Khairunnisa Cahyani
Universitas Negeri Medan

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Analysis of factors causes schools drop out: Case study for Children in the Mabar Hilir Khairunnisa Cahyani; Yusnadi; Muhammad Takwin Machmud
International Journal of Educational Practice and Policy Vol. 2 No. 1 (2024): June 2024
Publisher : PT. Global Research Collaboration

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This study is aiming to determine the factors causing children to drop out of school in Mabar Hilir environment, which is useful for providing educational teaching is very important to reduce school dropout rates. This study uses a qualitative methodology that includes interviews, observation, and a descriptive approach. Children who had dropped out of school in Village Mabar Hilir served as respondents for this study. This study collects respondent data using interview instruments. According to the research's findings, one children who should have been in school at that age was not attending, and twelve students had dropped out. There are several main reason that causing this phenomena including economics and environment factors.
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.