Anisaurrohmah Anisaurrohmah
MAN Insan Cendekia Tanah Laut, Kalimantan Selatan, Indonesia

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IMPLEMENTASI METODE PEMBELAJARAN SNOWBALL THROWING DALAM MENINGKATKAN KEAKTIFAN DAN HASIL BELAJAR EKONOMI SISWA KELAS XII IPS Anisaurrohmah Anisaurrohmah; Nurul Hilaliyah; Istri Sakti Andayani
EDUCATIONAL JOURNAL : General and Specific Research Vol. 2 No. 1 (2022): Februari
Publisher : CV. ADIBA AISHA AMIRA

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Abstract

This study aims to increase the activity and learning outcomes of economics class XII IPS Madrasah Aliyah Negeri (MAN) Insan Cendekia Tanah Laut through the use of the Snowball Throwing learning method in economic subjects for the 2018/2019 academic year. This research is a Classroom Action Research (CAR) which was conducted in two cycles. The first cycle consisted of two meetings and the second cycle consisted of one meeting. Each cycle consists of four stages, namely planning, implementing actions, observing and reflecting. The subjects in this study were students of class XII IPS, totaling 22 students. The success indicator in this study is if 75% of students are actively involved in learning and there is also an increase in learning outcomes in each cycle through the post test and if 75% of students can achieve the Minimum Completeness Criteria (KKM) determined by the school, which is 75. The results showed that with the application of the Snowball Throwing method in class XII IPS, the students' learning activeness scores on each indicator overall increased by 19.17%, from an average of 60% in the first cycle and became 79.17% in the second cycle. The increase in mastery of student learning outcomes increased from the first cycle as much as 74% to 84%. Thus, student learning outcomes have reached the KKM score in cycle II.
PENGEMBANGAN KEWIRAUSAHAAN DAN EKONOMI KREATIF DI MADRASAH Muhammad Nur; Anisaurrohmah Anisaurrohmah
Cross-border Vol. 5 No. 2 (2022): Juli-Desember
Publisher : Lembaga Penelitian Dan Pengabdian Masyarakat Institut Agama Islam Sultan Muhammad Syafiuddin Sambas Kalimantan Barat

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Abstract

In building the future of special madrasas through entrepreneurship, communicative attitudes are needed including being a good listener and energetic, not solely profit-oriented, having integrity, being aggressive, competitive, adventurous, perfectionist, cooperative, imaginative, being a pleasant person, being honest, change oriented, disciplined so that they can control themselves, visionary, become change managers, and want to excel, organizers, hard workers who have strong motivation, are committed, enthusiastic, negotiative and are able to market services/products.
SOULMATE CARD GAME FOR HUMANIST ECONOMIC LEARNING IN THE DISRUPTION ERA Anisaurrohmah Anisaurrohmah; Muhammad Nur
Indonesian Journal of Education (INJOE) Vol. 3 No. 1 (2023): APRIL
Publisher : CV. ADIBA AISHA AMIRA

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Abstract

The use of attractive media can overcome the passivity of students. Card games are not something strange in the daily lives of students, but unfortunately they are rarely designed for learning activities. Even for teenagers, the game can easily be played with friends. The cards that are often played are like Bridge, Uno, Tarot, Rummy and others. Based on these descriptions, the authors try to create an innovative learning media named "Soulmate Card". This media is very flexible to be applied to other economic materials or to other subjects. So this learning innovation is entitled "Soulmate Card Game for Humanist Economic Learning in the Era of Disruption". This research is a classroom action research that uses quantitative descriptive analysis techniques because it uses measurements to determine the percentage of learning implementation and student learning result. The subjects were teachers and students of 10th grade of social class MAN Insan Cendekia Tanah Laut, that Consist of 25 student with 12 male and 13 female. Soulmate Card is a development of flash cards. In Soulmate Card students are invited to find a pair of question cards (questions) held by the teacher. If their partners meet, they are called "Soulmate". When do not find a partner, students must take the "No" card contains other questions that will be answered by students who read the "No" card or throw it to other students. If it`s true, then students who answer correctly will take the "Yes" card and must read aloud the information written on the "Yes" card. For soulmate card games, it takes 85 minutes. The opening and pretesting are about 20 minutes, delivery of additional information for 10 minutes, final test and closing are in 20 minutes. Observation results show that students actively participate in learning, learning activities seems fun, good student literacy and no students fall asleep in class. This habit of learning can increase the activeness of students to make social interaction better. Good social interaction can realize humanist learning activities, namely the realization of a better social life. Based on an analysis of student learning result classically in cycle 1 was 82.4 while in cycle 2 was 90.1. The Increasing of average student learning result show that economic learning with soulmate card games can improve student learning result.