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MENINGKATKAN AKTIVITAS BELAJAR SISWA MELALUI MODEL PEMBELAJARAN NUMBERED HEADS TOGETHER (NHT) PADA MATA PELAJARAN PKN DIKELAS IV SDN 07 TAPA, KABUPATEN BONE BOLANGO Moh. Jenli Abbas
JISOS: JURNAL ILMU SOSIAL Vol. 1 No. 1: Februari 2022
Publisher : Bajang Institute

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Abstract

Permasalahan yang diangkat dalam penelitian ini yaitu; Apakah melalui model pembelajaran Numbered Heads Together (NHT) dapat meningkatkan aktivitas belajar siswa kelas IV pada mata pelajaran Pkn. Berdasarkan permasalahan tersebut maka tujuan yang hendak dicapai dalam penelitian ini yaitu untuk meningkatkan aktivitas belajar dengan menggunakan model pembelajaran Numbered Heads Together (NHT) pada pembelajaran PKn dikelas IV SDN 07 Tapa, Kabupaten Bone Bolango. Hasil Penelitian menujukkan bahwa Pada penelitian ini, peneliti dibantu oleh guru wali kelas IV atas nama ibu Hastuti Maliku, S.Pd yang memberikan penilaian kepada peneliti saat melaksanakan proses pembelajaran. Sementara untuk penilaian kepada siswa pada saat proses pembelajaran, dilakukan oleh peneliti sendiri. Pelaksanaan penelitian dilakukan dalam bentuk siklus. Penelitian ini diawali dengan observasi awal terhadap subyek penelitian untuk mengumpulkan data yang akan dirumuskan pada rumusan masalah penelitian. Data observasi awal mengenai pembelajaran PKn yang dilaksanakan pada tahun ajaran 2018/2019 diperoleh data bahwa tingkat aktivitas belajar kurang dari 50% atau sebesar 23.07%. Guru seharusnya tidak melakukan pengajaran hanya dengan model pembelajaran yang monoton atau hanya menggunakan model ceramah. Untuk memicu keaktifan siswa pada proses pembelajaran, guru harus mampu menerapkan model pembelajaran yang bervariasi, sehingga siswa akan lebih antusias belajar dan aktivitas belajar siswa dapat meningkat. Adapun bagi Siswa disarankan lebih aktif selama proses pembelajaran berlangsung sehingga dapat meningkatkan aktivitas belajar melalui model pembelajaran NHT.
PERAN SEKOLAH DALAM MENGELOLA SUMBER BELAJAR DI SDN 04. BATUDAA PANTAI KABUPATENGORONTALO Moh. Jenli Abbas; Ani M. Hasan; Putriwanti; Nanda Saputra
Jurnal Pendidikan Dasar dan Sosial Humaniora Vol. 1 No. 4: Februari 2022
Publisher : Bajang Institute

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Abstract

Permasalahan yang diangkat dalam penelitian ini yaitu bagaimana peran sekolah dalam mengelola sumber belajar di SDN 04 Batudaa Pantai Kabupaten Gorontalo dan bagaimana mengembangkan sumber belajar di SDN 04 Batudaa Pantai Kabupaten Gorontalo. Berdasarkan permasalahan tersebut maka tujuan yang hendak dicapai dalam penelitian ini yaitu ingin mengkaji seberapa besar Peran Sekolah Dalam Mengelola Sumber Belajar di SDN 4 Batudaa Pantai Kabupaten Gorontalo.Hasil Penelitian menujukkan bahwa peran sekolah dalam mengelola sumber belajar di SDN 04 Batudaan Pantai Kabupaten Gorontalo telah dilaksanakan sesuai prosedur tetapi masih terdapat sebagian yang belum dilaksanakan secara optimal. Adapun aspek yang telah dilaskanakan secara optimal adalah perencanaan sumber belajar,perawatan, evaluasi dan pelaporan sumber belajar. Pengelolaan sumber belajar yang belum optimal adalah peran Sekolah dalam Pengadaan Sumber Belajar, Pencairan Dana, Pengadaan dan Pembuatan laporan Pertanggung Jawaban. Sumber belajar di SDN 04 Batudaa Pantai Kabupaten Gorontalo dapat diklasifikasi dalam 2 klasfikasi yaitu sumber belajar dalam ruangan dan sumber belajar di luar ruangan. Jenis sumber belajar dalam rauangan di SDN 04 Batudaan Pantai berupa buku Pembelajaran,media Pembelajaran, Alat Pembelajaran Seni dan Alat Pembelajaran Olah Raga. Sumber belajar di luar yaitu taman Sekolah, Kebun Sekolah Kolam Sekolah dan lapangan olah raga. Disarankan bagi kepala sekolah agar dapat meningkatkan peran dalam mengelola sumber belajar yang ada disekolah baik, sedngkan bagi guru disarankan dapat meningkatkan pengetahuan dan keteranpilan dalam menetapkan dan memilih lingkungan sebagai sumber belajatr bagi siswa Bagi siswa disarankan dapat memanfaatkan lingkungan sebagai sumber belajar sesuai dengan materi yang dipelajrari sehingga pemahaman terhadap materi pembelajaran bukan hanya bersifat konsep dan teori tetapi lebih diarahkan pada pembelajaran nyata dan kontekstual sehingga menumbuhkan lifeskill siswa.
THE ROLE OF EDUCATION MANAGEMENT IN MANAGING THE SCHOLARSHIP PROGRAMME AND ITS IMPACT ON STUDENT ACHIEVEMENT Erwin; Moh. Jenli Abbas; Abdul Wahab Syakhrani
Indonesian Journal of Education (INJOE) Vol. 4 No. 2 (2024): AUGUST
Publisher : CV. ADIBA AISHA AMIRA

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Abstract

This research explores the role of education management in the management of scholarship programmes and their impact on student achievement. Effective education management plays an important role in ensuring that scholarship programmes are transparent, fair and efficient. A proper selection process, efficient fund management, as well as additional support such as academic guidance and mentoring, are crucial elements that education management must ensure. The results showed that students receiving scholarships had higher motivation and less financial pressure, which had a positive impact on their focus and academic performance. In addition, the additional support from the scholarship programme helps students face academic challenges and develop the required skills. Thus, the role of good education management in the management of scholarship programmes not only supports individual student achievement, but also contributes to improving the overall quality of education.
Development of the Socioecopreneur for Children (MSC) Module as an Effort to Support Sustainable Main Tourism Destination Programs at Public Elementary School( SDN) 04 Kampung Bajo Torosiaje Jenli Abbas, Moh.; Maulidyawanti Moonti, Gusfin; Samad, Pratiwi; Suryani Munir, Fairus
International Journal of Language and Ubiquitous Learning Vol. 2 No. 4 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/ijlul.v2i4.1493

Abstract

Background. Bajo Village of Torosiaje is part of the selected DSP based on its tourism potential to boost the economy through the tourism industry. The main issue that arises is waste management. Poor waste management has led to the accumulation of waste along several roads leading to the tourist sites in Kampung Bajo Torosiajegies. Purpose. The development of this modul aim to foster children’s growth of the tourism industry in Bajo Torosiaje including in the awareness of social, envoronmental and economic sustainability as well as mproving human resource quality, setting it apart from other programs. Method. The methodology employs a Research and Development (R&D) approach based on the 4D model by Thiagarajan, focusing on a Socioecopreneurship Business Plan. This plan includes business planning materials and socioecopreneurship activities, incorporating socioecopreneur character values tailored for elementary school students. Results. The ecopreneurship-based learning approach significantly boosted students' entrepreneurial interest and environmental literacy. Interest scores increased from 69 to 72, while the percentage of students with low interest dropped from 27% to 3%. Additionally, 80% of students expressed satisfaction with the approach, indicating enthusiasm for utilizing local resources. Conclusion. These findings reflect a stronger understanding of sustainability among students and greater readiness to become environmentally conscious young ecopreneurs.
Gamifikasi dan Mentimeter: Mewujudkan English Learning yang Lebih Menarik dan Interaktif Samad, Pratiwi; Abbas, Moh. Jenli
Indo-MathEdu Intellectuals Journal Vol. 5 No. 6 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i6.2130

Abstract

Gamification in English language learning along with the use of Mentimeter is essential for enhancing educational capabilities in English for students at SMP Negeri 1 Duhiadaa. This research aims to improve students' proficiency and engagement in learning English. A qualitative research method was used with interviews as the primary instrument. The third-grade students were the population and 10 students were selected through purposive sampling. The results showed that learners were actively engaged in their English quizzes, enjoying the use of gamification tools like Duolingo and Quizwhizzer. The integration of gamification platfoms, such as Duolingo and Quizwhizzer, combined with Mentimeter, significantly boosts students' engagement and learning capabilities in English. This approach not only engages students in interactive learning but also motivates them with new experience
Boosting Vocabulary Mastery with Quizlet: A Study on Seventh Grade Students Munir, Fairus Suryani; Samad, Pratiwi; Abbas, Moh. Jenli
Indo-MathEdu Intellectuals Journal Vol. 6 No. 4 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i4.3859

Abstract

This research aims to explore the improvement of vocabulary mastery using Quizlet. The method used is quantitative with a pre-experimental research design and data collection using tests and questionnaires. The data analysis technique used is descriptive statistics. The results of the analysis show that the difference in students before and after the application of Quizlet usage is significantly different. The average pre-test score of students in vocabulary was 43.2, rising to 78.5, with a percentage increase of 81.7%. Data collection results were calculated using SPSS. The Wilcoxon signed-rank test analysis showed that Sig. (2-tailed) = 0.00, which is less than α = 0.05. This means that there is a significant difference in students' vocabulary before and after using Quizlet.
Modul Socioecopreuner Cilik Sebagai Inovasi Edukasi untuk Pengembangan Pariwisata Lokal di Kabupaten Pohuwato Abbas, Moh. Jenli; Samad, Pratiwi; Munir, Fairus Suryani
Indo-MathEdu Intellectuals Journal Vol. 6 No. 4 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i4.3860

Abstract

The tourism industry of Pohuwato Regency, Bajo Torosiaje village, Gorontalo Province, particularly in the aspects of social, environmental, and economic sustainability, as well as efforts to improve the quality of human resources as a differentiator from other programs. This research uses a Research and Development (R&D) approach, focusing on the business planning of socioecopreneurship that encompasses entrepreneurship and social activity materials with the instilling of socioecopreneur character values, tailored for elementary school students. The data collection technique uses questionnaires and the data analysis technique involves descriptive statistical analysis. The research results show that the ecopreneurship-based learning approach significantly increases students' entrepreneurial interest and environmental literacy. The interest score increased from 69 to 72, while the percentage of students with low interest decreased from 27% to 3%. A total of 80% of students expressed satisfaction with the implementation of this module. This indicates a stronger understanding of sustainability and students' readiness to become young ecopreneurs who care about the environment.
Gamifikasi dan Mentimeter: Mewujudkan English Learning yang Lebih Menarik dan Interaktif Samad, Pratiwi; Abbas, Moh. Jenli
Indo-MathEdu Intellectuals Journal Vol. 5 No. 6 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i6.2130

Abstract

Gamification in English language learning along with the use of Mentimeter is essential for enhancing educational capabilities in English for students at SMP Negeri 1 Duhiadaa. This research aims to improve students' proficiency and engagement in learning English. A qualitative research method was used with interviews as the primary instrument. The third-grade students were the population and 10 students were selected through purposive sampling. The results showed that learners were actively engaged in their English quizzes, enjoying the use of gamification tools like Duolingo and Quizwhizzer. The integration of gamification platfoms, such as Duolingo and Quizwhizzer, combined with Mentimeter, significantly boosts students' engagement and learning capabilities in English. This approach not only engages students in interactive learning but also motivates them with new experience