Claim Missing Document
Check
Articles

Found 21 Documents
Search

High Order Thinking Skills Siswa Sekolah Dasar Melalui Pembelajaran Read Answer Discuss Explain And Create Pada Materi Wujud Benda Wijaya, Sastra; Ika Evitasari Aris; Fauzi Fadliansyah
Ibtida'i Vol 10 No 1 (2023): Januari-Juni 2023
Publisher : Jurusan Pendidikan Guru Madrasah Ibtidaiyah Fakultas Tarbiyah dan Keguruan Universitas Islam Negeri Sultan Maulana Hasanuddin Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32678/ibtidai.v10i1.8292

Abstract

Tujuan dari penelitian ini adalah untuk mengeksplorasi kemampuan berpikir tingkat tinggi siswa kelas bawah melalui peningkatan RADEC. Penelitian ini merupakan penelitian semu terhadap siswa kelas rendah di provinsi yang terletak di kota Serang, 31 siswa dalam kategori penelitian (RADEC) dan 28 siswa dalam kategori kontrol (konvensional). Soal-soal tes penjelasan diuji oleh para ahli sebagai instrumen HOTS. Hasil penelitian membuktikan bahwa penerapan RADEC dengan cara yang signifikan dapat meningkatkan HOTS di kelas rendah pada skor bentuk soal
Upaya Meningkatkan Kemampuan Kecerdasan Kinestetik Melalui Pembelajaran Seni Tari Kreasi Pada Siswa Kelas III Di SDN 10 Gunung Terang Dimas Satria; Fauzi Fadliansyah
KRAKATAU (Indonesian of Multidisciplinary Journals) Vol. 2 No. 1 (2024): Februari
Publisher : Desanta Publisher

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

Abstract

The research aims to: 1). Knowing the objective conditions of children's kinesthetic intelligence before participating in the dance learning process. 2). Knowing the process of implementing dance learning to improve children's kinesthetic intelligence. The population of this research data is students. The results of this research show that: 1). Early kinesthetic intelligence in children by teachers is relatively still using conventional methods in learning. Dance is only limited to sports and games that are related to kinesthetic intelligence. 2). The process of learning creative dance media steps is taken through simple, not complicated implementation stages 3). Learning Results: Creative Dance media in certain forms has contributed to improving children's kinesthetic intelligence in general, especially when they start to move their bodies and coordinate with their hands, feet and head flexibly, which requires practice, concentration and creative thinking. Based on the results of the discussion that has been described, learning activities using creative dance have a big impact on increasing children's kinesthetic intelligence.
Penerapan Model Pembelajaran Think Pair Share Menggunakan Media Gambar Untuk Meningkatkan Motivasi Dan Hasil Belajar Siswa Kelas II. A Pada SDN 1 Teluk Batang Kab. Kayong Utara Propinsi Kalimantan Barat Aisah Aisyah; Fauzi Fadliansyah; Fajar Yumanhadi Aripin
KRAKATAU (Indonesian of Multidisciplinary Journals) Vol. 2 No. 1 (2024): Februari
Publisher : Desanta Publisher

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

Abstract

This research aims to describe the implementation of Think Pair Share learning using image media so that it can increase the motivation and learning outcomes of class II.A students. The results of research on the application of the Think Pair Share learning model using image media are (1) the results of observations of the implementation of the learning model by teachers including the very good category in cycle I obtained 88% and in cycle II obtained 99%, experiencing an increase of 11%. The results of observations of the implementation of the learning model by students were in the good category from cycle I 63% and cycle II 87%, an increase of 24%. (2) increased student motivation from cycle I 85% and cycle II 87%, an increase of 5% (3) increase in student learning outcomes from cycle I 74% and cycle II 95%, an increase of 11%. (3) Response Results from 19 students gave good responses with an average response value of 85%.
Upaya Meningkatkan Hasil Belajar IPA Materi Sifat-Sifat Cahaya Melalui Metode Discovery Learning Kelas IV Di UPT SDN 02 Tanjung Heran Ermiyana Ermiyana; Fauzi Fadliansyah; Hilda Dhaniartika Nurma'ardi
KRAKATAU (Indonesian of Multidisciplinary Journals) Vol. 2 No. 1 (2024): Februari
Publisher : Desanta Publisher

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

Abstract

The aim of this research is to increase student learning activities with the discovery learning model in science learning on the Properties of Light. This research is motivated by the fact that the learning models used are less varied, in the teaching and learning process, teachers have not been able to create active and fun learning, so that students experience boredom during the learning process and students do not play an active role, students still like to play alone when learning. The form of this research is classroom action research (PTK) which is carried out in two cycles. The research subjects were class IV students at SD Negeri 02 Tanjung Heran, totaling 27 students. Data sources come from teachers and students. This research aims: to apply the discovery learning method in order to improve science learning outcomes in material on the properties of light for class IV students at SDN 02 Tanjung Heran. This research shows that student learning outcomes in the material on the properties of light through the Discovery Learning method can increase. This increase can be seen from the results of classroom action research in cycles I and II. In cycle I, there were 10 students who completed the KKM or 37.03%. In cycle II, there were 23 students who completed the KKM or 85.18%, an increase of 44.45% from cycle I. Thus, it can be concluded that the use of the Discovery Learning method can improve science learning outcomes regarding the properties of light in class IV students at UPT SDN 01Tanjung. Wonder Ambarawa District for the 2024/2025 academic year.
Penerapan Alat Peraga Kartu Huruf Bergambar Untuk Meningkatkan Ketrampilan Menulis Huruf Tegak Bersambung Di Kelas 2 SD Negeri 1 Senon Unik Setiya Ningrum; Fauzi Fadliansyah
KRAKATAU (Indonesian of Multidisciplinary Journals) Vol. 2 No. 1 (2024): Februari
Publisher : Desanta Publisher

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

Abstract

This research aims to improve the skills of writing cursive letters in class II students at SD Negeri 1 Senon through the use of picture letter cards. The method used in this research is an experimental method with a one-group pretest-posttest design. The sample for this research was 14 class II students at SD Negeri 1 Senon. Data was collected through a cursive writing test before and after treatment. Data analysis was carried out using the pretest-posttest t test to see the improvement in cursive writing skills after treatment. The results of the study showed that there was a significant increase in the skill of writing cursive letters after using the picture letter card props. In conclusion, the use of picture letter card teaching aids can effectively improve the skills of writing cursive letters in class II students at SD Negeri 1 Senon
Penerapan Media Permainan Dakon Untuk Meningkatkan Hasil Belajar Matematika Pada Materi Operasi Hitung Bilangan Cacah Di Kelas III SDN 194/IX Matra Manunggal Asisah Kurniati; Fauzi Fadliansyah
KRAKATAU (Indonesian of Multidisciplinary Journals) Vol. 2 No. 1 (2024): Februari
Publisher : Desanta Publisher

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

Abstract

This research was motivated by the low level of students' skills when performing whole number calculation operations. One alternative that can be implemented in learning improvement procedures is to use dakon game media. Dakon game media can help and make it easier for students to interpret mathematical calculation concepts. The aim of this research is to improve mathematics learning outcomes regarding the operation of calculating whole numbers using the dakon game media in class III at SDN 194/IX Matra Manunggal. The approach used in this research is a qualitative approach which is researched using the type of classroom action research. The subjects for this learning improvement were 11 class III students at SDN 194/IX Matra Manunggal. Data collection is carried out using tests, observations and documentation. In this learning improvement research, the data that has been collected will be analyzed using two analytical techniques, namely quantitative and qualitative data analysis. The research results show that student learning outcomes in cycle 1 with an average score of 70 in the Good category, and a completion percentage of 63.64%. In cycle 2, an average score of 77.27 was obtained in the good category with the student learning completion level reaching 90.91%. Therefore, it can be synthesized that the process of implementing the dakon game media can improve mathematics learning outcomes in whole number counting operation material for class III SDN 194/IX Matra Manunggal.
Upaya Meningkatkan Hasil Belajar Matematika Pada Perkalian Dengan Menerapkan Media Stik Es Krim Dan Papan Perkalian Dikelas II SDN 01 Sukamadang Ardila Ardila; Fauzi Fadliansyah
KRAKATAU (Indonesian of Multidisciplinary Journals) Vol. 2 No. 1 (2024): Februari
Publisher : Desanta Publisher

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

Abstract

The application of the blended learning model combined with the environment of ice cream sticks and multiplication boards can maximize teaching and learning outcomes on geometry material for grade 2 elementary school students. The aim of this research is to describe the application of the blended learning model using the media method of ice cream sticks and multiplication boards and to compare the learning outcomes of class 2 students at SDN 01 SUKAMADANG in implementing blended learning using concrete object media on geometric material to improve this research is a cohort study (PTK) . The results of this research are (1) This research has four stages in each cycle. The planning stage is creating research instruments. The observation stage of this research increased teacher performance from Cycle I from 75% to 88% in Cycle II and student performance increased from Cycle I to 90% in Cycle II, and the final stage was reflection. (2) The classical perfection ratio of student learning outcomes is 54% in the initial stage, 71% in the first stage and 89% in the second stage. In conclusion, teachers can use this research as a reference to improve the learning outcomes of class II students in multiplication material.
Upaya Meningkatkan Ketertarikan Peserta Didik Pada Pembelajaran Matematika Materi Perkalian Melalui Media Permainan Ular Tangga Di Kelas I SDN Pedagangan III Kecamatan Tiris Probolinggo Tahun Ajaran 2023/2024 Diana Lufi; Fauzi Fadliansyah
KRAKATAU (Indonesian of Multidisciplinary Journals) Vol. 2 No. 1 (2024): Februari
Publisher : Desanta Publisher

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

Abstract

This research aims to determine the use of snakes and ladders media which has an effect on improving Mathematics learning outcomes using the snakes and ladders game media. This type of research is Classroom Action Research (PTK). This research was carried out in 2 cycles, the design of this research used the Kurt Lewin model which has 4 aspects, namely: 1. Planning 2. Action 3. Observation 4. Reflection. Classroom Action Research (PTK) was carried out at SDN Pedagangan III which is in Pedagangan Village, Tiris District, Probolinggo Regency, East Java Province. Class I students numbered 15 people, of which 9 were men and 6 were women. In this research, the results have been obtained that before using game media, the motivation and learning outcomes of class I students can be said to be low, from 58.6% in the pre-cycle, there was an increase to 72.6% in the first cycle and experienced an increase and good Mathematics learning outcomes were achieved. increased to 84.6%. Thus, the results obtained have achieved success, the teacher hopes to be able to apply the snakes and ladders method in learning Mathematics, Multiplication Material so that it can attract students' interest in learning and can develop it into a more interesting game and create games that make students more active in participating in Mathematics learning.
Upaya Meningkatkan Hasil Belajar Matematika Siswa Pada Materi Pembagian Di Kelas IV Di UPT SDN 06 Bagan Dalam Menggunakan Model Ekspositori Irma Yulisa; Fauzi Fadliansyah
KRAKATAU (Indonesian of Multidisciplinary Journals) Vol. 2 No. 1 (2024): Februari
Publisher : Desanta Publisher

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

Abstract

Mathematics subjects need to be given to all students starting from elementary Mathematics subjects need to be given to all students starting from elementary school with the aim of equipping students with the ability to think logically, analytically, systematically, critically, creatively and collaboratively. These skills are necessary to enable students to acquire, manage, and use information. Mathematics is defined in the Big Indonesian Dictionary (KBBI) as the science of numbers, relationships between numbers, and operational procedures for solving problems related to numbers (Hasan Alwi, 20012: 723). Aristotle (quoted in Moeharti Hadiwijaya, 1996: 20) said that mathematics is one of the three foundations that divide science into natural science, mathematics and theology. The expository learning model is a learning model that focuses on the process where "a teacher orally (orally and in writing) conveys material or materials to a group of students with the aim of maximizing students' mastery of the material".
Penerapan Metode Pembelajaran Team Games Tournament Pada Pelajaran IPAS Materi Persebaran Flora Dan Fauna Di Indonesia Untuk Meningkatkan Hasil Belajar Dan Keaktifan Peserta Didik Kelas V SD Negeri Cikaret 01 Kecamatan Cibinong Rahman Andrean Kurniadya; Fauzi Fadliansyah
KRAKATAU (Indonesian of Multidisciplinary Journals) Vol. 2 No. 1 (2024): Februari
Publisher : Desanta Publisher

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

Abstract

The aim of this learning improvement research is to improve learning outcomes and student activity in the science and science learning process for class V of SD Negeri Cikaret 01, Bogor Regency through the application of the Team Games Tournament learning method. This research is classroom action research carried out in two cycles and carried out at SD Negeri Cikaret 01, Bogor Regency. The subjects of the research were teachers and students of class V. Data was collected and analyzed using qualitative and quantitative data analysis techniques. The results of this research show that through the application of the Cooperative learning method (Team Games Tournament) the quality of science and science learning can be improved. Learning results show that the percentage in cycle I was 58.62% in the sufficient category, increasing in cycle II to 89.65% in the good category. On the other hand, the percentage of student activity in cycle I was 55.17% in the sufficient category, in cycle II the percentage was 86.20% in the good category. Based on these results, it can be concluded that the Team Games Tournament learning method can improve the quality of class V science and science learning at SD Negeri Cikaret 01, Bogor Regency.