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Multiple Intelligence Integration: Enhancing Social Studies Learning Outcomes in Indonesian Primary Schools Hardiyati, Mikyal; Fitriati, Resti
Cendekiawan : Jurnal Pendidikan dan Studi Keislaman Vol 4 No 3 (2025): September Edition: Multiple Intelligences of Students in Formal, Informal, and No
Publisher : Yayasan Zia Salsabila

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61253/cendekiawan.v4i3.400

Abstract

Traditional social studies instruction in Indonesian primary schools often employs one-size-fits-all approaches that fail to accommodate diverse student learning preferences, resulting in suboptimal academic achievement and limited student engagement. This study aims to examine the effectiveness of Multiple Intelligence (MI) integration in enhancing social studies learning outcomes among Grade 4-6 students in Indonesian primary schools. A quasi-experimental design was employed with 120 students from three schools in Jakarta, comparing MI-integrated instruction with conventional teaching methods over 12 weeks. Data were collected through pre-post achievement tests, learning engagement surveys, and classroom observations. Results demonstrated significant improvements in academic performance (p<0.05), with experimental groups showing 23% higher achievement scores and increased participation rates across all intelligence domains. Students exhibited enhanced critical thinking skills, cultural awareness, and collaborative learning behaviors. The findings suggest that MI integration provides a viable framework for differentiated social studies instruction, offering practical implications for curriculum developers and educators to create more inclusive and effective learning environments that honor diverse student strengths and learning pathways.
Pengembangan E-Booklet Interaktif Keanekaragaman Ikan di TPI Tambaklorok Untuk Meningkatkan Keterampilan Proses Sains Peserta Didik SMA Resti Fitriati; Ari Yuniastuti; Nur Kusuma Dewi
Jurnal Penelitian Pendidikan IPA Vol 9 No 6 (2023): June
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i6.3614

Abstract

The purpose of this study is to develop interactive e-booklets based on the local potential to improve learners' science process skills. This research method is Research & Development (R&D) with a 4D model consisting of 4 main stages, namely, define. Design, develop and disseminate. The product of this research is an interactive e-booklet. The subject of the study was a grade X student of Al Fattah Terboyo High School. The e-booklet was validated by media experts and material experts, each consisting of one lecturer and two teachers as experts. The results showed that interactive e-booklets are included in the category of very valid and worthy of use in learning, and interactive e-booklets are effective enough to improve the science process skills of learners, but science process skills still need to be trained again to learners.
A The Use of Wokwi Learning Media Can Increase Science Learning Outcomes in Madrasah Ibtidaiyah Students Wahab, Abdul; Suherli, Zulmiswal; Fitriati, Resti; Salsabila
Passikola: Jurnal Pendidikan Dasar & Madrasah Ibtidaiyah Vol. 2 No. 1 (2025): Mei, Passikola: Jurnal Pendidikan Dasar & Madrasah Ibtidaiyah
Publisher : Program Studi Pendidikan Guru Madrasah Ibtidaiyah, Jurusan Tarbiyah dan Keguruan, Sekolah Tinggi Agama Islam Negeri Majene

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46870/passikola.v2i1.1828

Abstract

This study aims to: (1) examine students' science learning outcomes before using Wokwi; (2) assessing learning outcomes after the use of the media; and (3) measuring the improvement of learning outcomes obtained. This study uses a quantitative method with a pre-experimental design of one-group pretest-posttest to measure changes in student learning outcomes after the use of Wokwi learning media. The research population is all students of class VI MIN 2 Majene for the 2025/2026 school year as many as 22 people, all of whom were used as samples with saturated sample techniques. Data was collected through learning outcome tests in the form of 20 multiple-choice questions that included aspects of knowledge, understanding, and application of concepts, given in the form of pretests and posttests. Data analysis was carried out with descriptive statistics to describe the average student achievement and N-gain calculation to determine the level of improvement in learning outcomes more measurably after the treatment was given. The results showed that (1) students' science learning outcomes before the use of Wokwi media were in the medium and high categories with an average of 58.45, which shows the limitations of their initial understanding. (2) After the implementation of Wokwi, the average score increased significantly to 82.73 with the distribution of the majority score in the high and very high categories, without any students in the medium or low categories. (3) The calculation of N-gain of 0.57 which is classified as moderate shows that 75% of students experienced moderate improvement, 20% high, and only 5% low. These findings prove that Wokwi media is effective in improving science learning outcomes while leveling student achievement, although further development is still needed through simulation variations and integration with collaborative and project-based learning methods.
THE Effect of Interactive E-Booklets on Students Digital Literacy Fitriati, Resti; Ikbal; Mikyal Hardiyati
Jurnal Profesi Keguruan Vol. 11 No. 2 (2025): Jurnal Profesi Keguruan
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpk.v11i2.38450

Abstract

The aim of this scientific article research is to develop digital-based learning media in the form of an interactive e-booklet on the diversity of fish species and to determine the effect of using e-booklet learning media on the digital literacy of students at SMA Al Fattah Terboyo Semarang. This type of research is Research and Development (RnD). The author used a quasi-experimental method with a one-group pretest-posttest design to identify the effect of treatment involving one group of subjects, namely the tenth-grade students of SMA Al Fattah Terboyo Semarang. Data were collected through digital literacy tests related to biology material and linked to digital literacy. The results of the study indicate that the use of e-booklets as learning media has a positive effect on improving students' digital literacy, as seen from the average pretest and posttest scores of the students, which increased from 65.83 to 81.50. This research suggests that further research can redevelop e-booklets into other interactive media to increase user involvement.
PENGALAMAN BELAJAR SISWA MELALUI PENGGUNAAN GAME PUZZLE IPA PADA MATA PELAJARAN QURAN HADIS DI KELAS VII MTSN 1 MAJENE Wahab, Abdul; Zulmiswal Suherli; Fitriati, Resti
El-FAKHRU Vol. 5 No. 1 (2025): el Fakhru
Publisher : PRODI PENDIDIKAN AGAMA ISLAM (PAI) SEKOLAH TINGGI AGAMA ISLAM NEGERI MAJENE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46870/elfakhru.v5i1.2070

Abstract

Abstrak Penelitian ini bertujuan untuk mendeskripsikan pengalaman belajar siswa melalui penggunaan game puzzle IPA pada mata pelajaran Quran Hadis di kelas VII MTsN 1 Majene. Penelitian ini menggunakan pendekatan kualitatif jenis deskriptif dengan melibatkan siswa yang mengikuti pembelajaran menggunakan media permainan tersebut. Data dikumpulkan melalui observasi, wawancara, dan dokumentasi, kemudian dianalisis dengan model interaktif Miles dan Huberman. Hasil penelitian menunjukkan bahwa integrasi game puzzle IPA mampu meningkatkan keterlibatan siswa, memperkuat pemahaman kontekstual terhadap ayat-ayat Quran yang berkaitan dengan fenomena alam, serta mendorong pembelajaran kolaboratif. Siswa melaporkan peningkatan motivasi, rasa senang, dan pemahaman yang lebih baik mengenai keterkaitan antara teks keagamaan dan fenomena alam. Permainan ini juga menumbuhkan kemampuan berpikir kritis melalui aktivitas analisis dan penyocokan potongan puzzle dengan pesan ayat yang relevan. Implikasi penelitian ini menunjukkan bahwa media pembelajaran berbasis permainan interaktif dapat menjadi alternatif efektif dalam pendidikan Islam serta memberikan pengalaman belajar yang lebih bermakna sesuai tuntutan pembelajaran abad 21. Kata Kunci: Game Puzzle IPA, pengalaman belajar, Quran Hadis, pembelajaran berbasis permainan.