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IMPLEMENTASI MODEL PATUH UNTUK MENINGKATKAN MOTIVASI BELAJAR DAN KETERAMPILAN MEMBACA PEMAHAMAN MUATAN BAHASA INDONESIA DI SD Vera Novitasari; Dessy Dwitalia Sari
Sindoro: Cendikia Pendidikan Vol. 5 No. 9 (2024): Sindoro Cendikia Pendidikan
Publisher : CV SWA Anugrah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9644/sindoro.v5i9.4630

Abstract

Penelitian ini bertujuan untuk menganalisis motivasi siswa dan menganalisis keterampilan membaca pemahaman siswa menggunakan model PATUH dalam pembelajaran. Penelitian ini menggunakan PTK yang dilaksanakan dalam 4 pertemuan. Penelitan dilakukan di kelas V SDN Karang Dukuh dengan jumlah 24 siswa pada tahun akademik 2023/2024. Hasil penelitian menunjukkan motivasi belajar dan keterampilan membaca pemahaman dapat ditingkatkan dengan menggunakan model PATUH pada siswa kelas V SDN Karang Dukuh. Pada pertemuan 1 dan 2 presentase ketuntasan belajar mencapai 38% dan 75%, pada pertemuan 3 dan 4 diperoleh presentase ketuntasan belajar sebesar 91% dan 100%. Motivasi belajar siswa meningkat mencapai 100% dengan kriteria sangat aktif. Keterampilan membaca pemahaman meningkat mencapai 92% dengan kriteria sangat terampil. Berdasarkan hasil penelitian dapat disimpulkan bahwa penggunaan model pembelajaran PATUH dapat meningkatkan motivasi belajar dan keterampilan membaca pemahaman Kata Kunci: Motivasi Belajar, Keterampilan Membaca Pemahaman, model PATUH
Meningkatan Aktivitas, Keterampilan Berbicara, dan Hasil Belajar Menggunakan Model Prolog pada Kelas IV Sekolah Dasar Fitri Handayani; Dessy Dwitalia Sari
Jurnal Pendidikan, Bahasa dan Budaya Vol. 2 No. 4 (2023): Desember : Jurnal Pendidikan, Bahasa dan Budaya
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jpbb.v2i4.2339

Abstract

The problems that occur are low activity, speaking skills, and learning outcomes in Indonesian language content. The aim of this research is to describe educators' activities, analyze students' activities, speaking skills and learning outcomes. The approach used is qualitative with the PTK type of research carried out in 4 meetings and the subjects studied were class IV students at SDN Antar Baru 1 Marabahan. The results of this research show that the teacher's activities received a score of 100 with the criteria "Very Good". Student activity increased to 100% in the "All Active Students" category. Students' speaking skills increased to 100% with the criteria "All Students Are Skilled". Student learning outcomes increased by 100%. Based on the results of this research, it can be concluded that using the PROLOG model can improve activity, speaking skills and learning outcomes.
Studi kasus : Pemanfaatan Game Online untuk Peningkatan Motivasi Belajar Peserta Didik di SDN Alalak Selatan 2 Diah Fitriani; Ahmad Suriansyah; Arta Mulya Budi Harsono; Dessy Dwitalia Sari; Mubarok, Mubarok
Journal Educational Research and Development | E-ISSN : 3063-9158 Vol. 1 No. 2 (2024): Oktober - Desember
Publisher : GLOBAL SCIENTS PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62379/jerd.v1i2.126

Abstract

This research aims to analyze and describe online games as an alternative for increasing students' learning motivation in elementary school. Technological advances in the world of education certainly have a big influence, starting from learning media to strategies and learning methods that are different from previous times. The method applied in this research is a qualitative approach with case studies. Data was collected through interviews, observation and documentation at SDN Alalak Selatan 2. The research subjects consisted of Class V homeroom teachers and class V students. Data collection was carried out through observation, interviews and documentation. Observations are carried out to observe. student behavior and responses when using online games in learning. The researcher determines the class and students who will be observed, then creates an observation schedule that includes several learning sessions. During observations, researchers recorded students' interactions with online games, including their level of engagement and responses to tasks given through the game. Changes in learning motivation, such as increased participation, enthusiasm, and persistence in completing assignments, were also noted. Apart from observations, interviews were conducted to obtain in-depth views from students and teachers regarding the use of online games in learning. Interviews were conducted with participants who had been observed as well as several teachers involved in the learning process. This research concludes that the use of online games in education has great potential to increase students' learning motivation.