Muhammad Mutofifin
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Pengaruh Metode Mind Mapping Berbantu Gawai Terhadap Pemahaman Nilai-Nilai Pancasila Pada Siswa Kelas VI SD Muhammad Mutofifin; Su'ad Su'ad; Wawan Shokib Rondli
Jurnal Ilmiah Wahana Pendidikan Vol 8 No 17 (2022): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (274.357 KB) | DOI: 10.5281/zenodo.7076548

Abstract

The purpose of this study was to determine the effect of the gadget-assisted Mind Mapping method on the understanding of Pancasila values in sixth grade elementary school students in the Sunan Kalijaga Gugus Guntur Demak. This study uses the True Experimental Design method in the form of Pretest-Posttest Control Group Design. The research was carried out in the Sunan Kalijaga Cluster, Guntur District, Demak Regency, 2 elementary schools were taken by random sampling from a population of 9 elementary schools. The sample consisted of SDN Sidokumpul consisting of 18 students (control class) and SDN Gaji 2 consisting of 20 students (experimental class). The instrument used is a multiple choice test. The results showed that there was an influence of the Mind Mapping method on the understanding of Pancasila values in sixth grade elementary school students in the Sunan Kalijaga Gugus Guntur Demak. This is evident from the results of the t test with the value of Sig. (Two-Sided p) of 0.002, then 0.002 <0.05. So Ha is accepted, and Ho is rejected.
Pengembangan Media Match Snail Adventure Berbasis Permainan Edukasi Software Macromedia Flash 8 Pada Mata Pelajaran Matematika Kelas 4 SD Ary Kustiyani; Muhammad Mutofifin
Jurnal Ilmiah Wahana Pendidikan Vol 9 No 7 (2023): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (358.72 KB) | DOI: 10.5281/zenodo.7826990

Abstract

This study aims to develop an Interactive Match Snail Adventure learning media based on Macromedia Flash 8 Software Educational Game in 4th Grade Mathematics Subjects. The research method used is development research with research and data collection stages, initial product planning, product development, validation, revision, field trials, and product revisions. The results of this study indicate that the Interactive Match Snail Adventure learning media based on Macromedia Flash 8 Software Educational Learning in Mathematics for Grade 4 Elementary School is very feasible to be used in learning by teachers and students. Based on several stages of testing, the learning media is categorized as very feasible with a feasibility level of 90%. This research is expected to be a medium of learning in the subject matter of Waking Flat for 4th grade elementary school and can be useful for teachers, students, and advanced researchers.