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GAME‘S APPLICATION: Learning Method Using Maze Game Media to Increase the Learning Outcomes of Early Childhood Students Dema Yulianto; Maryana; Sumarni Rumfot; Muhammad Ridhwan; Jasiah
Journal of Childhood Development Vol. 3 No. 2 (2023): Journal of Childhood Development
Publisher : Program Studi Pendidikan Islam Anak Usia Dini, Institut Agama Islam Ma'arif (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/jcd.v3i2.3365

Abstract

Student learning outcomes can measure the achievement of learning objectives, so increased learning outcomes can also determine the success of a lesson. Efforts to improve student learning outcomes can be made by implementing Classroom Action Research (CAR). Providing action in the form of a game-based learning approach using maze game media in classes where the learning process tends to be monotonous has the potential to be a solution to improving student learning outcomes. This action was carried out on class II students who had problems with low student learning outcomes. At the pre-cycle stage, the average grade II grade was only 51.6, and the classical completeness was only 40%. The action in applying a game-based learning approach using maze game media given to class II succeeded in increasing student learning outcomes in each cycle. In the first cycle, the average score was 68.3 and the classical learning mastery was 65.2%; in the second cycle, the average value was 78.3 and the classical learning mastery was 82.6%.
Meta-Analysis Study for the Use of Project Based Learning Models in Teaching and Learning Activities Dodik Widarbowo; Nofirman Nofirman; Jasiah Jasiah; Miftahus Surur; Enny Diah Astuti
Journal on Education Vol 5 No 4 (2023): Journal on Education: Volume 5 Nomor 4 Mei-Agustus 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v5i4.2781

Abstract

This study aims to analyze the effectiveness of using the project-based learning (PjBL) learning model on students' biology learning outcomes. The method used is meta-analysis, a method for synthesizing research results from various studies using statistics commonly used in primary studies. The research instrument is in the form of a coding sheet that contains the necessary data and journal information. The research findings show that overall, the PjBL learning model is effective for biology learning, with a large effect size of 1.050 and a very high effect category. The PjBL model also provides influence and is effective in terms of area, educational level, and its application in biology learning to improve learning outcomes, creative thinking skills, critical thinking skills, and in larger groups, namely 21st century skills and knowledge or cognitive learners.
GAME‘S APPLICATION: Learning Method Using Maze Game Media to Increase the Learning Outcomes of Early Childhood Students Dema Yulianto; Maryana; Sumarni Rumfot; Muhammad Ridhwan; Jasiah
Journal of Childhood Development Vol. 3 No. 2 (2023): Journal of Childhood Development
Publisher : Program Studi Pendidikan Islam Anak Usia Dini, Institut Agama Islam Ma'arif (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/jcd.v3i2.3365

Abstract

Student learning outcomes can measure the achievement of learning objectives, so increased learning outcomes can also determine the success of a lesson. Efforts to improve student learning outcomes can be made by implementing Classroom Action Research (CAR). Providing action in the form of a game-based learning approach using maze game media in classes where the learning process tends to be monotonous has the potential to be a solution to improving student learning outcomes. This action was carried out on class II students who had problems with low student learning outcomes. At the pre-cycle stage, the average grade II grade was only 51.6, and the classical completeness was only 40%. The action in applying a game-based learning approach using maze game media given to class II succeeded in increasing student learning outcomes in each cycle. In the first cycle, the average score was 68.3 and the classical learning mastery was 65.2%; in the second cycle, the average value was 78.3 and the classical learning mastery was 82.6%.
Principal Leadership in Building Quality Schools: A Case Study in Elementary School Jasiah Jasiah; David Budi Irawan; Adrianus Dedy; Aldora Pratama; Reza Syahbandi
JIIP - Jurnal Ilmiah Ilmu Pendidikan Vol. 6 No. 8 (2023): JIIP (Jurnal Ilmiah Ilmu Pendidikan)
Publisher : STKIP Yapis Dompu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54371/jiip.v6i8.2257

Abstract

SD IT An Nafirah Palembang has educational method was influenced by the leadership of the principal. Leadership from the principal placed more emphasis on developing students' character than on their grades. This study aimed to describe the leadership style used and the function of principals as leaders in the development of high-quality schools. Research of this kind was qualitative. Phenomenology was the research methodology employed. In addition to using secondary data—documents received from the school—research also employed primary data—interviews and observations. An interactive model analysis with source triangulation and procedures was employed to analyze the data. The study's findings were as follows: First, the leadership style used by the principals was democratic-monarchic. This was based on the framework that was used to determine policies and carry out cooperative decision-making processes. Second, the principal's function encompassed a variety of responsibilities that were fulfilled, including those of an educator, manager, administrator, supervisor, leader, innovator, and highly effective motivator. The principal could serve as an illustration of how to perform their tasks. Therefore, it is important to correctly monitor and evaluate the leader's personality.
PELATIHAN PENYUSUNAN PERANGKAT PEMBELAJARAN KURIKULUM 2013 DI SEKOLAH DASAR ISLAM TERPADU (SD-IT) HASANKA BOARDING SCHOOL PALANGKA RAYA Jasiah; Sulistyowati; Muhammad Syabrina; Rahmad; Istiyati Mahmudah
Panrita Abdi - Jurnal Pengabdian pada Masyarakat Vol. 7 No. 4 (2023): Jurnal Panrita Abdi - Oktober 2023
Publisher : LP2M Universitas Hasanuddin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20956/pa.v7i4.21519

Abstract

Learning Devices are substantive elements in the learning process. However, based on the results of interviews and observations in the field, it was found that teachers needed the skills to make a plan that became a reference in implementing teaching and learning activities. By the rules of the 2013 curriculum, IAIN Palangkaraya, which has a Tarbiyah Department, feels compelled to share knowledge in the field of curriculum and respond by carrying out community service activities to answer problems related to learning tools. This training aims to improve teachers' professionalism as professionals at the Integrated Islamic Elementary School (SD-IT) Hasanka Boarding School Palangkaraya. Increase teachers' understanding and knowledge of the preparation of learning tools for the 2013 curriculum at SD-IT and enhance the ability of teachers to develop curriculum learning tools appropriately and apply them to learning at SD-IT Hasankan Boarding School Palangka Raya; there is planning for implementing learning by the field of study refers to the 2013 curriculum principles to be applied in classroom learning. This service activity uses the service method with several stages: inculturation, discovery, defined design, and reflection. The result of this activity is to produce learning tools that have been made by teachers during the training and mentoring process in the form of Learning Implementation Plans (RPP), Semester Programs (Prosem), and Annual Programs (Prota) referring to the 2013 curriculum principles and can be implemented in teaching and learning activities in each class. ---  Perangkat Pembelajaran merupakan unsur yang substantive dalam proses pembeljaran. Namun dilapangan berdasarkan hasil wawancara dan observasi masih ditemukan guru belum memiliki keterampilan dalam membuat sebuah perencanaan yang menjadi acuan dalam pelaksanaan kegiatan belajar mengajar. sesuai dengan kaidah kurikulum 2013, IAIN Palangkaraya yang memiliki Jurusan Tarbiyah merasa terpanggil untuk berbagi keilmuan dibidang kurikulum dan menyikapi dengan melakukan kegiatan pengabdian masyarakat untuk menjawab permasalahan berkaitan dengan perangkat Pembelajaran. Tujuan Pelatihan ini yaitu guru sebagai tenaga professional di Sekolah Dasar Islam Terpadu (SD-IT) Hasanka Boarding School Palangkaraya dapat meningkatkan profesionalismenya. . Menambah pemahaman dan pengetahuan guru terhadap penyusun perangkat pembelajaran untuk kurikulum 2013 di SD-IT dan meningkatkan kemampuan guru dalam menyusun Perangkat pembelajarn kurikulum dengan tepat dan menerapkannya pada pembelajaran di SD-IT Hasankan Boarding School Palangka Raya, dan terdapat penyusunan perencanaan pelaksanaan pembelajaran yang sesuai dengan bidang studi mengacu pada kaidah kurikulum 2013 untuk diterapkan dalam pembelajaran di kelas. Kegiatan pengabdian ini menggunakan metode pengabdian dengan beberapa tahapan yaitu inkulturasi, discovery, desain define, dan refleksi. Hasil dari kegiatan ini adalah menghasilkan perangkat pembe;ajaran yang telah dibuat guru selama proses pelatihan dan pendampingan berupa Rencana Pelaksanaan Pembelajaran (RPP), Program Semester  (Prosem) dan Program Tahunan (Prota) mengacu pada kaidah kurikulum 2013 dan dapat diimplementasikan pada kegiatan belajar mengajar di kelas masing-masing.
Analysis of the Implementation of Picture Card Media to Improve Basketball Skills in Elementary School Children I Putu Agus Dharma Hita; Mayasari; Sri Hardianty; Gamar Al Haddar; Salfin; Jasiah
Jurnal Ilmiah Multidisipin Vol. 1 No. 2 (2023): Jurnal Ilmiah Multidisiplin, Desember 2023
Publisher : Lumbung Pare Cendekia

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Abstract

Background. This research explores the implementation of picture card media to enhance basketball-playing skills among primary school children Purpose. Grounded in a literature review, the study addresses the challenges in fostering interest and understanding of basketball concepts at the elementary level. Method. Utilizing a comprehensive literature review methodology, key theories of early childhood learning, and the efficacy of visual aids are examined. Results. The analysis indicates that the integration of picture card media has the potential to overcome challenges related to children's comprehension of the game, enhancing both cognitive and motor skills. However, potential obstacles such as limited teacher training and resource availability must be carefully considered for successful implementation. Conclusion. The study concludes by highlighting the need for a holistic and culturally sensitive approach in designing educational strategies, ensuring the media's visual content aligns with the children's cultural context. The findings of this literature review provide a theoretical foundation for future empirical research, emphasizing the significance of tailored approaches to support effective learning experiences for primary school children in basketball.
Pengembangan Media Pembelajaran Educaplay Menggunakan Model-V pada Mata Pelajaran SKI Latifah Mayasari; Jasiah
ISTAJADDA : Jurnal Magister Pendidikan Agama Islam Vol 1 No 1 (2025): Istajadda: Jurnal Magister Pendidikan Agama Islam
Publisher : Institut Attaqwa KH. Noer Alie, Bekasi

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Abstract

Media pembelajaran yang efektif dapat membantu menciptakan pengalaman belajar yang lebih interaktif dan menarik bagi pesereta didik. Media memiliki peran penting dalam terlaksananya proses pembelajaran, sebab penggunaan media menjadi salah satu perantara pendidik kepada peserta didik agar informasi yang disampaikan dapat lebih mudah diterima. Penelitian ini bertujuan untuk membuat media pembelajaran yang mudah untuk peserta didik memahami materi yang sukar dipahami menggunakan penjelasan verbal, oleh karena itu penelitian ini menggunakan Research And Development (R&D). Dengan menggunakan V-model mulai dari requirement gathering, system analysis, software design, module design, coding, sedangkan tahapan validasi menjabarkan testing terhadap setiap scope aplikasi mulai dari unit test, integration test, system test, hingga user acceptance. Hasil dari ahli media mendapat skor 82%, ahli materi mendapatkan skor 98%, respon guru mendapatkan skor 82% dan hasil respon siswa mendapatkan skor 90,7%. Maka dapat disimpulkan bahwa media pembelajaran educaplay dinyatakan efektif dan efesien untuk digunakan