abstract

15 out of 22 pupils at SDN Kedungrejo 1 were found to be struggling with reading, according to the results of class teacher interviews and observations. Lack of practice is the cause of the challenge. This researcher wants to understand how storybook learning media are created and whether they are appropriate. The ADDIE model is used in R&D research. Materials expert validation sheets, media and language, teacher and student answer questionnaire sheets, and student test sheets were used as the data collection tools in this study. According to the findings of the validation test, using the results of the percentages of material experts (80%), media experts (90%) and linguists (93%), was extremely likely. Forms for teacher and student responses to questionnaires include useful learning criteria. 91% of questionnaires with responses from teachers and 89% of questionnaires with responses from students. Additionally, student test results reveal that the criteria for effective application are met with an 86% score for classical completeness. Student assessments and data from teacher and student response questionnaires demonstrate the viability, usefulness, and effectiveness of the designed storybook media
BUDAYA LUHUR KUPATAN MAKNA DAN NILAI DALAM PEMBELAJARAN PESERTA DIDIK SEKOLAH DASAR Fatimah, Iis Daniati; Novialita Angga Wiratama; Fera Dwidarti
Jurnal Tunas Pendidikan Vol. 7 No. 2 (2025): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v7i2.2854

Abstract

This article examines the meaning and value of the kupatan tradition for students. The method used is a qualitative method with a descriptive analysis approach that aims to explain how the kupatan tradition has an impact on the value and meaning for students. The results of this study indicate that the kupatan tradition in several regions has its own characteristics. However, these characteristics do not eliminate the meaning of the kupatan tradition itself, which is a form of gratitude to God Almighty. Kupat as a regional specialty food has its own meaning for students. Kupat is closely related in terms of mathematics ketupat has a geometric shape that can be studied by students. Through civic education that reflects the attitude of mutual cooperation, togetherness, harmony and never give up. In the review of kupat language has a variety of meanings seen from the meaning and understanding. The conclusion of the research carried out that through the kupatan tradition can instill good and moral values for students in everyday life.
UPAYA MENINGKATKAN HASIL BELAJAR SISWA PADA MATA PELAJARAN IPAS MELALUI PENGGUNAAN MEDIA BAAMBOOZLE KELAS IV UPT SD NEGERI BATURETNO I TUBAN Fatimah, Iis Daniati; Novialita Angga Wiratama; Fera Dwi Darti
Jurnal Tunas Pendidikan Vol. 8 No. 1 (2025): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v8i1.3705

Abstract

Classroom action research is the research used in this study. The purpose of the research is to describe the improvement of learning outcomes in IPAS for grade IV after the use of Baamboozle game media. The data collection methods used include interIVews, observations, documentation, and tests. The research subjects consisted of 28 students, comprising 12 male students and 16 female students. Based on the research results, it was found that 14 students or 74% of all students scored below 60, compared to the first cycle data where only 10 students or 53% had scores below 60, while the number of students who were not yet finished is 5 students or 26% who scored above 70. The results of the observation of student actiIVties in learning consists of: 1) students make an effort to ask questions if there is something they do not understand; 2) students make an effort to solve IPAS problems in their own way; 3) students make an effort to complete IPAS problems following the steps that have been outlined. Keywords: Learning outcomes; IPAS; Baamboozle Media
UPAYA MENINGKATKAN HASIL BELAJAR SISWA PADA MATA PELAJARAN IPAS MELALUI PENGGUNAAN MEDIA BAAMBOOZLE KELAS IV UPT SD NEGERI BATURETNO I TUBAN Fatimah, Iis Daniati; Novialita Angga Wiratama; Fera Dwi Darti
Jurnal Tunas Pendidikan Vol. 8 No. 1 (2025): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v8i1.3705

Abstract

Classroom action research is the research used in this study. The purpose of the research is to describe the improvement of learning outcomes in IPAS for grade IV after the use of Baamboozle game media. The data collection methods used include interIVews, observations, documentation, and tests. The research subjects consisted of 28 students, comprising 12 male students and 16 female students. Based on the research results, it was found that 14 students or 74% of all students scored below 60, compared to the first cycle data where only 10 students or 53% had scores below 60, while the number of students who were not yet finished is 5 students or 26% who scored above 70. The results of the observation of student actiIVties in learning consists of: 1) students make an effort to ask questions if there is something they do not understand; 2) students make an effort to solve IPAS problems in their own way; 3) students make an effort to complete IPAS problems following the steps that have been outlined. Keywords: Learning outcomes; IPAS; Baamboozle Media