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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.
EFEKTIVITAS METODE KWL (KNOW, WANT TO KNOW, LEARNED) TERHADAP PEMAHAMAN MEMBACA TEKS NONFIKSI SISWA KELAS V SD MUHAMMADIYAH KARUWISI KOTA MAKASSAR Nur Indah Sari, Hesti; Adam, Andi; Ayu Andhira, Desy
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42518

Abstract

The main problem in this study is the lack of reading comprehension among fifth-grade students of SD Muhammadiyah Karuwisi, Makassar. Therefore, the researcher applied the KWL (Know, Want to Know, Learned) method, which is expected to encourage students to better understand the content of reading texts. This study aims to determine the effectiveness of the KWL (Know, Want to Know, Learned) method on the reading comprehension of fifth-grade students at SD Muhammadiyah Karuwisi, Makassar. This study employed a quantitative experimental method with a One Group Pre-test and Post-test Design. The population of this study consisted of all fifth-grade students of SD Muhammadiyah Karuwisi, totaling 10 students. The sampling technique used was total sampling, meaning that the entire population was used as the research sample. The data collection techniques were conducted through a pre-test and post-test. The data were collected using a reading comprehension competency test in the form of constructed-response items. Afterward, all obtained data were analyzed using descriptive statistics and inferential statistics. Based on the results, the average pre-test score was 58.50, categorized as low, and the average post-test score was 83.00, categorized as high. Furthermore, the results of the inferential analysis through hypothesis testing using the Paired Samples Test showed a Sig. (2-tailed) value of 0.000. Thus, H0 was rejected and H1 was accepted because the Sig. (2-tailed) value < α (0.05), namely (0.000 < 0.05). Therefore, it can be concluded that the KWL (Know, Want to Know, Learned) method is effective in improving the reading comprehension of nonfiction texts among fifth-grade students of SD Muhammadiyah Karuwisi, Makassar.
Sosialisasi Literasi Digital dalam Membangun Sikap Cerdas dan Bijak Bermedia pada Siswa Sekolah Dasar di SD Negeri Kakatua Makassar Ramadhani, Fitri; Adam, Andi; Latief, Syekh Adiwijaya; Syam, Alif Kurnia; Farhi, Muh.; Azizah, Nur
Sipakaraya : Jurnal Pengabdian Masyarakat Vol 4 No 2 (2026): Sipakaraya : Jurnal Pengabdian Masyarakat
Publisher : Universitas Sulawesi Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31605/sipakaraya.v4i2.6133

Abstract

Perkembangan teknologi digital yang pesat membawa dampak signifikan terhadap kehidupan peserta didik sekolah dasar, baik dalam mendukung proses pembelajaran maupun menimbulkan berbagai tantangan, seperti kesulitan memilah informasi, rendahnya etika bermedia, serta kurangnya kesadaran akan keamanan dan privasi digital. Kondisi tersebut menunjukkan pentingnya penguatan literasi digital sejak dini. Kegiatan Pengabdian kepada Masyarakat ini bertujuan untuk meningkatkan pemahaman literasi digital siswa sekolah dasar dalam membangun sikap cerdas dan bijak bermedia. Kegiatan dilaksanakan melalui sosialisasi literasi digital kepada siswa kelas V SD Negeri Kakatua Kota Makassar. Metode pelaksanaan kegiatan meliputi tahapan perencanaan, pelaksanaan, dan pelaporan, dengan bentuk kegiatan berupa penyampaian materi, diskusi, tanya jawab, serta aktivitas interaktif yang disesuaikan dengan karakteristik peserta didik. Hasil kegiatan menunjukkan bahwa peserta didik memiliki antusiasme yang tinggi dan mengalami peningkatan pemahaman mengenai literasi digital, etika bermedia, serta pemanfaatan teknologi secara positif dan aman. Kegiatan ini diharapkan dapat membekali siswa sekolah dasar agar mampu menggunakan media digital secara bijak, kritis, dan bertanggung jawab.
Development of Educational Game Based on Canva Application on Reading Comprehension Skills of Fifth Grade Elementary School Students: Pengembangan Media Game Edukatif Berbasis Aplikasi Canva pada Aspek Keterampilan Membaca Pemahaman Siswa Kelas V Sekolah Dasar Apriana, Maulidya; Akhir , Muhammad; Adam, Andi
Academia Open Vol. 10 No. 1 (2025): June
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/acopen.10.2025.10959

Abstract

General Background: Reading comprehension is a fundamental skill in primary education, influencing students' academic performance across subjects. Specific Background: However, traditional teaching methods often fail to engage students effectively, particularly in Indonesian language classes. Knowledge Gap: Limited use of interactive and technology-based learning media contributes to low reading comprehension outcomes among elementary students. Aims: This study aims to develop and evaluate an educational game based on Canva to enhance reading comprehension skills of grade V students at SDN Sungguminasa V. Results: Utilizing the Borg & Gall development model, the research involved stages from needs analysis to product refinement. The resulting Canva-based educational game was validated by experts with a feasibility score of 97%, showed high practicality with an implementation score of 95.83% and positive teacher feedback (91.66%), and demonstrated strong effectiveness through student responses (99.16%) and significant score improvement from 35.83% (pretest) to 90% (posttest). Novelty: This study presents a novel integration of Canva as a platform for developing subject-specific educational games tailored to primary students’ cognitive levels.Implications: The findings highlight the potential of Canva-based educational games as effective, feasible, and engaging media to support reading comprehension in Indonesian language instruction. Highlights: Enhances student engagement through interactive learning. Significantly improves reading comprehension scores. Validated as highly feasible, practical, and effective. Keywords: Educational Game, Canva, Reading Comprehension, Elementary School
ANALISIS WACANA KRITIS PADA IKLAN LAYANAN PENDIDIKAN; KAJIAN NORMAN FAIRCLOUGH Firdaus, Waiz; Munirah; Adam, Andi
KREDO : Jurnal Ilmiah Bahasa dan Sastra Vol. 9 No. 2 (2026): JURNAL KREDO VOL 9 NO 2 TAHUN 2026
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/kredo.v9i2.16578

Abstract

This study aims to analyze the discourse of educational service advertisements by examining how language is used to construct meaning, ideology, and power relations in the educational context. The phenomenon of the increasing use of advertisements as a medium for shaping the image of educational institutions is the main background of this study. The study uses a descriptive qualitative approach with Norman Fairclough's Critical Discourse Analysis framework. The research data consists of verbal texts of educational service advertisements collected through documentation techniques. The sample was determined purposively based on the criteria of relevance, message clarity, and dominant persuasive elements. Data analysis was conducted by examining three dimensions of discourse: text, discursive practices, and social practices. The results show that educational service advertisements utilize linguistic strategies such as metaphors, persuasive slogans, and imperative sentence structures to represent education as the main path to success and social mobility. These findings indicate that educational advertisements are not neutral, but rather reproduce certain ideologies and construct symbolic power relations between educational institutions and society. This study contributes to the development of critical discourse analysis studies in the fields of language and education and encourages increased public critical awareness of educational discourse in the media. Further research is recommended to involve multimodal analysis and audience reception studies.