Sukirman
Universitas Islam Negeri Raden Mas Said Surakarta

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Meningkatkan Pemahaman Siswa Melalui Pembelajaran Kooperatif Tipe Make A Match Reni Dwi Jayanti; Ermawaty Sholikhah; Muniggar Kusuma; Danang Purnomo; Sukirman Sukirman
Tarbiyah: Jurnal Pendidikan Agama Islam Vol. 2 No. 1 (2023): Tarbiyah : Jurnal Pendidikan Agama Islam
Publisher : IAI Al Muhammad Cepu

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Abstract

Tujuan penelitian ini adalah untuk mengetahaui peningkatan hasil belajar siswa siswa kelas V SD Muhammadiyah Wonorejo Kec. Polokarto, Kab. Sukoharjo Tahun Pelajaran 2023/2024 melalui pembelajaran kooperatif Make a Match. Penelitian ini merupakan Penelitian Tindakan Kelas, yang dilaksanakan secara kolaboratif dengan guru kelas. Adapun Teknik pengumpulan datanya menggunakan observasi, tes dan dokumentasi.  Hasil penelitian dapat dilihat dari penelitian tindakan kelas yang dilakukan pada siklus I, II dan III dengan hasil nilai rata-rata mengalami peningkatan pada pra siklus dari 73,2 menjadi 76 pada siklus I, dan meningkat lagi pada siklus II sebesar 83,2. Untuk angka ketuntasan belajar siswa dari pra siklus ke siklus I naik menjadi 15 anak atau sebesar 60%, dan pada siklus II meningkat menjadi 20 anak atau 80%. Karena pada siklus II ketuntasan belajar siswa mencapai lebih dari 80% dari jumlah siswa, maka peneliti menghentikan penelitian, karena hasil penelitian sudah mencapai indikator keberhasilan yang ditetapkan
Student Preferences and Rationales for Five Wordwall Game Formats in Arabic Vocabulary Learning Sukirman Sukirman; Muhammad Nur Kholis
ALSINATUNA Vol 11 No 1 (2025): December 2025
Publisher : Universitas Islam Negeri K.H. Abdurrahman Wahid Pekalongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28918/alsinatuna.v11i1.12911

Abstract

This study investigates students’ perceptions of the effectiveness, enjoyment, engagement, and preference in using Wordwall-based activities for learning Arabic vocabulary. Employing a sequential explanatory mixed-methods design, the research involved 38 Arabic language students at an Islamic university who had direct experience using five types of Wordwall-based games, including quiz-based, matching, and puzzle activities. A descriptive survey was first used to map student preferences across the four criteria. Subsequently, thematic analysis of open-ended responses was conducted to explain the quantitative trends. Each game was integrated into vocabulary learning sessions, after which participants completed a questionnaire consisting of four multiple-choice and four open-ended questions. Quantitative data were analyzed using descriptive statistics to determine the frequency and percentage of preferences, while qualitative data were analyzed thematically to explore underlying reasons and insights. Thematic analysis followed the key stages of familiarization, coding, theme identification, and interpretation, focusing on themes such as ease, challenge, reward systems, time, and visual displays. Results indicate that Gameshow Quiz is perceived as the most effective and preferred game, whereas Maze Chase and Find the Match stand out for their interactivity and visual appeal. Overall, the findings emphasize the pedagogical value of game-based learning in enhancing student engagement and vocabulary acquisition in Arabic language instruction.