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Development of Fern Media to Increase the Active Learning of Class II MI Nurul Falah Brati Students in Material Places of Living Creatures Learning Content in Natural Sciences Fitriana, Vera; S, Imam Maulana; Yunianto, Rifan; Masfuah, Siti; Suryani, Fitri Budi; Najikhah, Fatikhatun
Journal of Learning Improvement and Lesson Study Vol. 3 No. 1 (2023): JLILS (June Edition)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jlils.v3i1.47

Abstract

The background of this research is the low learning activity of class II students of MI Nurul Falah Brati on Material Places of Living Creatures Living Science Learning Content with a score of 50% which is due to limited learning media. The purpose of this study was to measure the increase in class II student learning activeness by using Pakis media. The type of research used isResearch & Development (R&D) with the ADDIE model on stage Development. The research subjects used were class II students at MI Nurul Falah Brati, totaling four students. The data analysis technique used is qualitative and quantitative data analysis. the data collection techniques used were interviews, validity questionnaires, observation, and limited scale trial questionnaires. The results of media expert validation obtained an average score of 96% in the "Very feasible" category. In the observation of learning activity, a score of 88.875 was obtained in the "very decent" category. In the limited scale trial questionnaire, an average score of 91.225% was obtained in the "Very feasible" category. The pretest and posttest results increased by 1.36 with moderate criteria. So it can be concluded that the use of PAKIS media can increase the learning activity of class II MI Nurul Falah Brati students.
PENGEMBANGAN MEDIA PERMAINAN ULAR TANGGA UNTUK PENINGKATKAN KETERAMPILAN BERFIKIR SISWA DALAM MATERI MAJAS METAFORA Najikhah, Fatikhatun; Masfuah, Siti; Fatimah, Siti; Anggraini, Ririn; Setyaningsih, Mawar
JS (JURNAL SEKOLAH) Vol 8, No 2 (2024): MARET 2024
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/js.v8i2.55100

Abstract

Abstract: This research aims to develop the metaphorical snakes and ladders game media, how valid and practical the metaphorical snakes and ladders game media is and to find out how to improve students' thinking skills in using the metaphorical snakes and ladders metaphorical game media. The research method used is the development type which is a limited scale trial stage of Research and Development. The subjects studied were Class IV students at SDN 3 Bulungkulon. Data collection techniques use observation sheets, interviews, questionnaires, validation sheets, and thinking ability tests. The research results showed that 95% of the results of the validation questionnaire were valid, the student response questionnaire was 3.3, which means very good, and student learning outcomes increased by 13% after testing the metaphorical figurative snake and ladder game media. This shows that there is an increase in students' thinking skills after using the metaphorical figure of speech snake and ladder game media.Keyword: Snakes and Ladders Media, Metaphors, Thinking SkillsAbstrak: Penelitian ini bertujuan untuk mengembangkan media permainan ular tangga majas metafora bagaimana kevalidan dan kepraktisan media permainan ular tangga majas metafora serta mengetahui peningkatan keterampilan berfikir siswa dalam menggunakan media permainan ular tangga majas metafora. Metode penelitian yang digunakan yaitu jenis pengembangan yang merupakan tahap uji coba skala terbatas dari Research and Development.. Subjek yang diteliti adalah siswa Kelas IV SDN 3 Bulungkulon. Tehnik pengumpulan data menggunakan lembar observasi, wawancara, angket, lembar validasi, dan tes kemampuana berfikir. Hasil penelitian menunjukkan 95% dari hasil angket validasi, angket respon peserta didik sebesar 3,3 yang berarti baik sekali dan hasil belajar siswa yang mengalami peningkatan sebesar 13% sesudah uji coba media permainan ulartangga majas metafora. Hal ini menunjukan bahwa terjadi peningkatan keterampilan berfikir siswa setelah menggunakan media permainan ulartangga majas metafora.Kata Kunci: Media Ular Tangga, Majas Metafora, Keterampilan Befikir
Enhancing Numeracy Skills in Elementary Students through the Traditional Congklak Game: A Study in Kudus Hariyadi, Ahmad; Rasyad, Afni; Rondhi S, Wawan; Santoso N, Denny; Najikhah, Fatikhatun
AL-ISHLAH: Jurnal Pendidikan Vol 16, No 3 (2024): AL-ISHLAH: JURNAL PENDIDIKAN
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v16i3.5613

Abstract

The objective of this study is to assess the efficacy of the conventional congklak game in enhancing numeracy abilities among primary school pupils in Kudus. The capacity to enumerate is a fundamental skill in the field of mathematics education, which is sometimes regarded as tedious by young learners. This study employed an experimental research approach and included a sample of 100 students representing diverse social and economic backgrounds. The employed methodologies encompass literature review, documentation, direct observation, and pre-test and post-test assessments to evaluate students' numeracy abilities. In addition, questionnaires and interviews were used to analyse several dimensions like learning motivation, social interaction, and family environmental support. The findings indicated that pupils who were taught utilizing the congklak game shown a notable enhancement in their numeracy abilities in comparison to students who employed traditional approaches, with an average rate of improvement of 28%. Furthermore, the congklak game has been empirically shown to enhance both learning motivation and social interaction among students. The findings of this study validate the need of including conventional games within the primary education curriculum in order to establish a learning environment that is both entertaining and efficient. Therefore, this study provides a substantial contribution to the advancement of novel and efficient learning methodologies. The findings from this study can serve as a valuable resource for policy makers and educators in developing a curriculum that is both engaging and effective in enhancing students' fundamental skills.
Strategi Guru dalam Mengembangkan Apresiasi Siswa Seni Ukir Gebyok melalui Pendidikan Berbasis Budaya Lokal Wulandari, Fiska Noviana; Fajrie, Nur; Najikhah, Fatikhatun
JPKS (Jurnal Pendidikan dan Kajian Seni) Vol 9, No 2 (2024)
Publisher : Universitas Sultan Ageng Tirtayasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30870/jpks.v9i2.27907

Abstract

There is a problem at SD Muhammadiyah Blimbingrejo where students lack knowledge about local culture, even though aspects of regional cultures are sometimes gradually introduced during the teaching and learning process. This research aims to analyze the strategies used by teachers to enhance students' appreciation of the Gebyok carving art within the context of local culture-based education at SD Muhammadiyah Blimbingrejo, Jepara. The research uses a qualitative approach with a case study, collecting data through observation, interviews, and documentation. The results show that teachers play a crucial role in introducing, teaching, and integrating the Gebyok carving art into the curriculum, allowing students to understand and appreciate their local cultural heritage. Additionally, this approach helps in developing students' positive attitudes towards local culture, which is important for preserving cultural heritage and strengthening national identity.
PENGEMBANGAN MODUSIKU (E-MODUL DAN ASESMEN INTERAKTIF BERBASIS LITERASI KEARIFAN LOKAL KUDUS) SEBAGAI MEDIA PEMBELAJARAN BAHASA INDONESIA DAN KARAKTER Setiawaty, Rani; Najikhah, Fatikhatun; Wijayanto, Wasis; Kironoratri, Lintang
SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED Vol. 15 No. 2 (2025): SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/sejpgsd.v15i2.66282

Abstract

The objectives of this research are (1) to develop Modusiku (e-modules and interactive assessments that are integrated and based on local wisdom literacy) for Indonesian language learning and student character; (2) to test the validation of Modusiku; (3) to test the practicality of Modusiku. This research method is Research and Development with ADDIE model. Based on the results of the study, it shows that first, Modusiku as a medium for learning language and student character have been developed.  Second, the results of the media expert validation test scored 81.55% (very feasible), the material expert 80% (very feasible), and the practitioner expert 84% (very feasible). Third, based on the results of the practicality test, it shows that this e-module is very practical to use in learning, with positive responses from teachers by 86% and students by 96%. Thus, Modusiku that has been improved based on the validator's input is considered feasible and practical as a medium for learning Indonesian as well as an effort to instill the character of love for local culture to students.
PENGEMBANGAN MEDIA PAPAN KARTU AKSARA JAWA [PAKARJA] GUNA MENINGKATKAN MINAT BACA AKSARA JAWA LEGENA PADA SISWA Sari, Erma Novita; ‘Aziizah, Nadine; Asri, Oktara Rossiana; Vistiana, Jenniver; Setiawaty, Rani; Najikhah, Fatikhatun
INOPENDAS: Jurnal Ilmiah Kependidikan Vol 7, No 1 (2024): Inopendas : Jurnal Ilmiah Kependidikan (Februari 2024)
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/jino.v7i1.10453

Abstract

This study aims to: 1] Develop learning media in the form of Javanese script board media on Javanese legena script material 2] Knowing student responses to the feasibility of learning media in the form of Javanese on Javanese legena script material in the form of Javanese script board media for grade 3 students SD. RD research adopting development from Borg Gall. The results of this study are: 1) Learning media has been developed in the form of PAKARJA BOARDS (Javanese script card boards) in the form of board and card media. 2) The feasibility of the PAPAN PAKARJA learning media that has been developed is very feasible with a percentage of 90% based on the final stage material expert assessment after improvement of the design expert with a percentage of 82.5% with feasible criteria. 3) With a percentage of 81.2% teacher assessment with proper criteria. 4) The results of student responses with a percentage of 90% with feasible criteria. 5) The average pretest score is 78 and the posttest score is 98, so the biggest percentage increase is 26%. Based on these results, it can be concluded that the PAPAN PAKARJA learning media is suitable for increasing reading interest in learning Javanese script in the Legenda Javanese script material.
PENERAPAN MODEL CONTEXTUAL TEACHING AND LEARNING (CTL) TERHADAP KETERAMPILAN BERBICARA SISWA KELAS IV SD 4 PRAMBATAN LOR Zahro, Indra Prastianing; Kironoratri, Lintang; Najikhah, Fatikhatun
Jurnal Wawasan Pendidikan Vol 5, No 2 (2025): Agustus 2025
Publisher : Fakultas Ilmu Pendidikan, Universitas Persatuan Guru Republik Indonesia Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jwp.v5i2.23912

Abstract

Penelitian ini bertujuan untuk mengetahui penerapan model Contextual Teaching and Learning (CTL) dalam meningkatkan keterampilan berbicara siswa kelas IV di SD 4 Prambatan Lor. Penelitian ini menggunakan metode penelitian kuantitatif dengan pendekatan eksperimen. Jenis penelitian yang digunakan eksperimen dengan desain one group pretest-posttest design. Subjek yang digunakan adalah siswa kelas IV SD 4 Prambatan Lor berjumlah 14 siswa. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah pretest-posttest, observasi kelas, dan dokumentasi. Analisis data yang digunakan yaitu Uji Paired Sample t-test. Berdasarkan hasil penelitian diperoleh Nilai signifikansi 0,05 yaitu 0,000 0,05. Maka Ho ditolak dan Ha diterima. Sehingga dapat disimpulkan terdapat perbedaan rata-rata keterampilan berbicara sebelum dan sesudah diterapkan model pembelajaran CTL. Terdapat peningkatan keterampilan berbicara siswa kelas IV sesudah diberikan perlakuan dengan menggunakan model pembelajaran CTL. Berdasarkan uji N-Gain diperoleh nilai 0,2633 termasuk kategori rendah.
Pengembangan Flipbook Tradisibuku (Sastra Legenda Literasi Budaya Kudus) Untuk Meningkatkan Kemampuan Membaca Pemahaman Siswa Kelas IV Setiawaty, Rani; Najikhah, Fatikhatun; Kristiyani, Leony; Andayani, Sinta; Anggraeni, Roslita
Journal Prakarsa Paedagogia Vol 8, No 1 (2025): Vol. 8. No 1 (2025): Juni 2025
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/jpp.v8i1.15265

Abstract

This research aims to develop an interactive flipbook learning medium named TRADISIBUKU (Kudus Cultural Literacy through Legend Stories) to enhance the reading comprehension abilities of fourth-grade students at SD 1 Gondangmanis. This developmental research employs the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research subjects comprised 8 fourth-grade students from SD 1 Gondangmanis. Data were collected through interviews, questionnaires, and tests (pre-test and post-test). Validation results from media experts and material experts indicated that the TRADISIBUKU flipbook is highly feasible and good for use as a learning medium, receiving positive responses from the teacher. Small-scale trials demonstrated an improvement in students' reading comprehension, evidenced by an average N-Gain score of 0.6063 (60.63%), categorized as "medium". This suggests that the TRADISIBUKU flipbook is quite effective in improving students' learning outcomes and has the potential to be an engaging and culturally relevant learning tool. For further development, it is recommended to conduct large-scale trials and incorporate interactive game features.
PELATIHAN PENGEMBANGAN BAHAN AJAR DIGITAL BAGI GURU SMA DI CIANJUR Khasanah, Uswatun; Sukardjo, Mochammad; Najikhah , Fatikhatun; Rahmat , Stepahanus Turibus; Khaerudin , Khaerudin
Abdimas Awang Long Vol. 6 No. 2 (2023): Juni, Abdimas Awang Long
Publisher : Sekolah Tinggi Ilmu Hukum Awang Long

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56301/awal.v6i2.685

Abstract

Bahan ajar merupakan salah satu komponen dalam proses pembelajaran. Menyusun bahan adalah tugas seorang pendidik dengan tujuan pembelajaran berhasil sesuai dengan yang sudah ditentukan. Keberhasilan dalam pencapaian pembelajaran dapat dilihat dari susunan dan rancangan bahan ajar baik cetak dan non cetak. Bahan ajar yang menarik dan tidak membosankan dapat dilampirkan berupa media video untuk dapat meningkatkan hasil belajar peserta didik. Akan tetapi masih banyak guru yang kesulitan dalam Menyusun bahan ajar digital. Kurangnya pengetahuan dan keterampilan guru dalam bidang IT juga merupakan salah satu kendala dalam penyusunan bahan ajar digital. Tujuan dari kegiatan pengabdian pada masyarakat ini dengan diadakannya pelatihan untuk memberikan pengetahuan dan keterampilan kepada guru-guru SMA di Cianjur tentang cara merancang dan mengembangkan bahan ajar digital dalam upaya peningkatan kompetensi profesional guru. Metode pelaksanaan pada kegiatan pelatihan ini dengan tatap muka secara langsung diruang kelas. Kegiatan pengabdian masyarakat dilakukan dengan memberikan pelatihan secara langsung kepada guru dengan metode pelatihan terbimbing, kemudian guru membuat bahan ajar masing-masing. Hasil pelatihan yang dilakukan oleh tim ini dinilai berhasil meningkatkan kemampuan guru dalam pengembangan bahan ajar, dibuktikan oleh data evaluasi pretest dan postest terdapat kenaikan sebesar 9,6 %. Kegiatan pelatihan ini terbukti efektif untuk peningkatan guru dalam Menyusun bahan ajar digital
THE USE OF SOCIAL MEDIA: METAPHORICAL EUPHEMISM IN INDONESIAN PRESIDENT’S FACEBOOK COMMENTS Haryanto, Sigit; Setiawaty, Rani; Rahmatika, Laily; Wahyudi, Agus Budi; Hoque, Mohammed Shamsul; Najikhah, Fatikhatun; Islam, M. Monjurul
LiNGUA: Jurnal Ilmu Bahasa dan Sastra Vol 18, No 1 (2023): LiNGUA
Publisher : Laboratorium Informasi & Publikasi Fakultas Humaniora UIN Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/ling.v18i1.22882

Abstract

In this era of digitalization, national politicians are increasingly embracing social media as a means of effective communication with the people they govern. Social media platforms like Facebook have become customary for the ruling class to ensure efficient communication with the public. In their comments on social media, netizens frequently resort to metaphors to express their opinions on topics of general interest. This research examines the usage of metaphorical euphemisms in online comments on Joko Widodo's Facebook posts. This research aims to describe metaphorical euphemisms in President Joko Widodo's Facebook comments. A qualitative approach combined with content analysis has been used in this study. The results reveal that netizens' use of metaphorical euphemisms is influenced by their beliefs, experiences, and socio-cultural perceptions of politics. This study bridges a gap in the literature by investigating how national leaders, particularly in Indonesia, utilize rhetorical strategies on their social media accounts.