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Students’ Mathematical Communication Skills in Jigsaw with Neo Snake and Ladder Game Based on Self-Concept Fadliansyah, Fauzi; Junaedi, Iwan; Sutarto, Joko
Journal of Primary Education Vol 9 No 2 (2020): March 2020
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (621.098 KB) | DOI: 10.15294/jpe.v9i2.36251

Abstract

This study aims to determine the mathematical communication skills in terms of students' self-concept in the Jigsaw cooperative learning model assisted by neo snake and ladder game. The method used in this research is mixed method with concurrent embedded design. This research was conducted in class IV at SDN Sukaratu 4 and SDN Sukaratu 1 Pandeglang in the 2018-2019 school year. Data is collected by tests, questionnaires and interviews. The results showed that mathematics communication skills in terms of students' self concept varied. This is shown from 11 students with high self concept categories obtained mathematical communication skills results in the form of 7 high category students, 2 medium category students and 2 low category students, from 9 students with self concept category being obtained mathematical communication ability results in the form of 1 high category student , 7 students in the medium category and 1 student in the low category, then 5 students in the low self concept category obtained mathematical communication skills in the form of 4 students in the medium category and 1 student in the high category.
Analysis of Students' Learning Ability in Education Innovation Assisted in Learning Media Neo Snake and Ladder Game in the Society 5.0 Era Anna Maria Oktaviani; Zulela M. S; Edwita Edwita; Gusti Yarmi; Fauzi Fadliansyah
Teknodika Vol 20, No 2 (2022): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/teknodika.v20i2.65917

Abstract

Educational innovation in the era of society 5.0 is important. However, social studies lessons are still low. Therefore, one way to improve the results of social studies lessons that are lacking is by means of learning media. One of them is the snake and ladder neo game media. The purpose of this study was to determine the effectiveness of Neo Snake and Ladder Game media in improving students' social studies skills in the era of society 5.0. The population in this study were fourth grade students of SD Negeri Cipocok Jaya, Serang, Banten, for the 2022/2023 academic year. The researcher used simple random sampling. Collecting data using social studies test questions and observations. The results showed that (1) the classical completeness test of social studies ability reached a minimum limit of 70, (2) social studies skill skills on Neo Snake and Ladder Game media had reached 75% classical completeness and (3) an increase in the average social studies skill using Neo media. Snakes and Ladders. The game is better than the average social studies ability of students without using Neo Snake and Ladder Games media. Based on the results above, it can be said that the Neo Snake and Ladder Games media is effective in improving students' social studies skills
PENINGKATAN SIKAP KARAKTER MANDIRI SISWA KELAS IV SEKOLAH DASAR PADA MODEL COOPERATIVE LEARNING TIPE JIGSAW Fauzi Fadliansyah
SEHRAN (Jurnal Pendidikan Sejarah dan Kewarganegaraan) Vol 1 No 1 (2022): SEHRAN
Publisher : Amal Insani Foundation

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (221.663 KB) | DOI: 10.56721/shr.v1i1.87

Abstract

Peningkatan karakter mandiri siswa dibutuhkan model pembelajaran yang dapat mendorong siswa dalam berkarakter mandiri yaitu model cooperative learning tipe jigsaw dan media neo snake and ladder game. Penelitian ini bertujuan untuk (1) mengetahui keefektifan model cooperative learning tipe jigsaw terhadap peningkatan karakter mandiri siswa. Penelitian yang digunakan yaitu mix method dengan desain concurrent embedded. Penelitian dilakukan pada siswa kelas IV di SD Negeri Sukaratu 4 dan SD Negeri Sukaratu 1, Pandeglang Banten. Jenis data penelitian diperoleh dari pretest-posttest, observasi dan wawancara. Analisis data yang digunakan dalam penelitian ini adalah uji normalitas, uji homogenitas, uji t independen sampel t-test, dan uji n gain. Hasil penelitian ini menunjukkan bahwa: (1) model pembelajaran cooperative learning tipe jigsaw efektif terhadap peningkatan karakter mandiri siswa yang ditandai dengan mencapai ketuntasan klasikal, rata-rata peningkatan karakter mandiri model pembelajaran cooperative learning tipe jigsaw game lebih baik dari pada peningkatan karakter mandiri pada kelas dengan menggunakan pembelajaran konvensional
Efektivitas Media Neo Snake and Ladder Game Terhadap Kemampuan Komunikasi Matematis Siswa Fauzi Fadliansyah
EduBasic Journal: Jurnal Pendidikan Dasar Vol 1, No 1 (2019): EduBasic Journal: Jurnal Pendidikan Dasar
Publisher : Universitas Pendidikan Indonesia Kampus Serang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ebj.v1i1.26219

Abstract

The purpose of this study was to determine the effectiveness of Neo Snake and Ladder Game media in increasing students' mathematical communication skills. The population in this study were fourth grade students of Sukaratu 4 Elementary School, Majasari District, Pandeglang Regency in the Academic Year of 2019/2020. The reseracher used simple random sampling. The data collection used tests of mathematical communication skills, observation, and documentation. The results showed that (1) the classical completeness test of students' mathematical communication skills reached a minimum limit of 68, (2) mathematical communication skills of Neo Snake and Ladder Game media had reached classical completeness of 75% and (3) the increase in average of mathematical communication skills using media Neo Snake and Ladder Games were better than the average mathematical communication skills of students without using Neo Snake and Ladder Games media. Based on the above results, it can be concluded that Neo Snake and Ladder Games media are effective in improving students' mathematical communication skills.
PENGEMBANGAN MEDIA AUDIO VISUAL UNTUK MENINGKATKAN HASIL BELAJAR IPS PADA MATERI IPS KELAS V SEKOLAH DASAR Didin Tahajudin; Maulina Rahayu; Fauzi Fadliansyah
SEHRAN (Jurnal Pendidikan Sejarah dan Kewarganegaraan) Vol 2 No 2 (2023): September
Publisher : Amal Insani Foundation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56721/shr.v2i2.229

Abstract

This study aims to produce a learning product in the form of kinemaster-based audio-visual media as teaching material for fifth grade students in social studies on the subject of struggle against invaders to improve student learning outcomes. The method used is the development research (R&D) method, up to the testing stage of the effectiveness of the products that have been developed. To determine the feasibility of material and media, validity tests have been carried out by material and media experts. The results of product validity by two experts obtained very feasible category. Material experts obtained a value of 88.6% and media experts obtained a value of 87.5%. To find out the effectiveness of the media on subject matter, a field trial was carried out at SD Negeri Montor 1. The results of the field trial for student responses to the media obtained 95.6% in the very feasible category and student learning outcomes obtained an average score of 83.3%, the test results of the teacher's response to the media obtained 89.2%. Based on the results of the analysis of two experts and trials on students and teachers, the audio-visual media meets the criteria to be used as a learning medium for Social Sciences (IPS).
UPAYA MENINGKATKAN KEMAMPUAN MENULIS PESERTA DIDIK MELALUI PENDEKATAN PEMBELAJARAN CONTEXTUAL TEACHING AND LEARNING (CTL) PADA SAMPEL KELAS II UPTD SDN CAMPOR 3 KECAMATAN GEGER KABUPATEN BANGKALAN Anita Agustini; Fauzi Fadliansyah
SEHRAN (Jurnal Pendidikan Sejarah dan Kewarganegaraan) Vol 2 No 2 (2023): September
Publisher : Amal Insani Foundation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56721/shr.v2i2.247

Abstract

The background of this research is due to the low writing ability of Class II students of UPTD SDN Campor 3, Geger Bangkalan District, which is indicated by the mastery of learning writing material which is only 50%. The objectives to be achieved in this study are: Improving the Writing Ability of Class II Semester II UPTD SDN Campor 3 Geger District, Bangkalan Regency Through the Contextual Teaching and Learning (CTL) Approach. This research is a descriptive study using a class action research design (PTK) which is planned to take place in 2 cycles, each cycle consisting of 4 stages, namely: planning, implementing action, observing, and reflecting. The results of learning improvement research in the first cycle showed that there was an increase in students' abilities. The average competency test score was from 60.18 (before cycle) to 69.11 (after cycle 1) and student learning completeness from 40.74% before the cycle to 70.37% in cycle I. Based on the results in cycle I, in Cycle II carried out several variations of treatment to improve students' abilities in learning and increase their competency test scores. After cycle II there was an increase in students' abilities, the average competency test score was from 69.11 (cycle I) to 75.44 (cycle II) and their learning completeness from 69.11% in cycle I to 100% in cycle II. The use of the Contextual Teaching and Learning (CTL) Learning Approach was able to improve the writing skills of class II UPTD SDN Campor 3 Geger District, Bangkalan Regency.
PENGARUH MODEL PEMBELAJARAN TWO STAY TWO STRAY (TS-TS) TERHADAP HASIL BELAJAR IPA PADA SISWA Fauzi Fadliansyah
Journal of Professional Elementary Education Vol. 2 No. 2 (2023): Journal of Professional Elementary Education
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jpee.v2i2.50

Abstract

Based on data obtained from interviews with the homeroom teacher in class IV SDIT Bina Bangsa, information was obtained that in social studies subjects there were still many students whose grades had not reached the KKM, due to students' low understanding of the subject matter. The things that become obstacles in learning are because the learning process that occurs is designed without varied learning models and the lack of use of learning media in the teaching and learning process so that students are not enthusiastic in learning and students also experience difficulties in understanding the material presented. The purpose of this research is (1) to determine the effect of implementing the Two Stay Two Stray (TS-TS) learning model on student learning outcomes in social studies subjects on animal metamorphosis. (2) to determine the significant differences between the social studies learning outcomes of experimental class and control class students. (3) to determine students' responses to the application of the Two Stay Two Stray (TS-TS) learning model. The type of research used was Quasi-experimental, with a population of all SDIT Bina Bangsa students for the 2022-2023 academic year, sampling using a purposive sampling technique. Data collection techniques in this research used tests and non-tests. Data analysis was carried out at the beginning of learning (pre test) and after learning (post test). The research results show that the average learning outcome of students in the experimental class which uses the Two Stay Two Stray (TS-TS) learning model is 86.00 and the average learning outcome in the control class which uses the conventional learning model is 63.33. The results of hypothesis testing with the help of SPSS version 26 using the Independent Simple t Test statistics show a significance value of 0.000<0.05 so it can be concluded that Ho is rejected, which means that there is an influence of using the Two Stay Two Stray (TS-TS) learning model on science learning outcomes on students class IV SDIT Bina Bangsa