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Membangun Pemahaman Operasi Hitung Dasar Siswa melalui Permainan Tradisional Congklak Zahara Taufani; Uswatun Hasanah; Herjan Haryadi; Muhamad Akrom
Walada: Journal of Primary Education Vol. 5 No. 2 (2026): Walada : Journal of Primary Education
Publisher : cendekia citra gemilang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61798/wjpe.v5i2.683

Abstract

Understanding addition and subtraction is an important foundation in low-grade math learning. However, grade II students in one of the elementary schools in West Lombok still have difficulty understanding the concept concretely. This research aims to improve the understanding of addition and subtraction through the application of the traditional game of congklak. This research uses Classroom Action Research (PTK) which is carried out in two cycles. Each cycle includes the stages of planning, action, observation, and reflection. The subject of the study was a grade II student in one of the elementary schools in West Lombok. Data was collected through learning outcome tests, observation of student and teacher activities, and documentation. The results of the study showed an increase in student understanding. The average cognitive score increased from 74.66 in the first cycle to 86.66 in the second cycle. Learning completeness increased from 56.66% to 80%. In addition, the affective aspect of students also increased from 57.5% to 92.5%. Thus, congklak games can be used as a concrete and fun medium to help students understand basic counting operations. These findings suggest that traditional games have the potential to support active, contextual, and meaningful math learning.
Korelasi Support System Orang Tua Dengan Kesehatan Mental Emosional Siswa Kelas IV Sekolah Dasar Mukminah Mukminah; Miftahul Jannah; Trisna Kusuma Wardani; Herjan Haryadi
Science and Education Journal (SICEDU) Vol 5 No 2 (2026): Science and Education Journal 2026
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/sicedu.v5i2.427

Abstract

Penelitian ini bertujuan untuk ; 1) Untuk mengetahui apakah terdapat korelasi support sistem orang tua dengan kesehatan mental emosional anak usia sekolah dasar kelas IV. 2) mengetahui bagaimana korelasi support sistem orang tua dengan kesehatan mental emosional anak usia sekolah dasar kelas IV. Desain  penelitian adalah penelitian kuantitatif dengan jenis deskriptif korelasional. Penelitian ini dilaksanakan di SDN 1 Pringgarata Kecamatan Pringgarata Kabupaten Lombok Tengah NTB. Populasi dan sampel penelitian ini berjumlah 25 orang. Teknik pengambilan sampel yang digunakan yaitu total sampling. Teknik pengumpulan data Instrumen menggunakan angket, wawancara, observasi dan dokumentasi. Analisis data menggunakan analisis statistik deskriptif. Hasil penelitian ini menunjukkan bahwa  terdapat hubungan yang signifikan antara dukungan orang tua dengan kesehatan mental emosional anak usia sekolah dasar berdasarkan nilai pearson correlation sebesar 0,328 berada pada tingkat hubungan yang rendah dan bentuk hubungan yang positif, yang menunjukkan bahwa hipotesis alternatif (Ha) diterima dan hipotesis nol (H0) ditolak. Support sistem orang tua memiliki pengaruh yang positif terhadap kesehatan mental emosional anak seperti rasa aman dan kepercayaan diri, kemampuan mengelola emosi dan stres, keterampilan sosial yang lebih baik, sikap ceria dan antusias di sekolah
Pengaruh Penggunaan Game Edukasi Berbasis Digital Terhadap Pemahaman Konsep Sains Mukminah; Yolanda Aprilianti; Herjan Haryadi
Jurnal Pendidikan Guru Madrasah Ibtidaiyah Al-Amin Vol. 4 No. 2 (2025): October
Publisher : STAI AL-AMIN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54723/ejpgmi.v4i2.444

Abstract

This study aims to determine the effect of using digital educational games on the understanding of science concepts among fifth-grade students at SDN 3 Gunungsari. This research uses a quantitative approach with a quasi-experimental design (nonequivalent control group design). The sample consists of two classes: the experimental class used the educational game "Besaku", while the control class used conventional methods. The instruments used were pretest and posttest questions, student activity observation sheets, and student response questionnaires. The independent sample t-test results showed a significance value of 0.000 < 0.05, indicating that H0 is rejected and Ha is accepted. This means there is a significant effect of using educational games on students' understanding of science concepts. Observations showed students were more active during the learning process, and the questionnaire revealed positive responses to the use of game-based media. The interactive learning flow in the "Besaku" game, which includes material presentation, simulations, quizzes, and digital rewards, proved to support meaningful conceptual understanding.