Claim Missing Document
Check
Articles

Found 4 Documents
Search

THE EFFECTIVENESS OF USING RANDOM TEXT STRATEGY IN TEACHING READING Rahmawati; Syamsiarna Nappu; Eka Prabawati Rum
Journal of Language Testing and Assessment Vol. 1 No. 1 (2021): Journal of Language Testing and Assessment (JLTA)
Publisher : FKIP Unismuh Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (538.804 KB) | DOI: 10.56983/jlta.v1i1.210

Abstract

This pre-experimental research aimed at finding out whether or not the use of Random Text Strategy is effective to improve the students’ literal and interpretative reading comprehension at the 7th grade Students of SMPS Ahlu Shuffah Muhammadiyah, Bantaeng Regency, Province of South Sulawesi. The sample of this research was the 7th grade Students of SMPS Ahlu Shuffah Muhammadiyah.The researcher used purposive sampling method because that class was able to fulfill the rules and they had the characteristics that the researcher wants. Hence, the researcher want to overcome the students’ problem in reading and improve their reading skill through the use of random text strategy then the researcher chose the class with the low English learning achievement compared with the others classes especially for their reading skill and find out the effectiveness of this strategy. The findings of this research shown that there is a significant improvement toward the students’ reading comprehension in the post-test compared with the students score in pre-test. The use of random text strategy is effective to improve the students' literal reading comprehension. It based on the result of the students’ reading test in pre-test compared with the students’ reading test result in post-test.
MENINGKATKAN HASIL BELAJAR MATEMATIKA MELALUI PENERAPAN MULTIPLAYCARDS Ashar; Nurcahyani; Sri Novita Rahma; Rahmawati
Nusantara Hasana Journal Vol. 2 No. 9 (2023): Nusantara Hasana Journal, February 2023
Publisher : Yayasan Nusantara Hasana Berdikari

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The lack of variation in the use of learning media and learning models used by teachers in learning mathematics causes low student mathematics learning outcomes. This study aims to improve mathematics lessons material arithmetic operations class V SD. This research is an improvement research that uses a classroom action research model which is a form of systematic reflective study by actors of action taken to improve their rational abilities and actions in carrying out tasks, deepen understanding of the actions they take, and improve learning conditions. Classroom action research is reflective, meaning that in the research process, the teacher is also a researcher who thinks about what and why an action occurs in the classroom, from that thought, the teacher then seeks a solution through certain actions. Classroom action research is research conducted with the aim of improving the quality of classroom practice, which is closely related to students and the teaching and learning process in class. The main objective of PTK is to solve real problems that occur in the classroom and increase the real activities of teachers in their professional development. This research involves repeated activities, namely: (1) planning, (2) implementation/action, observation/evaluation, (3) reflection, and (4) re-planning. Actions in this research will be carried out on an ongoing basis based on the formulated classroom action research criteria.
The Effectiveness of Developing Problem-Solving Oriented Digital E-Modules on Theme 7: Events in Life for Grade V Elementary School Sulfiana Firman; Nurlina; Rahmawati; Ma’ruf; Muh Erwinto Imran
Didaktika: Jurnal Kependidikan Vol. 13 No. 4 Nopember (2024): Didaktika Jurnal Kependidikan
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/27454312.1045

Abstract

This research aims to produce instructional materials in the form of a problem-solving oriented digital e-module for fifth-grade elementary school students on the theme "Events in Life" that are valid, practical, and effective. The type of research used is development research using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The subjects of the study are 26 fifth-grade students. The instrument used to measure the effectiveness of the problem-solving oriented digital e-module is a learning outcome test in the form of 10 essay questions. The effectiveness of the problem-solving oriented digital e-module is assessed based on the difference between pretest and post-test learning outcomes analyzed through N-Gain. The N-Gain analysis result is 0.77, which falls into the high category. Based on the N-Gain coefficient, it can be concluded that the problem-solving oriented digital e-module is effective. The implication of this research is that this problem-solving oriented digital e-module can serve as a reference in the development of digital e-modules for other themes or topics in science learning at the elementary school level. It can also be developed for different grade levels and subjects.
Pengembangan Media Pembelajaran Digital Berorientasi Augmented Reality Pada Mata Pelajaran IPA Kelas 6 Sekolah Dasar Taslim Tawil; Ma'ruf; Rahmawati
Didaktika: Jurnal Kependidikan Vol. 13 No. 4 Nopember (2024): Didaktika Jurnal Kependidikan
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/27454312.1134

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran digital berorientasi augmented reality yang valid, praktis, dan efektif pada mata pelajaran IPA kelas 6 sekolah dasar. Penelitian ini adalah penelitian pengembangan dengan menggunakan model DDD-E, yang terdiri atas tahap Decide, Design, Develop, dan Evaluate. Penelitian ini melibatkan 1 guru, 1 observer, dan 14 siswa kelas 6 sebagai partisipan dalam uji coba kepraktisan dan melibatkan 60 siswa kelas sebagai partisipan dalam uji coba keefektifan. Pengumpulan data pada penelitian ini menggunakan teknik uji validasi, observasi, angket dan tes. Lebih lanjut, instrumen penelitian yang digunakan terdiri atas lembar validasi media pembelajaran untuk mengukur tingkat kevalidan media pembelajaran, lembar observasi penggunaan media dan lembar angket kepraktisan untuk mengukur tingkat kepraktisan media, dan tes hasil belajar IPA untuk mengukur tingkat keefektifan media pembelajaran. Hasil penelitian menunjukkan: (1) media pembelajaran digital berorientasi augmented reality dikembangkan melalui tahapan Decide, Design, Develop, dan Evaluate. (2) media pembelajaran digital berorientasi augmented reality dinyatakan valid secara aspek materi, kualitas media, dan bahasa dengan kriteria sangat validitas sangat tinggi. (3) media pembelajaran digital berorientasi augmented reality dinyatakan praktis berdasarkan hasil analisis data lembar obervasi penggunaan media pembelajaran, lembar angket kepraktisan guru, dan lembar angket kepraktisan siswa dengan kriteria sangat praktis. (4) media pembelajaran digital berorientasi augmented reality dinyatakan efektif berdasarkan hasil tes belajar dengan kriteria tinggi. Dengan demikian, dapat disimpulkan bahwa media pembelajaran digital berorientasi augmented reality telah memenuhi syarat kevalidan, kepraktisan, dan keefektifan untuk sebuah media pembelajaran.