Siti Maisaroh
Universitas Negeri Medan

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Use of Big Book Learning Media in Improving the Reading Ability of Class VII Students at SMPN 1 Tanjung Pura Fitria Cahaya; Ira Sefi Andini; Melly Br. Bangun; Rodhiatam Mardiah Damanik; Santi Nurhasanah Batubara; Siti Maisaroh
International Journal of Educational Practice and Policy Vol. 1 No. 2 (2023): December 2023
Publisher : PT. Global Research Collaboration

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The aim of this research is to improve the reading ability of class VII students at SMPN 1 Tanjung Pura by using the Big Book learning media. The method used in this research is a qualitative method. The research instruments are observation and interview guidelines. The data source for this research is the results of interviews with respondents. The results of observations in this study show that there are problems relating to reading ability in class VII students at SMPN 1 Tanjung Pura, there are 7 students who still 1) don't read fluently, 2) can't spell and hear correctly, 3) there are still those who don't know letters. perfectly, 4) Combining words, 5) Combining words into sentences 6) Sentences into paragraphs. Therefore, the solution offered to this problem is choosing to use big book learning media to change the monotonous way of learning in class by re-teaching the basics of reading and creating special reading learning media that are easy to understand and restore interest in reading for grade 7 students at SMPN 1 Tanjung. Temple. Using the Big Book learning media can help students to be more active in learning activities and facilitate students in understanding teaching materials, especially in learning to read, so that the learning objectives are also achieved with learning media such as the Big Book.
Implementation of Wordwall-Based Learning in The Equivalence Program at PKBM Al Ikhram Khairunnisa Cahyani; Amelia Grasela Pasaribu; Atsylah Nadiva; Rachel Elisabet Ginting; Oktavia Margareta Silalahi; Azzahwa Lutfia Ulfah; Siti Maisaroh; Frayogi Benedict Tamba; Jubaidah Hasibuan
International Journal of Educational Practice and Policy Vol. 2 No. 2 (2024): December 2024
Publisher : PT. Global Research Collaboration

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This study aims to implement game-based learning in the equivalency program at PKBM Al-Ikhram, focusing on the use of Wordwall game media. The research method used is descriptive qualitative through observation and interviews. The results of the study indicate that game-based learning is effective in increasing students' motivation, enthusiasm, and understanding of the material. Learning using Wordwall games not only makes the learning process more interactive and enjoyable, but also helps students improve their numeracy and literacy skills. This positive impact is seen in the increase in student learning outcomes in formative and summative tests. However, this implementation faces challenges such as limited access to technology and the need for training for students and teachers. Overall, game-based learning is a relevant and effective alternative in improving the quality of non-formal education in equivalency programs in the digital era.
Analysis of the Negative Impacts of Gadget Use on Early Adolescents Siti Maisaroh; Muhammad Takwin Machmud
International Journal of Educational Practice and Policy Vol. 3 No. 1 (2025): June 2025
Publisher : PT. Global Research Collaboration

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The purpose of this study is to analyze the negative impacts of gadget use on early adolescents. The presence of gadgets, particularly in the form of smartphones, has significantly contributed to daily life as a medium for information retrieval, interaction, entertainment, and even online business activities. The advancement of information and communication technology is increasingly benefiting society. Gadgets, as one of the products of this technology, have transformed human communication behavior by transcending space and time. A gadget is a small electronic device with specific functions, such as a smartphone. Essentially, this technology was created to make human life easier and more comfortable. However, the rapid technological advancements today have made it nearly impossible to find any area of human life untouched by their use, whether directly or indirectly. Along with globalization and the demand for rapid information exchange, negative impacts on early adolescents have emerged. These impacts include health issues, educational challenges, disruptions in social interaction, and even effects on family economics. Excessive gadget use among early adolescents can trigger harmful side effects such as an increased risk of depression, health problems, anxiety disorders, difficulty focusing, and other problematic behaviors. Gadget addiction can also hinder adolescents from socializing with their surroundings and increase the risk of loneliness. The role of parents is crucial in setting boundaries to prevent gadget addiction among children and mitigate these risks.