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Strategi Guru dalam Menghadapi Siswa Lamban Belajar (Slow Learner) Pada Proses Pembelajaran Tematik Humaidah Fatimah Parapat
Journal of Islamic Education Vol 2, No 2 (2020): Edisi Juli-Desember
Publisher : Universitas Islam Negeri Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/jie.v8i2.5494

Abstract

Strategy is one of the series of activity, which is made and implemented to reach particular goal. Slow learners are students who are slower in underastanding a concept than other fellow students of the same age. The strategies used by teacher in the learning process is a very crucial part to help slow learners who have a low ability.The results of the study indicate that: (1) the teachers of SDN Ketawanggede Malang create a planning before starting the thematic learning process by preparing RPP (lesson plan). They add a modification such as material and learning objective for the slow learners. (2) Both school conduct introductory activities in the thematic learning implementation process, which are given by the teachers, by giving apperception delivering the learning objectives, and giving motivation to all student including slow learners. The slow learners do the same activities as what other students do. In the closing activities, the teachers usually perfom a question-answer session to conclude the lesson given and give assignments for the slow learners based on their abilities. (3) The evaluation and assesment of the  of the thematic learning process for slow learners are not different with what are given to the non-slow learners .(4) There are some different strategies given by the teachers in treating slow learners in both schools, namely: the modified lesson plan including the material and learning objectives as performed by SDN Ketawanggede Malang, special ways implemented by the homeroom teachers to improve the slow learners’ ability in class, and the treatment given by special shadow teachers that really helps the slow learners to improve. The similarities found in both schools are the facts that the teachers in both schools are the facts that the teachers in both schools do not have special strategy, method, and learning media to help slow learners to be able to understand the materials conveyed by the teachers easily.
Elementary School Learning Transformation: Using Game-Based Media to Enhance Student Activities Interactively Rambe, Andina; Humaidah Fatimah Parapat; Rilwan Hadinata; Hasratuddin
ELSE (Elementary School Education Journal) : Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Vol 8 No 3 (2024): Additional Issue
Publisher : UNIVERSITAS MUHAMMADIYAH SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/else.v8i3.24251

Abstract

This research aims to analyze the transformation of learning in primary schools (SD) using game-based media to enhance student activities interactively. Game-based media is applied to a variety of subjects with stages designed to facilitate 21st century skills. This research uses qualitative methods to identify the impact, benefits in reducing student anxiety and boredom, and constraints in implementation. Results show that game-based media can increase student engagement interactively. Game-based media can be used in various subjects, providing a more enjoyable learning experience, facilitating better interaction, offering more interesting and dynamic learning for students, reducing anxiety and boredom, and facilitating 21st century skills, named by Critical thinking, Creativity, Collaboration, Communication. Despite the challenges of limited infrastructure and teacher training, the potential of gaming media is huge in creating a more effective learning experience. Further development is expected to overcome these obstacles by strengthening technological support and pedagogical training for teachers.
DEVELOPMENT OF INTERACTIVE WORDWALL AND VIDEO COMBINED-MEDIA TO IMPROVE ELEMENTARY STUDENTS' LEARNING OUTCOMES Rusdi, Wardati Khumairah; Parapat, Humaidah Fatimah; Efendi, Salman Alparisi; Misman
ELSE (Elementary School Education Journal) : Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Vol 8 No 3 (2024): Additional Issue
Publisher : UNIVERSITAS MUHAMMADIYAH SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/else.v8i3.24914

Abstract

Disruption in the world of education today encourages educators to innovate and foster high creativity to create enjoyable learning processes. The fundamental problems faced include the use of conventional learning media, the lack of enjoyable game-based learning media in elementary schools, and students' difficulties in mathematics. This research has two objectives: (1) to produce Wordwall learning media, and (2) to determine the validity, practicality, and effectiveness of Wordwall media on the theme of weather. This research uses the ADDIE paradigm, which consists of five stages: analysis, design, development, implementation, and evaluation. The research subjects are the 3rd-grade students of SDIT Nurul Ilmi, and the object is the developed learning media. The research findings are as follows: (1) the product produced is Wordwall, an educational wordwall game based on a website presented in the form of a link combined with a video, (2) the Wordwall learning media has met the validity criteria (material expert validation of 96.99% and media expert validation of 88.57%), practicality (scoring 91.67%), and effectiveness (scoring 71,36%). The developed Wordwall learning media has met the aspects of validity, practicality, and effectiveness, and is intended for educators to use this media for students in the design, development, implementation, and evaluation classes. The subjects of the research are third-grade students on the theme of weather
Pengembangan Model Pembelajaran SAVI Berbasis Budaya Melayu Langkat untuk Menumbuhkan Rasa Cinta Tanah Air dan Kepedulian Sosial Siswa Akbar, Wawan; Rambe, Andina Halimsyah; Parapat, Humaidah Fatimah
Cokroaminoto Journal of Primary Education Vol. 8 No. 2 (2025): April - Juni 2025
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/cjpe.8.2.2025.6257

Abstract

Urgensi penelitian ini terletak pada pentingnya penanaman rasa cinta tanah air dan kepedulian sosial untuk meningkatkan karakter di Sekolah Dasar. Penelitian ini bertujuan untuk mengembangkan model pembelajaran SAVI (Somatic, Auditory, Visual, Intellectual) berbasis lokal, khususnya budaya Melayu Langkat. Penelitian menggunakan metodologi pengembangan (Research and Development/R&D). Pendekatan yang digunakan adalah pendekatan 4D yang memiliki 4 tahapan, yaitu: (1) Define (pendefinisian), (2) Design (perancangan), (3) Develop (pengembangan), dan (4) Dessiminate (penyebaran).. Subjek penelitian adalah siswa kelas IV sekolah dasar di Kabupaten Langkat. Hasil validasi oleh para ahli menunjukkan bahwa model yang dikembangkan tergolong sangat valid dan layak digunakan. Uji kepraktisan oleh guru juga menunjukkan bahwa model ini mudah diterapkan dalam pembelajaran tematik. Implementasi model dengan integrase unsur budaya Melayu Langkat menunjukkan antusiasme tinggi siswa baik secara fisik, emosional dan intelektual, serta memperkuat pemahaman mereka terhadap nilai-nilai budaya. Model ini terbukti menumbuhkan rasa kepedulian terhadap lingkungan sosialnya melalui pembelajaran kontekstual dan bermakna. Dengan demikian, model pembelajaran SAVI berbasis budaya Melayu Langkat efektif diterapkan sebagai alternatif pendekatan pembelajaran yang dapat membentuk karakter siswa sejak usia dini melalui integrasi antara kearifan lokal dan pendekatan gaya belajar yang aktif.
Systematic Literature Review: Implementasi Media E-Comic Berbasis Kearifan Lokal dan Dampaknya Terhadap Hasil Belajar dan Karakter Siswa Sekolah Dasar Parapat, Humaidah Fatimah; Efendi, Salman Alparisi; Misman, Misman
Cokroaminoto Journal of Primary Education Vol. 8 No. 3 (2025): Juli - September 2025
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/cjpe.8.3.2025.6839

Abstract

Pesatnya perkembangan teknologi di Era Society 5.0 berdampak pada SDM di Indonesia terutama pada bidang pendidikan. Salah satu bentuk pemanfaatan teknologi dalam pendidikan adalah penggunaan media pembelajaran berbasis teknologi. National Education Assocation (NEA) mengatakan, media merupakan sebuah perangkat dapat dimanipulasikan, didengar, dilihat, dibaca beserta instrumen yang digunakan dengan baik dalam kegiatan belajar mengajar, serta dapat memengaruhi efektivitas program instruksional. Penelitian ini mengkaji implementasi media e-comic pendidikan karakter berbasis kearifan lokal dan dampaknya terhadap hasil belajar dan karakter siswa di sekolah dasar. Selai itu, penelitian ini merupakan penelitian systematic review dengan tujuan untuk mengkaji peran dari media e-comic pendidikan karakter berbasis kearifan local untuk meningkatkan hasil belajar dan karakter siswa SD/MI. Pencarian artikel jurnal dilakukan melalui database elektronik Google Scholar. Pencarian awal ditemukan 1740 artikel jurnal, setelah ditelaah dengan melakukan inklusi didapatkan 7 artikel jurnal untuk ditelaah secara sistematis. Hasil systematic review menemukan bahwa dari beberapa artikel yang direview terdapat Media E-Comic yang belum diuji kepraktisan nya. Peran teknologi sangat penting dalam pembuatan Media E-Comic yang menarik perhatian siswa untuk meningkatkan hasil belajar dan karakter siswa. Hasil tinjauan menunjukkan Media E-Comic dapat meningkatkan hasil belajar dan karakter siswa.
Elementary School Learning Transformation: Using Game-Based Media to Enhance Student Activities Interactively Rambe, Andina; Humaidah Fatimah Parapat; Rilwan Hadinata; Hasratuddin
ELSE (Elementary School Education Journal) : Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Vol 8 No 3 (2024): Additional Issue
Publisher : UNIVERSITAS MUHAMMADIYAH SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/else.v8i3.24251

Abstract

This research aims to analyze the transformation of learning in primary schools (SD) using game-based media to enhance student activities interactively. Game-based media is applied to a variety of subjects with stages designed to facilitate 21st century skills. This research uses qualitative methods to identify the impact, benefits in reducing student anxiety and boredom, and constraints in implementation. Results show that game-based media can increase student engagement interactively. Game-based media can be used in various subjects, providing a more enjoyable learning experience, facilitating better interaction, offering more interesting and dynamic learning for students, reducing anxiety and boredom, and facilitating 21st century skills, named by Critical thinking, Creativity, Collaboration, Communication. Despite the challenges of limited infrastructure and teacher training, the potential of gaming media is huge in creating a more effective learning experience. Further development is expected to overcome these obstacles by strengthening technological support and pedagogical training for teachers.
DEVELOPMENT OF INTERACTIVE WORDWALL AND VIDEO COMBINED-MEDIA TO IMPROVE ELEMENTARY STUDENTS' LEARNING OUTCOMES Rusdi, Wardati Khumairah; Parapat, Humaidah Fatimah; Efendi, Salman Alparisi; Misman
ELSE (Elementary School Education Journal) : Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Vol 8 No 3 (2024): Additional Issue
Publisher : UNIVERSITAS MUHAMMADIYAH SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/else.v8i3.24914

Abstract

Disruption in the world of education today encourages educators to innovate and foster high creativity to create enjoyable learning processes. The fundamental problems faced include the use of conventional learning media, the lack of enjoyable game-based learning media in elementary schools, and students' difficulties in mathematics. This research has two objectives: (1) to produce Wordwall learning media, and (2) to determine the validity, practicality, and effectiveness of Wordwall media on the theme of weather. This research uses the ADDIE paradigm, which consists of five stages: analysis, design, development, implementation, and evaluation. The research subjects are the 3rd-grade students of SDIT Nurul Ilmi, and the object is the developed learning media. The research findings are as follows: (1) the product produced is Wordwall, an educational wordwall game based on a website presented in the form of a link combined with a video, (2) the Wordwall learning media has met the validity criteria (material expert validation of 96.99% and media expert validation of 88.57%), practicality (scoring 91.67%), and effectiveness (scoring 71,36%). The developed Wordwall learning media has met the aspects of validity, practicality, and effectiveness, and is intended for educators to use this media for students in the design, development, implementation, and evaluation classes. The subjects of the research are third-grade students on the theme of weather