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Upaya Meningkatkan Hasil Belajar IPAS Melalui Metode Round Club Pada Siswa Kelas V SD Inpres Tinggimae Kabupaten Gowa Khaerunnisa, Andi Nurul; Idris, A. Muzkiah; Adam, Andi; Jaya, Setiawan Uthama
Cokroaminoto Journal of Primary Education Vol. 7 No. 2 (2024): Oktober 2024
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/cjpe.7.2.2024.4623

Abstract

Masalah dalam penelitian ini adalah rendahnya hasil belajar IPAS pada siswa kelas V SD Inpres Tinggimae Kabupaten Gowa. Tujuan penelitian ini adalah untuk meningkatkan hasil belajar IPAS dengan menggunakan metode round club pada siswa kelas V SD Inpres Tinggimae Kabupaten Gowa. Penelitian ini merupakan penelitian tindakan kelas yang dilakukan dalam dua siklus, masing-masing siklus dilakukan 3 kali pertemuan. Instrumen penelitian ini berupa tes evaluasi dan lembar observasi. Data hasil penelitian dianalisis secara kuantitatif dan kualitatif. Hasil penelitian ini menunjukkan bahwa: Hasil belajar siswa rata-rata 67,85 pada siklus I dan meningkat menjadi rata-rata 80,14 pada siklus II. Tingkat ketuntasan belajar pada siklus I 60% dan meningkat menjadi 89% pada siklus II. Dengan demikian, penerapan metode round club dapat meningkatkan hasil belajar IPAS siswa kelas V SD Inpres Tinggimae Kabupaten Gowa.
Efektivitas Penggunaan Media Quizizz pada Mata Pelajaran Sejarah Kelas X SMK Rahayu, Anny; Adam, Andi; Nasir
Jurnal Pendidikan dan Pembelajaran Vol. 2 No. 2 (2022): July - December 2022
Publisher : Almeera Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62388/jpdp.v2i2.173

Abstract

Research on the Effectiveness of Using Quizizz Media in History Subjects of diachronic, synchronic, chronological, space and time concepts in history. Class X DKV (Virtual Communication Design) students at SMK Negeri 1 Karossa for the 2022/2023 academic year, with a total of 16 students. Aims to determine the effectiveness of using quizizz media in history subjects. The sample in this study were students of class X DKV (Virtual Communication Design), the method used in this study was an experimental method with a quantitative approach. The instruments in this study used tests, questionnaires, and documentation. Data collection techniques used are tests, questionnaires and documentation. data analysis technique by Descriptive Statistics analysis and Inferential Statistics analysis. The results of the descriptive statistical analysis showed that the average student learning outcomes before using the quizizz media was 47.25, the student's score was still below the KKM score and after using the quizizz media, the average student score was 89.81, an increase above the KKM score. For inferential statistical analysis using the t test formula, it is known that a significant value of 0.000 <0.05 is obtained so that H0 is rejected and H1 is accepted. Based on these results, it shows that the use of quizizz media is effective in history subjects for class X DKV (Virtual Communication Design) SMK Negeri 1 Karossa, Central Mamuju Regency.
MENINGKATKAN HASIL BELAJAR SISWA MELALUI GAME PUZZLE MATA PELAJARAN PPKn KELAS III SEKOLAH DASAR Paulangan, Cahyani; Adam, Andi; Jaya, Setiawan Uthama
Jurnal Kajian Pembelajaran dan Keilmuan Vol 8, No 2 (2024): OKTOBER 2024
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jurnalkpk.v8i2.86410

Abstract

This research is a Classroom Action Research (CAR) which aims to determine the improvement in student learning outcomes through puzzle games for PPKn subjects for grade III elementary schools.. The subjects in this research were 20 students in class III of SD Inpres Tinggimae for the 2023/2024 academic year, consisting of 8 boys and 12 girls. Data collection techniques use observation and tests. The instruments of this research are observation sheets and test sheets. The data analysis technique is descriptive qualitative. The results of the research show that using puzzle games can improve the learning outcomes of class III students at SD Inpres Tinggimae. The increase in student learning outcomes can be seen from the value of learning outcomes in the first cycle of students who reached the KKM as many as 4 students or 20%, while in the second cycle there were 19 students or 95%. Therefore, it can be concluded that by applying puzzle games to the learning of Pancasila and Citizenship Education, students can improve classical learning outcomes and achieve success criteria.
PENERAPAN MODEL PEMBELAJARAN BERBASIS MASALAH UNTUK MENINGKATKAN HASIL BELAJAR IPAS KELAS VI SD Nisa, Ainin Zahratun; Adam, Andi; Jaya, Setiawan Uthama
Jurnal Kajian Pembelajaran dan Keilmuan Vol 8, No 2 (2024): OKTOBER 2024
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jurnalkpk.v8i2.86407

Abstract

Based on the results of observations that have been carried out through providing initial assessments in natural and social science subjects, it was found that there are still many students who are below the KKM, namely 75. So the research aims to apply a problem-based learning model to improve the learning outcomes of VIA SD class students. Tinggimae Presidential Instruction on natural and social science subjects totaling 30 students. The research used was Classroom Action Research (PTK) which was carried out in two learning cycles. Each cycle consists of two meetings and four learning stages, namely: planning, implementation, observation, and reflection. Data collection techniques include observation and tests. Meanwhile, data analysis techniques include quantitative and qualitative analysis. Based on data analysis, the learning outcomes of class VIA SD Inpres Tinggimae students in the pre-cycle learning completion percentage were 27%. In cycle I carried out two meetings the percentage of learning completeness was 67%, and in cycle II carried out two meetings it increased with learning completeness amounting to 80%. Thus, it can be concluded that using a problem-based learning model can improve the learning outcomes of class VIA SD Inpres Tinggimae students in natural and social science subjects.
PENGARUH GERAKAN LITERASI SEKOLAH TERHADAP MINAT MEMBACA DALAM BENTUK POJOK BACA SISWA DI SEKOLAH DASAR KELAS VI SD NEGERI ROMANG RAPPOA KABUPATEN GOWA: Penelitian Kuantitatif Suhasti, Tasyah Arsita; Adam, Andi; Ulviani, Maria
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.25553

Abstract

Masalah utama dalam penelitian ini yaitu Bagaimana Pengaruh Gerakan Literasi Sekolah Dalam Bentuk Pojok Baca Terhadap Minat Membaca Siswa di Sekolah Dasar Kelas VI SD Negeri Romang Rappoa Kabupaten Gowa. Penelitian ini bertujuan untuk mengidentifikasi Pengaruh Gerakan Literasi sekolah Dalam Bentuk Pojok Baca Terhadap Minat Membaca Siswa di Sekolah Dasar Kelas VI SD Negeri Romang Rappoa Kabupaten Gowa. Jenis penelitian ini adalah ex post facto dengan menggunakan metode penelitian kuantitatif. Sampel dalam penelitian ini adalah siswa kelas VI SD Negeri Romang Rappoa Kabupaten Gowa dengan jumlah siswa sebanyak 35 orang yang terdiri dari 20 orang laki-laki dan 15 orang perempuan. Pengumpulan data menggunakan angket dan dokumentasi. Hasil penelitian menunjukkan adanya pengaruh positif antara variabel pojok baca dan variabel minat baca. Program gerakan lietrasi sekolah terutama pojok baca terbukti memberikan manfaat positif. Melalui peningkatan kualitas pojok baca dikelas tentunya akan mempengaruhi minat membaca siswa.