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Journal : Macca: Science-Edu Journal

PENGARUH MEDIA AUDIOVISUAL BERBASIS VIDEO TUTORIAL TERHADAP KEMAMPUAN MENULIS TEKS PROSEDUR SISWA KELAS IV SDN 232 TADANG PALIE KABUPATEN BONE Rukayah; Rosmalah; Fitria, Sri Ayu
MACCA : Science-Edu Journal Vol. 2, No.2 (2025): Juni 2025
Publisher : Education and Talent Development Center of Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/msej.v2i2.3098

Abstract

on Video Tutorials on the ability to write Procedure Texts of Grade IV Students of SDN 232 Tadang Palie Bone Regency. This type of research is Pre-Experimental design with One-Group Pretest-Posttest technique. The independent variable in this study is Audiovisual Media based on Video Tutorial (X), while the dependent variable is the ability to write Student Procedure Text (Y) with a total of 28 students. The data collection technique used was using a test which was conducted twice in the form of giving Pre-test and Post-test. The results showed that the average Pre-test score was 45,21 in the sufficient category, after being treated 3 times by using Audiovisual media based on video tutorials, the average Post-test score was 78,89 in the good category. The conclusion of this study is that there is an effect of using Audiovisual media based on Video tutorials on the Ability to arite Procedure texts of grade IV students of SDN 232 Tadang Palie, Bone Regency.
PENERAPAN METODE MIND MAPPING DALAM MENINGKATKAN KREATIVITAS BELAJAR IPAS SISWA KELAS IV SD NEGERI NO. 5 LAPPA KABUPATEN SINJAI Azzah MR, Fadhilah; DH, Satriani; Rosmalah
MACCA : Science-Edu Journal Vol. 2, No.2 (2025): Juni 2025
Publisher : Education and Talent Development Center of Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/msej.v2i2.3108

Abstract

This research is motivated by the low creativity in learning science in grade IV students of SDN No. 5 Lappa, Sinjai Regency. The purpose of the study is to improve students' learning creativity by applying the Mind Mapping method to the science subject of grade IV students of SDN No. 5 Lappa, Sinjai Regency. The approach used in the study with the Classroom Action Research (CAR) design is qualitative descriptive. The subjects in this study were all 18 grade IV students and the homeroom teacher of grade IV. The data collection techniques used were documentation and observation. Data analysis techniques by reducing data, presenting data and drawing conclusions. Based on the results of the research that has been carried out, students' learning creativity has increased through the Mind Mapping method. This can be seen from the percentage of learning creativity scores in cycle I reaching the Medium (S) category and in cycle II reaching the High (T) category. The value of students' social science learning creativity in cycle I was 44% or 8 students obtained an average score of 69 with a Medium (S) qualification and increased in cycle II by 83% or 15 students achieved an average score of 80 with a High (T) qualification. It can be concluded that the Mind Mipping learning method can improve students' social science learning creativity.
PENERAPAN MODEL GAME BASED LEARNING BERBANTUAN MEDIA BLOOKET UNTUK MENINGKATKAN HASIL BELAJAR BAHASA INDONESIA SISWA KELAS IV SDN 166 LABURAWUNG KECAMATAN LALABATA KABUPATEN SOPPENG vera ferisca; rosmalah; rukayah
MACCA : Science-Edu Journal Vol. 3 No. 1 (2026)
Publisher : Education and Talent Development Center of Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/msej.v3i1.4441

Abstract

This research is a classroom action research (CAR) that aims to determine the application of the Blooket-assisted game-based learning model to improve the Indonesian language learning outcomes of fourth-grade students at SDN 166 Laburawung, Lalabata District, Soppeng Regency. The subjects in this study were all 25 fourth-grade students and the fourth-grade homeroom teacher. Data collection techniques used observation and tests. Data analysis techniques in this study included data reduction, data presentation, and drawing conclusions. The results showed that the percentage of teacher activity in cycle I reached the Fair (C) category and in cycle II increased to the Good (B) category. The study shows that the Indonesian language learning outcomes of students in cycle I were 66,66% or 16 students obtained an average score of 70,20 with a sufficient (C) qualification and increased in cycle II by 83.33% or 20 students with an average score of 80.20 with a good (B) qualification. It can be concluded that the Blooket media-assisted Game-Based Learning model can improve Indonesian language learning outcomes.