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Penerapan Metode Jarimatika Untuk Meningkatkan Keaktifan Dan Hasil Belajar Matematika Kelas Ivsdn 2 Bunjeruk Shahibul Ardhi; Fitria Apriani; Nunik Amrita Aprilia
Jurnal Pendidikan Guru Madrasah Ibtidaiyah Al-Amin Vol. 2 No. 2 (2023): October
Publisher : STAI AL-AMIN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54723/ejpgmi.v2i2.103

Abstract

This research is entitled "Application of the jarimatics method to improve the activeness and learning outcomes of grade IV Mathematics learning students at SDN 2 Bunjeruk. This study aims to determine the increase in student activeness and learning outcomes using the jarimatics method in grade IV Mathematics learning students of SDN 2 Bunjeruk. The research method used is a descriptive method with the form of research is classroom action research. The results of the study obtained were the average score in cycle I of 66.4 with students who scored above 70 as many as 13 students and in cycle II of 80.4 with students who scored above 70 as many as 16 students and the results of the analysis of student and teacher activities increased from cycle I to cycle II with the meaning of "there is a positive increase by applying the jarimatics method to the numeracy ability of grade IV students of SDN 2 Bonjeruk District Jonggat Central Lombok District academic year 2022/2023". From the data obtained, it shows that the application of the jarimatics method can improve the activeness and learning outcomes of grade IV students of SDN 2 Bonjeruk, Jonggat District.
Taman Baca Untuk Anak Agar Menyukai Buku Sejak Dini Husaen Sudrajat; Neli Aprianti; Husnul Khotimah; Shahibul Ardhi; Rosidah; Indrawati; Retno Handasah; Aenullael Mukarromah; Suci Handayani
Kreasi: Jurnal Inovasi dan Pengabdian kepada Masyarakat Vol. 5 No. 1 (2025): April
Publisher : BALE LITERASI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58218/kreasi.v5i1.1242

Abstract

Dewasa ini sering ditemukan banyak anak yang bisa membaca namun tidak menyukai buku, padahal saat ini masyarakat diharapkan memiliki minat baca yang tinggi. Buku merupakan sumber ilmu dan pengetahuan yang telah ada sejak dulu dan mudah untuk ditemukan. Taman baca yang diadakan di Desa Puyung Kecamatan Jonggat Kabupaten Lombok Tengah merupakan salah satu taman yang harus dimaksimalkan secara serius dalam menangani krisis rasa suka anak terhadap buku. Menghadirkan taman baca kepada masyarakat yang ditujukan untuk anak usia dini bertujuan dapat memberikan pengalaman dari kegiatan membaca bersama sehingga anak memiliki rasa suka terhadap buku dan gemar membaca. Peran masyarakat (orang tua) sangat diperlukan untuk memotivasi dan membangkitkan semangat menyukai buku khususnya anak usia dini sebagai pondasi untuk lebih mencintai buku, tidak hanya membaca tetapi juga dapat mengerti dari apa yang telah dibacanya dan juga dapat mengaitkan dengan keadaan pengalaman di dunia nyata. Dengan adanya kegiatan pengabdian kepada masyarakat ini, peranan orang tua selaku masyarakat menjadi lebih optimal dalam membantu mengembangkan rasa suka anak terhadap buku. Taman baca ini merupakan taman yang bersifat partisipatif dengan melibatkan warga masyarakat di Desa Puyung dan akademisi yang membantu dalam kelancaran kegiatan tersebut.
The Implementation of The Quizizz Application in Improving Students’ Motivation and Learning Outcomes in Mathematics Subayil; Shahibul Ardhi; Husnul Khotimah
Alinea: Jurnal Bahasa, Sastra dan Pengajaran Vol. 3 No. 3 (2023): Alinea: Jurnal Bahasa, Sastra, dan Pengajaran
Publisher : Bale Literasi: Lembaga Riset, Pelatihan & Edukasi, Sosial, Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to examine the implementation of the Quizizz application in improving students’ motivation and learning outcomes in mathematics. The research employs the Systematic Literature Review (SLR) method by analyzing relevant scientific articles published between 2019 and 2022. The articles were obtained from Google Scholar, Garuda, and Google Search. The results of the review indicate that the use of Quizizz as a game-based learning medium has a positive impact on students’ motivation, interest, and learning outcomes. Interactive features such as instant feedback, leaderboards, and engaging visual displays create a more enjoyable learning environment and encourage active student participation. In addition, Quizizz helps students understand mathematical concepts more easily. However, its implementation still faces several challenges, including dependence on internet connectivity and limited supporting facilities. Despite these limitations, Quizizz is considered an effective and innovative learning medium that can enhance the quality of mathematics learning and promote active student engagement. The findings of this study are expected to serve as a reference for educators in selecting innovative teaching strategies and as a foundation for developing technology-based learning in the future.