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THE EFFECT OF ICE BREAKING ON MOTIVATING GRADE IV STUDENTS TO LEARN SCIENCE Mulyadi, Mulyadi; Nurdiansyah, Erwin; Rachman, Sidrah Afriani; Sadaruddin, Sadaruddin
Lentera Pendidikan : Jurnal Ilmu Tarbiyah dan Keguruan Vol 26 No 2 (2023): DECEMBER
Publisher : Faculty of Tarbiyah and Teacher Training, Universitas Islam Negeri Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/lp.2023v26n2i3

Abstract

Abstract: The purpose of this study was to investigate the effect of using one of ice breaking strategies in science learning contexts on students' motivation. This study employed a quantitative approach. The participants involved were 26 students from Class IV A of SD Negeri Daya 1 Makassar City using purposive sampling. Data were collected through observation and questionnaire sheets consisting 30 statements to find students’ motivation levels. Descriptive and inferential statistics were utilized for data analysis. The result indicated that most students’ learning motivation was categorized as good (53.85%) and very good (38.46%) categories after applying yel-yel, one of ice breaking strategies. Therefore, the implementation of ice breaking strategy had a positive impact on enhancing students' motivation to learn science subjects. Abstrak: Tujuan penelitian ini adalah untuk mengetahui pengaruh penggunaan salah satu strategi ice breaking dalam konteks pembelajaran IPA terhadap motivasi siswa. Penelitian ini menggunakan pendekatan kuantitatif. Partisipan yang terlibat adalah 26 siswa Kelas IV A dari SD Negeri Daya 1 Kota Makassar dengan menggunakan purposive sampling. Data dikumpulkan melalui lembar observasi dan angket yang terdiri dari 30 pernyataan untuk mengetahui tingkat motivasi siswa. Statistik deskriptif dan inferensial digunakan untuk analisis data. Hasil penelitian menunjukkan bahwa sebagian besar motivasi belajar siswa berada pada kategori baik (53,85%) dan sangat baik (38,46%) setelah diterapkannya strategi yel-yel yang merupakan salah satu strategi ice breaking. Oleh karena itu, penerapan strategi icebreaking memberikan dampak positif terhadap peningkatan motivasi belajar siswa pada mata pelajaran IPA.
COOPERATIVE LEARNING FOR ENHANCED READING COMPREHENSION: A STUDY WITH FIRST-YEAR STUDENTS Mustamir, Mustamir; Jauhar, Sitti; Sudarto, Sudarto; Rachman, Sidrah Afriani
English Review: Journal of English Education Vol. 11 No. 3 (2023)
Publisher : University of Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/erjee.v11i3.8820

Abstract

This research aimed to determine the effectiveness of teaching reading comprehension using a cooperative learning model for first-year students at Universitas Muhammadiyah Bone. The study employed a quasi-experimental design, involving two groups: an experimental group (30 students) and a control group (30 students). Both groups underwent pre-test assessments, material presentations, and post-test evaluations. The data, collected through multiple-choice items, were analyzed using mean scores and the t-test formula. The research revealed that reading comprehension improved significantly in the experimental group (mean score 83.11) compared to the control group (mean score 61.56). The t-test also indicated a significant difference between the two groups, favoring the cooperative learning model. In conclusion, the use of the cooperative learning model effectively enhances students' reading comprehension. 
PENERAPAN MODEL PEMBELAJARAN KOOPETARIF BERBASIS GAMIFIKASI UNTUK MENINGKATKAN MOTIVASI BELAJAR SBDP SISWA KELAS IV SD NEGERI 68 LEA KABUPATEN BONE Muin, Awaluddin; Rachman, Sidrah Afriani; Nirwana
MACCA : Science-Edu Journal Vol.2, No.3 (2025): Oktober 2025
Publisher : Education and Talent Development Center of Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/msej.v2i3.3330

Abstract

Penelitian ini adalah Penelitian Tindakan Kelas (PTK) dengan tujuan untuk meningkatkan motivasi belajar SBdP siswa kelas IV dengan menerapkan Model Pembelajaran Kooperatif Berbasis Gamifikasi pada siswa kelas IV SD Negeri 68 Lea Kabupaten Bone dengan jumlah subjek 20 siswa. Teknik pengumpulan data dalam penelitian ini yaitu menggunakan angket, observasi, dan dokumentasi. Teknik analisis data menggunakan pengumpulan data, reduksi data, penyajian, serta penarikan kesimpulan. Berdasarkan hasil penelitian yang dilakukan bahwa terdapat peningkatan motivasi belajar SBdP siswa dengan menerapkan Model Pembelajaran Kooperatif Berbasis Gamifikasi. Hal tersebut dapat dilihat dari rata-rata ketuntasan indikator keberhasilan motivasi belajar siswa pada siklus I sebesar 70% menjadi 95% pada siklus II. Kesimpulan penelitian ini yaitu penerapan Model Pembelajaran Kooperatif Berbasis Gamifikasi dapat meningkatkan motivasi belajar SBdP siswa kelas IV SD Negeri 68 Lea Kabupaten Bone.
Efektivitas Pendekatan Open Ended Terhadap Kemampuan Berpikir Kreatif Matematika Siswa Kelas VI SDN 232 Tadang Palie Firdaus; Rachman, Sidrah Afriani; Adhe Amelia Oktaviana
MACCA : Science-Edu Journal Vol.2, No.3 (2025): Oktober 2025
Publisher : Education and Talent Development Center of Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/msej.v2i3.4105

Abstract

The research is a quantitative research wtih a pre-experimental design type one group pre-test-post-test which This research is an experimental research that aims to determine the effectiveness of the open ended approach to the creative thinking ability of mathematics grade VI students of SDN 232 tadang palie. The research design used was One Group Pretest-Posttest Design. The variables in this study were the open ended approach and the ability to think creatively in mathematics. The population in this study were all grade VI students of SDN 232 Tadang Palie with a sample of 23 students selected based on saturated sampling technique. Data collection techniques were tests, student response questionnaires, and learning implementation observation sheets. The data analysis used was descriptive and inferential statistical analysis. Based on the results of descriptive analysis, the average pretest was 40.13 and the average posttest was 74. Student response questionnaires obtained an average of 85% and the implementation of Mathematics learning with an average of 88.66%. Based on the results of the One-Sample Shapiro-Wilk Test analysis, it shows that the pretest and posttest data are normally distributed, and the Levene Statistic test results show that the pretest and posttest data are homogeneous. Based on the results of inferential statistical analysis, the value of t_count (39.528) > t_table (2.07387) is obtained, thus is rejected and is accepted. So it can be concluded that the Open Ended Approach is effectively used to improve students' mathematical creative thinking skills in class VI SDN 232 Tadang Palie.
Pembelajaran Pengetahuan Alfabet pada Anak Usia Dini: Sebuah Tinjauan Sistematis Rachman, Sidrah Afriani
JIKAP PGSD: Jurnal Ilmiah Ilmu Kependidikan Vol 9, No 3 (2025): September
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jkp.v9i3.80970

Abstract

Penelitian terdahulu secara konsisten mengidentifikasi pengetahuan alfabet (alphabet knowledge) sebagai prediktor terkuat terhadap keberhasilan membaca anak. Berlandaskan pada perspektif emergen literasi, yang memandang bahwa perkembangan literasi dimulai sebelum anak memasuki sekolah formal, artikel ini mengkaji studi-studi empiris dari tahun 2010 hingga 2023 mengenai pembelajaran pengetahuan alfabet pada anak usia prasekolah dan taman kanak-kanak. Dengan menggunakan tiga basis data (APA PsycINFO, Education Research Complete, dan ERIC), sebanyak delapan studi dari Amerika Serikat, Selandia Baru, dan Filipina menunjukkan penggunaan berbagai pendekatan pembelajaran, seperti pendekatan dekontekstualisasi, peningkatan intensitas eksposur pembelajaran pengetahuan alfabet, pembelajaran melalui menulis, serta penggunaan pembelajaran berbasis permainan digital.