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Meningkatkan Aktivitas, Berpikir Kritis Dan Komunikasi Menggunakan Model PBL, MGMTT Dan Permainan Ular Naga Di Kelas III SDN Kelayan Selatan 8 Siti Aminah; Zain Ahmad Fauzi
Jurnal Teknologi Pendidikan Dan Pembelajaran | E-ISSN : 3026-6629 Vol. 1 No. 2 (2023): Oktober - Desember
Publisher : CV. ITTC INDONESIA

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Abstract

The problem in this study is the low activity of students, the lack of critical thinking skills, and the lack of communication skills. The solution to the problem above is to use the Problem Based Learning model, MGMTT and the Dragon Snake game. This study aims to describe the activities of educators, analyze activities, critical thinking skills and communication of class III students. This study used Classroom Action Research which was carried out in 2 meetings. The subjects of this research were class III students at SDN Kelayan Selatan 8, which consisted of 14 students. The data taken is qualitative data as well as quantitative data. The indicator of research success with learning mastery is that 80% of students achieve KKM value ≥80. The results of the study showed that there was an increase in meeting I to meeting II with the acquisition of educator activities carrying out the learning model, namely obtaining "Good" criteria and increasing to "Very Good" criteria. The activity of students at meeting I "A few were active" and increased to "Almost all active" at meeting II. Students' critical thinking skills at the first meeting were "mostly critical" and increased to "almost all critical" at the second meeting. While the communication skills of the students in the first meeting were "mostly active" and increased to "almost all active" in the second meeting.
Peran Budaya Literasi dalam Meningkatkan Minat Baca Peserta Didik di SDN Antasan Besar 1 Ni Kadek Sabna Monika; Ahmad Suriansyah; Arta Mulya Budi Harsono; Yogi Prihandoko; Zain Ahmad Fauzi
Jurnal Pendidikan Sosial Dan Konseling Vol. 2 No. 3 (2024): Oktober - Desember
Publisher : CV. ITTC INDONESIA

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Abstract

Penelitian ini dimaksudkan untuk menganalisis peran, hubungan, dampak, serta tantangan utama dalam upaya pengembangan budaya literasi di SDN Antasan Besar 1 Banjamasin. Pendekatan yang digunakan dalam penelitian ini adalah kualitatif deskriptif dengan subjek berupa kepala sekolah, guru, dan peserta didik di SDN Antasan Besar 1 Banjarmasin. Data dikumpulkan melalui wawancara, observasi, dan dokumentasi. Wawancara dilaksanakan dengan kepala sekolah, guru, dan peserta didik untuk memahami bagaimana budaya literasi dapat mempengaruhi minat baca peserta didik di SDN Antasan Besar 1. Hasil penelitian menunjukkan penerapan budaya literasi yang melibatkan guru, orang tua, dan lingkungan secara menyeluruh dapat mendorong minat baca peserta didik. Aktivitas seperti agenda membaca rutin, pemberian buku yang menarik, serta menciptakan lingkungan yang mendukung kegiatan literasi terbukti efektif dalam menarik minat dan memperkuat kebiasaan membaca di kalangan peserta didik. Penelitian ini menyimpulkan budaya literasi yang kuat dan konsisten di tingkat sekolah dasar sangat berperan dalam meningkatkan minat baca peserta didik, yang berdampak memberikan pengaruh baik terhadap prestasi akademik mereka.
Babuta'an Traditional Games In Increasing Students' Learning Motivation Annisa Hasanah; Zain Ahmad Fauzi; Fahri Fajrul Falah; Norma Paulina; Asyfa Nabila; Linda Rosydah
International Journal of Multilingual Education and Applied Linguistics Vol. 1 No. 2 (2024): May: International Journal of Multilingual Education and Applied Linguistics
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/ijmeal.v1i2.54

Abstract

The researcher chose the traditional game Bubuta'an to overcome noise outside the classroom due to school renovations which resulted in students' lack of focus on learning. The traditional game Bubuta'an is also a traditional game in South Kalimantan which in Indonesian is known as the game Si Buta-Si Buta. The aim of the research is to analyze the role of traditional babuta'an games in increasing students' learning motivation. The type of research used is Classroom Action Research with a qualitative approach. The research results show that the percentage of students' classical learning motivation obtained at the first meeting was 75% with the criterion "Mostly Skilled", at the second meeting it had increased to and had increased at the second meeting to 92% with the criterion " Almost All Skilled" and at the third meeting it had increased to 96% with the criteria "Almost All are Skilled" . This was because at the first meeting several students had not achieved the assessment indicators. So these conditions are below standards set by researchers for developing students' learning motivation. To overcome these obstacles, educators make improvements motivating, providing reinforcement, paying attention and reminding students to be more interested in participating in the learning process. The conclusions obtained by traditional game Babuta'an can be used as a means of developing students' learning motivation.
Improving Critical Thinking Skills and Collaboration Skills Using Problem Based Learning Models, DNGM Models, Wordwall Media and Dragon Games Fahri Fajrul Falah; Zain Ahmad Fauzi; Annisa Hasanah; Norma Paulina; Asyfa Nabila; Linda Rosydah
International Journal of Multilingual Education and Applied Linguistics Vol. 1 No. 3 (2024): August : International Journal of Multilingual Education and Applied Linguistic
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/ijmeal.v1i3.73

Abstract

The problem of this research is that there is still a lack of student activity in participatory learning as well as interaction and collaboration between students in group learning activities. In this research, Classroom Action Research (PTK) was carried out in three meetings. The subjects of this research were 25 class V students of SDN Antasan Besar 7 Banjarmasin. The measure of research success with learning completeness is that 80% of students achieved a KKM score above 80. The results of this research show that at Meeting I to Meeting III there was an increase in the acquisition of learning activities in the application of the learning model, resulting in the "Very Active" criteria at Meeting I, II and III. At Meetings II and III, learning activities increased to almost all very active. Students' critical thinking skills increased to almost all highly skilled at Meetings II and III. At Meetings II and III, students' collaboration skills increased to Almost All Skilled. Meanwhile, completeness of learning outcomes increased again to 100% at Meeting III. From the results of this research, it can be concluded that educators' activities experienced a very significant increase when implementing the PBL model supported by DNGM using Wordwall media and the Dragon Snake game, as well as student activities, critical thinking skills, collaboration skills, and learning outcomes.
Implementasi Media Pembelajaran Tablet dalam Meningkatkan Motivasi Belajar Peserta Didik di SDN Pelambuan 4 Fatchurrohman, Sujud; Ahmad Suriansyah; Arta Mulya Budi Harsono; Zain Ahmad Fauzi; Muhsinah Annisa
Journal Educational Research and Development | E-ISSN : 3063-9158 Vol. 1 No. 2 (2024): Oktober - Desember
Publisher : GLOBAL SCIENTS PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62379/jerd.v1i2.140

Abstract

Tablet sebagai media pembelajaran memiliki peran untuk meningkatkan motivasi belajar peserta didik. Penelitian ini bertujuan untuk mengetahui implementasi dan upaya guru SDN Pelambuan 4 dalam memaksimalkan media tablet disekolah tersebut. Dengan metode penelitian kualitatif studi kasus data dikumpulkan melalui wawancara mendalam, observasi dan dokumentasi. Hasil penelitian menunjukan peningkatan motivasi belajar siswa dengan menggunakan media tablet, guru berperan sebagai pengajar dan fasilisator utama. Penelitian ini memberikan manfaat bagi guru, pengelola kelas dan orang tua siswa bagaimana pemanfaatan teknologi tablet dalam pendidikan yang mendukung siswa untuk mencapai generasi masa depan yang baik.
MENINGKATKAN AKTIVITAS PESERTA DIDIK MENGGUNAKAN KOMBINASI MODEL PEMBELAJARAN PROBLEM BASED LEARNING, STAD, JIGSAW DAN GROUP INVESTIGATION PADA MUATAN IPAS KELAS IV DI SD Siti Fuadah; Zain Ahmad Fauzi; Noorhapizah; Diani Ayu Pratiwi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.32146

Abstract

  Permasalahan dalam penelitian ini terletak pada kurangnya keterlibatan siswa dalam pembelajaran IPAS. Faktor penyebabnya adalah metode pengajaran yang masih berfokus pada buku, serta penggunaan media dan model yang kurang menarik, sehingga siswa kurang berpartisipasi aktif selama pembelajaran. Subjek yang diteliti adalah siswa kelas IV SDN Alalak Selatan 2 Banjarmasin semester genap tahun ajaran 2024/2025 yang berjumlah 20 orang. Jenis data yang digunakan dalam penelitian ini meliputi kualitatif dan kuantitatif. Data kualitatif diperoleh melalui observasi aktivitas guru dan siswa dengan menggunakan lembar observasi. Hasil penelitian ini menunjukkan bahwa peningkatan aktivitas guru dari pertemuan I sampai III meningkat dari skor 30 menjadi 34. Selanjutnya, aktivitas siswa pada pertemuan I sampai III juga menunjukkan peningkatan dari 55% menjadi 80%, sehingga tergolong sangat aktif.    
EFEKTIVITAS PENGGUNAAN KOMBINASI MODEL PBL, NHT, DAN TGT DIBANTU PERMAINAN ENGKLEK DALAM MENINGKATKAN KETERAMPILAN BERPIKIR KRITIS PADA PEMBELAJARAN IPAS KELAS IV SD Chairunnisa Wulandari; Zain Ahmad Fauzi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.32152

Abstract

The problem addressed in this research is the low level of students' critical thinking skills This is caused by a one-way, monotonous learning process with minimal variation in activities. The implemented solution is a combination of PBL, NHT, and TGT models assisted by the traditional game Engklek. This study aims to analyze students' critical thinking skills. The research uses Classroom Action Research, conducted over three meetings. The subjects of the study are fourth-grade students. The data collected is qualitative, obtained through observation of students’ critical thinking skills. The results show a consistent improvement from the first to the third meeting. At the first meeting, students’ critical thinking skills were categorized as “Almost All Not Very Skilled,” increasing to “A Few Very Skilled” at the second, and “Almost All Very Skilled” at the third meeting. The implementation of the combined learning models effectively enhanced students' critical thinking skills in each session.