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PENGARUH MEDIA AUDIO VISUAL TERHADAP KEMAMPUAN MENYIMAK BAHASA INGGRIS SISWA KELAS IV SEKOLAH DASAR Dadan Setiawan; Ghina Nur’aini; Sakirah; Vanesa Anjani
Jurnal Lensa Pendas Vol 9 No 2 (2024): September
Publisher : Universitas Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/jlp.v9i2.3707

Abstract

The aim of this research is to analyze the influence of audiovisual media on the English listening skills of class IV students at SDN 1 Kalikoa. This research approach is quantitative. This research method is quasi-experimental. This research design uses a non-equivalent pretest posttest control group design. The population of this research was 42 class IV students at SDN 1 Kalikoa. The sample for this study was 21 students in the experimental group and 21 students in the control group. This research sampling was not carried out randomly. This research data was collected through tests. A total of 10 multiple choice questions and 2 essay questions were given to see students' listening abilities. This research data was analyzed statistically with the help of SPSS version 25 for Windows. Research findings show that students' English listening skills have improved significantly after learning with audiovisual media. This means that audio-visual learning media has a significant influence. This is known from the sig value = <0.05. Audio-visual learning media has a positive impact on students' listening abilities
Pengaruh Metode Gamifikasi Terhadap Kemampuan Komunikasi Dan Berpikir Kritis Siswa Kelas Iv Dalam Pembelajaran Bahasa Indonesia Ghina Nursa’adah; Inayatul Ummah; Dadan Setiawan
Jurnal Sultra Elementary School Vol 5 No 2 (2024): Edisi Desember 2024
Publisher : Prodi PGSD Unsultra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64690/jses.v5i2.421

Abstract

This study aims to analyze the impact of gamification methods on the communication and critical thinking abilities of Grade IV students in Indonesian language learning at MI Miftahul Ulum Karangsari. Using a quantitative approach with a quasi-experimental design, the research involved two groups: an experimental group that applied the gamification method and a control group that used conventional teaching methods. Data collection was carried out through observation and tests (pre-test and post-test). The results showed that the gamification method had a significant positive effect on improving students' communication and critical thinking skills. The experimental group demonstrated greater improvement in both communication skills (mean 41.07) and critical thinking ability (mean 79.29) compared to the control group (mean 33.38 for communication and 55.58 for critical thinking). These findings highlight the potential of integrating game elements into Indonesian language learning to enhance student engagement and cognitive skills, particularly in communication and critical thinking.