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Penguatan Literasi pada Siswa Sekolah Menengah Atas Negeri 1 Amanuban Selatan Cornelia Amanda Naitili; Lanny I.D. Koroh; Jhon Enstein; Viktorius P. Feka; Kristina E. Noya Nahak; Femberianus Sunario Tanggur
Pengabdian Masyarakat Ilmu Pendidikan Vol. 4 No. 2 (2024): JURNAL PEMIMPIN - PENGABDIAN MASYARAKAT ILMU PENDIDIKAN - Edisi Agustus 2024
Publisher : FKIP Universitas Citra Bangsa

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Abstract

Literacy activities in learning aim to develop the ability to understand texts and relate them to personal experiences, think critically, and process communication skills creatively. Through this PKM activity, which covers material on narrative texts, it can help, increase reading interest and narrative literacy skills of class 10 high school students at SMA N 1 Amanuban Selatan, increase students' understanding of the structure, characteristics and techniques of writing narrative texts. Develop students' skills in producing narrative texts creatively.
Analysis Of The Use Of Fruit Dice And Bar Chart Media On Learning Outcomes In Data Collection For Fifth-Grade Students At SD Fontein II, Kupang City Nahak, Kristina E. Noya; Wunga, Michael W. Dapa; De Jesus, Laurdes T.; Anabokay, Ria; Snae, Dortia; Efron H. Otu
Jurnal Scientia Vol. 13 No. 03 (2024): Education and Sosial science, June - August 2024
Publisher : Sean Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58471/scientia.v13i03.2495

Abstract

In elementary school education, mathematics learning is crucial for an individual's ability to understand, use, and interpret mathematics in everyday life. Mathematics should be implemented in a fun learning environment. In mathematics learning, students should be introduced to gain knowledge related to the characteristics found in an object or a collection of objects. In mathematics learning, there is a statistics material that includes the sub-material of data collection. Data collection is an important material in mathematics. The data collection process includes collecting and measuring the necessary information according to the objectives. In learning, media is needed as an intermediary to convey information quickly. Such as fruit dice media which are shaped like a cube and have six sides. In addition to fruit dice media, bar chart media are also used to present data from the results of data collection. However, this is often overlooked by teachers in learning. This study aims to analyze the use of fruit dice and bar chart media to improve student learning outcomes in mathematics learning on data collection material in class V SDN Fontein 2 Kupang City. This type of research is qualitative with a descriptive method. Data collection was carried out through observation, interviews, and student knowledge tests through the questions given. The number of students in this study was 25 people. The use of fruit dice and bar chart media begins by dividing students into groups, where students will roll fruit dice 20 times and collect the results of the throws in the form of a bar chart. The results showed that the use of fruit dice and bar chart media can increase students' activeness and participation in the learning process. This can be seen from the average student score of 70 to 80. This shows that fruit dice and bar chart media have succeeded in improving student learning outcomes in mathematics on data collection material. In addition, this media also managed to create a fun, enjoyable, and interactive learning atmosphere, which attracts students' interest and motivation to learn.
Literasi Dasar untuk Siswa Sekolah Dasar Inpres Akle, Semau Selatan Nahak, Kristina E. Noya; Koroh, Lanny I. D.; Nitte, Yulsy M.; Broster, Mark
Devotion: Jurnal Pengabdian Masyarakat Vol. 3 No. 1 (2024): Oktober
Publisher : Institut Agama Kristen Negeri Kupang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52960/dev.v2i3.416

Abstract

Pendidikan pada masa kini mengalami ancaman yang serius karena kurangnya kesadaran dalam menanamkan literasi sejak dini. Persoalan lain yang masih ditemukan adalah rendahnya sumber daya manusia, kurangnya fasilitas sarana dan prasarana sebagai pendukung utama serta ketidaktrampilan guru maupun peserta didik dalam menciptakan lingkungan pembelajran yang kondusif. Oleh karena itu, perlu dilakukan literasi dasar pada Sekolah Dasar Inpres Akle, Semau Selatan. Upaya ini bertujuan agar guru, siswa dan orang tua menyadari bahwa penanaman literasi dasar secara baik sejak dini dapat mempermudah guru maupun siswa untuk berdaptasi dengan berbagai isu perkembangan global di masa kini. Tujuan lainnya adalah guru maupun siswa termotivasi untuk mengembangkan kemampuan yang dimiliki serta menciptakan sumber daya manusia yang berilmu dan berkarakter. Dengan adanya literasi dasar maka guru, siswa dan orang tua lebih dipermudah untuk memahami dan mengembangkan ilmu pengetahuan yang telah dipelajari dalam kehidupan setiap hari.
SOSIALISASI AANTI KORUPSI MELALUI PENYAMAIAN NILAI ANTI KORUPSI BERBASIS GAME EDUKASI CARI KATA BAGI SISWA KELAS 4 SD GMIT NAIONI Sine, Camelia; Nahak, Kristina E. Noya; Mbuik, Heryon Bernard; Adu, Indra Apriani Aditia; Missa, Hilda Anjela; Bureni, Loisa; Talan, Sriwanty; Boys, Wasty Rhegina; Ello, Dewi Klara; Paku, Elvarista; Daitana, Yudonia Umbu Regu
Jurnal Gembira: Pengabdian Kepada Masyarakat Vol 3 No 01 (2025): FEBRUARI 2025
Publisher : Media Inovasi Pendidikan dan Publikasi

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Abstract

Korupsi merupakan salah satu permasalahan utama yang menghambat kemajuan suatu negara. Upaya pencegahan korupsi dapat dilakukan melalui pendidikan nilai-nilai anti-korupsi sejak dini. PKM ini bertujuan untuk mengembangkan dan mengimplementasikan media edukasi berbasis game "Cari Kata" untuk menyampaikan nilai-nilai anti-korupsi kepada masyarakat, khususnya generasi muda. PKM ini menggunakan pendekatan deskriptif dengan melibatkan uji coba kepada siswa sekolah dasar sebagai subjek utama. Dari Hasil penelitian menunjukkan bahwa game edukasi ini mampu meningkatkan pemahaman dan kesadaran siswa terhadap nilai-nilai kejujuran, tanggung jawab, keadilan, kerja keras, keberanian, sederhana, mandiri, disiplin, dan kepedulian.
Analisis Penggunaan Teknik Ecoprint untuk Menanamkan Kreativitas Siswa Kelas I pada Pelajaran SBdP di SDI Kuanino 3 Kristina E. Noya Nahak; Asbin Selten Umbu Deta; Loys Eunike Anin; Asty Tia Nomleni
J-CEKI : Jurnal Cendekia Ilmiah Vol. 3 No. 5: Agustus 2024
Publisher : CV. ULIL ALBAB CORP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/jceki.v3i5.4267

Abstract

Penelitian ini bertujuan untuk menanamkan kreativitas siswa kelas I dengan menggunakan teknik ecoprint dalam mata pelajaran Seni Budaya dan Prakarya (SBdP) di SD Inpres Kuanino 3 kota Kupang. Pendidikan seni dianggap krusial dalam mengembangkan potensi siswa sejak usia dini, dan teknik ecoprint dipilih karena keberlanjutannya terhadap lingkungan serta penggunaan bahan alami seperti daun dan bunga untuk menciptakan motif pada kain. Penelitian ini menggunakan observasi dan wawancara untuk mengumpulkan data yang menggambarkan bagaimana penerapan teknik ecoprint mempengaruhi kreativitas siswa. Hasil penelitian menunjukkan bahwa dengan teknik ecoprint siswa menunjukan kresativitas yang tingi. Penggunaan teknik ecoprint tidak hanya meningkatkan keterampilan teknis siswa dalam seni, tetapi juga mendalami pemahaman mereka tentang lingkungan dan warisan budaya local yang dapat dijadikan seni. Dengan demikian, teknik ini memberikan dampak positif dalam mengembangkan kreativitas dan apresiasi seni siswa di tingkat sekolah dasar.
Pengaruh Penggunaan Metode Pembelajaran Gasing (Gampang, Asyik dan Menyenangkan) Terhadap Hasil Belajar Matematika Siswa Kelas III SDI Sikumana 2 Kota Kupang Chantika Angelin Amtiran; Kristina E. Noya Nahak; Yulsy Marselina Nitte
J-CEKI : Jurnal Cendekia Ilmiah Vol. 3 No. 6: Oktober 2024
Publisher : CV. ULIL ALBAB CORP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/jceki.v3i6.5459

Abstract

The top learning method is a learning process that makes it easier and more fun for students to learn. It is expected that the spinning top learning method can enhance student learning outcomes in mathematics lessons. The aim of this research is to determine the effect of using the spinning top learning method (easy, fun and enjoyable) on students' math learning outcomes on multiplication arithmetic operations for class III SDI Sikumana 2. This type of research is quantitative research and is categorized as Quasi-Experimental, using a non-equivalent control group experimental design. The study's findings indicate that, when comparing the posttest scores for the experimental and control groups using the t-test, the average difference is 23.53, or 84.82 > 61.29. Additionally, the results of the Independent Samples Tests, or hypothesis testing, indicate that the sig. (2-tailed) t-test for the equality of means is 0.000 < 0.05, which means that Ha is accepted and H0 is rejected. The conclusion of this research is that the top learning method (easy, fun, and enjoyable) has a significant impact on the learning outcomes of third-grade students at SDI Sikumana 2 in Kupang City.
The Influence of the Index Card Match Model on Civics Learning Outcomes in Class IV Students at SD Inpres Kuanino 2, Kupang City Leltakaeb, Aflegina; Nahak, Roswita L.; Nahak, Kristina E. Noya
Jurnal Ilmiah Mandala Education (JIME) Vol 10, No 4 (2024): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v10i4.7546

Abstract

The Influence of the Index Card Match Model on Civics Learning Outcomes in Fourth Grade Students at SD Inpres Kuanino 2, Kupang City. Thesis of the Elementary School Teacher Education Study Program, Faculty of Education, Citra Bangsa University. Supervisor 1: Roswita Lioba Nahak, S. Pd., M. Pd., and Supervisor II: Kristina E Noya Nahak, S. Pd., M. Pd.The research aimed to determine the influence of the Index Card Match model on the learning outcomes of fourth-grade students at SD Inpres Kuanino 2, Kupang City. The study utilized a quasi-experimental design with a nonequivalent control group design type, involving a sample of 28 students. Data collection was done using multiple-choice test questions. Before hypothesis testing, the researcher conducted tests to meet the hypothesis requirements, including normality and homogeneity tests. The results showed that the data was normally distributed (0.121 > 0.05) and homogenous (0.188 > 0.05). The hypothesis testing used an independent sample t-test. The results of the independent sample t-test showed that the average score in the posttest for the control group was lower than the experimental group, with scores of 63.46 < 83.00 and a significance value of 0.000 < 0.05. This indicates a significant difference in the average scores between the control and experimental groups, leading to the rejection of the null hypothesis and acceptance of the alternative hypothesis. Based on these findings, it can be concluded that the Index Card Match model has a significant influence on the learning outcomes of fourth-grade students.
Analisis Penerapan Media Prisma Berbasis Augmented Reality dengan Model Knisley pada Materi Prisma Kelas V SD Kuanino 3 Kota Kupang Bayu Cindi F. Bianome; Kristina E. Noya Nahak; Gracela Natalia Hendrik; Imanuel Ndiy; Volia Hana; Maria D. Hoar
Jurnal Studi Guru dan Pembelajaran Vol. 7 No. 2 (2024): Mei - Agustus 2024
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/jsgp.7.2.2024.4235

Abstract

Learning is a process to help students learn well and where interaction or reciprocal relationships occur between students and their environment in achieving a goal. And to achieve this goal requires media and learning models. One of them is Augmented Reality media with the Knisley learning model. The aim of this research is to find out how to apply Augmented Reality learning media with the Knisley learning model and what the learning outcomes of students are in using Augmented Reality learning media with the Knisley learning model on class V prism material at SD GMIT Kuanino 3, Kupang City. This type of research is quantitative research with a descriptive method. The data collection techniques used in the research are observation, interviews and tests. The observation data is supported by the results of interviews with students and teachers who found that the use of Augmented Reality-based prism media with the Knisley learning model makes learning more enjoyable. Allows students to visualize prisms interactively, supporting active learning. From the test results, it is said that learning outcomes are complete after using augmented reality-based prism media with the Knisley model. So it is said that students fulfill the specified KKTP. This learning not only increases students' understanding, but also improves critical thinking skills and abilities. Thus, the application of prism media based on Augmented Reality with the Knisley model can be considered an innovative and effective approach to prism learning.
IMPLEMENTASI PEMBELAJARAN BERDIFERENSIASI UNTUK MENGOPTIMALISASI HASIL BELAJAR IPAS PESERTA DIDIK KELAS IV SD INPRES LABAT KOTA KUPANG Kristina E. Noya Nahak
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 8 No. 03 (2023): Volume 08 No. 3 Desember 2023
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v8i3.12218

Abstract

Each student possesses diverse characteristics, abilities, and needs. However, this is often overlooked by educators and contemporary parents. Teachers have a limited understanding of how a student's academic achievement must be comprehensively viewed within the context of social, emotional, physical, and psychological development. The aim of this research is to provide an overview of the implementation of differentiated learning to optimize the learning outcomes of fourth-grade students at SD Inpres Labat, Kota Kupang, specifically in the subject of IPAS (Integrated Science). The research methodology employed is descriptive analytics with a qualitative approach. Data analysis is conducted through triangulation, combining observation results, interviews, and documentation to verify data.The research results indicate that the implementation of differentiated learning in the IPAS subject has a positive impact on both students and teachers. Learning outcomes improve, and students feel comfortable in their learning environment. Each student develops according to their abilities and skills. Teachers no longer compare the abilities and skills of each student but are more motivated to create more active and creative learning experiences using diverse teaching strategies. Learning begins with cognitive and non-cognitive assessments to determine students' interests, learning styles, and backgrounds. Differentiation strategies in content, process, and product are implemented by teachers according to students' learning needs. One of the challenges in implementing differentiated learning is time. Teachers require more time than the allocated class hours because they need to group students and organize lessons according to the needs of the learners.
Analisis Penerapan Media Truth or Dare untuk Meningkatkan Hasil Belajar Peserta Didik dalam Pembelajaran PKn Kelas II Sekolah Dasar Timu, Demitrius; Nahak, Kristina E. Noya; Soinbala, Helena Variasa; Tasuib, Marcy; Lesik, Norma Melani; Koy, Restiyani
Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Vol. 4 No. 2 (2024): Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 2024 (2)
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jppi.v4i2.542

Abstract

Pembelajaran sejatinya adalah sebuah komunikasi interaktif yang melibatkan guru dengan peserta didik dan juga sumber belajarnya dalam sebuah komunitas belajar. Setiap pembelajaran perlu media sebagai pengantara untuk menyalurkan informasi dengan cepat. Namun seringkali hal ini diabaikan oleh guru dalam pembelajarannya.  Penelitian ini bertujuan untuk menganalisis penerapan media Truth or Dare dalam pembelajaran untuk meningkatkan hasil belajar peserta didik pada pembelajaran Pendidikan Kewarganegaraan (PKn) di kelas II Sekolah Dasar GMIT Oepura Kota Kupang. Jenis penelitian ini adalah kuantitatif dengan metode deskriptif. Pengumpulan data dilakukan melalui observasi, wawancara, dan tes hasil belajar. Penerapan media Truth or Dare dilakukan dengan membagi peserta didik ke dalam 5 kelompok dan menggunakan kartu serta dadu untuk menentukan pertanyaan atau tantangan yang harus dijawab atau dilakukan. Hasil penelitian menunjukkan bahwa penerapan media Truth or Dare mampu meningkatkan keaktifan dan partisipasi peserta didik dalam proses pembelajaran. Sebanyak 84% peserta didik mencapai ketuntasan dengan nilai di atas 70. Hal ini mengindikasikan bahwa media Truth or Dare efektif dalam meningkatkan pemahaman dan hasil belajar peserta didik dalam mata pelajaran PKn. Media ini juga berhasil membangun suasana belajar asyik, menyenangkan dan interaktif, yang menarik minat dan motivasi belajar peserta didik.