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Peningkatan Kemampuan Matematika Melalui Penggunaan Metode Pembelajaran Berbasis Permainan di Sekolah Dasar Negeri 060944 Adinda Riana Hermawan; Khairunnisya Azzahra; Siti Azahra
Jurnal Bintang Pendidikan Indonesia Vol 2 No 3 (2024): Agustus : Jurnal Bintang Pendidikan Indonesia
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jubpi.v2i3.3136

Abstract

This research aims to explore the effectiveness of using game-based learning methods in improving the mathematical abilities of students at State Elementary School 060944. The research was conducted using an experimental pre-test post-test control group design, involving two classes with a total of 60 students. One class was the control group and received conventional learning, while the other class was the experimental group and received game-based learning. The research results show that game-based learning is effective in improving students mathematical understanding and skills compared to conventional lerning. The practical implication of this research is the importance of integrating interesting and activity-based learning methods in the learning process at State Elementary School 060944 to improve student academic achievement.
OPTIMIZING LECTURES AS AN EFFECTIVE LEARNING MOTIVATION MEDIA IN EDUCATION Fawwaz Taqi; Jibril Altaf; Muhammad Rizky Akbar; Siti Azahra; T Nasywa Ariqah Putri
International Journal of Educational Review, Law And Social Sciences (IJERLAS) Vol. 5 No. 1 (2025): January
Publisher : RADJA PUBLIKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54443/ijerlas.v5i1.2295

Abstract

This study explores the effectiveness of lectures as a teaching method in improving students' learning motivation. Lectures that are often considered monotonous can reduce students' engagement in learning. By integrating motivational theories such as Self-Determination Theory (SDT), Maslow's Hierarchy of Needs, and Attribution Theory, this study shows that motivation-based lectures can improve student engagement. Approaches such as storytelling, the use of visual media, and active interaction have been shown to be effective in increasing students' intrinsic motivation. This study provides practical guidance for educators to design more engaging and motivating lectures, as well as improve the quality of learning.
Peningkatan Kemampuan Matematika Melalui Penggunaan Metode Pembelajaran Berbasis Permainan di Sekolah Dasar Negeri 060944 Adinda Riana Hermawan; Khairunnisya Azzahra; Siti Azahra
Jurnal Bintang Pendidikan Indonesia Vol. 2 No. 3 (2024): Agustus : Jurnal Bintang Pendidikan Indonesia
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jubpi.v2i3.3136

Abstract

This research aims to explore the effectiveness of using game-based learning methods in improving the mathematical abilities of students at State Elementary School 060944. The research was conducted using an experimental pre-test post-test control group design, involving two classes with a total of 60 students. One class was the control group and received conventional learning, while the other class was the experimental group and received game-based learning. The research results show that game-based learning is effective in improving students mathematical understanding and skills compared to conventional lerning. The practical implication of this research is the importance of integrating interesting and activity-based learning methods in the learning process at State Elementary School 060944 to improve student academic achievement.