Chairunnisa, Azizah
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Kemampuan Peserta Didik dalam Membaca Lancar Level Dua Anak Kelas 2 Sekolah Dasar Fania, Fania; Chairunnisa, Azizah; Chandra, Chandra; Wijanarko, Tiok
TSAQOFAH Vol 4 No 4 (2024): JULI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v4i4.3215

Abstract

This research aims to describe the ability to read fluently using pictorial media and determine the ability to read fluently in learning Indonesian using pictorial text media in class II elementary school students. The approach used in this research is qualitative with descriptive methods. The subject to support this research is one of the class II students at SD N in Pauh. Data collection techniques include observation and interviews. The results of the analysis of the ability of second grade elementary school students in reading fluently, it can be concluded that there are 2 aspects out of 4 aspects that are considered to be inappropriate.
Validity Feasibility of Interactive Media Based on Wordwall Game in Learning Pancasila Education Class IV Elementary School Chairunnisa, Azizah; Reinita, Reinita; Putera, Rafhi Febryan; Mansurdin, Mansurdin
Journal of Educational Sciences Vol. 9 No. 5 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.5.p.3870-3881

Abstract

This study is motivated by the suboptimal utilization of technology-based learning media in elementary schools. Classroom learning still largely relies on traditional media such as textbooks, blackboards, and illustrations. The purpose of this research is to develop an interactive, game-based learning medium using Wordwall for Pancasila Education among fourth-grade students at SDN Daerah I Pauh, Padang City. The research applies a Research and Development (R&D) method with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Data were collected through questionnaires that had been validated by subject matter experts, media experts, and language experts. The validity assessment results are as follows: the content expert gave a score of 83.3%, categorized as “valid”; the media expert gave a score of 95%, categorized as “very valid”; and the language expert gave a score of 81.25%, also categorized as “valid.” The overall validity score, based on the average percentage, was 86.56%, which falls into the “very valid” category. These findings indicate that the Wordwall-based interactive game medium is highly valid for supporting Pancasila Education learning in elementary schools.