Husna, Anisya Al
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Implementasi Media Pembelajaran Interaktif dalam Mendukung Pemahaman Siswa Kelas VI Sekolah Dasar Tentang Masa Pubertas Srikandhi, Naomi; Hasanah, Uswatun; Kurniawati, Wahyu; Husna, Anisya Al
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1713

Abstract

This study investigates how interactive learning media can help students in sixth grade elementary school understand puberty. Puberty, which is an important phase in a child's development, is very important to have a good understanding of the physical and emotional changes that occur. To gain a better understanding of students' experiences and perceptions when using interactive learning media, subjective qualitative research with a phenomenological approach was used. Data was collected through active observation during the learning process and comprehensive interviews with sixth grade students at an elementary school. The focus of the interviews was students' experiences when using interactive learning media and how this impacted their understanding of puberty. Thematic analysis was used to analyze the data to find main themes from the interview and observation data. The research results showed that interactive learning helped students understand puberty. Through interesting visual and audio media, students find it easier to understand the material presented. Because there are interactive elements that make learning more fun, they feel more motivated and interested in learning. Compared with conventional learning approaches, some students prefer to discuss sensitive topics about puberty through interactive media. This research found that interactive learning tools can help sixth grade students understand puberty. It is recommended that schools incorporate interactive learning media into their curriculum
Pengembangan Media Monopoli sebagai Sarana Belajar dan Bermain Siswa Sekolah Dasar dalam Materi Perkembangan Hewan dan Tumbuhan Aditia, Rizky Regba; Ramazaan, Farroza Titis; Savilasari, Juwanda; Kurniawati, Wahyu; Husna, Anisya Al
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1714

Abstract

The background is the need for an innovative approach in education to facilitate students' understanding of complex concepts. Monopoly media is developed to increase student engagement and facilitate understanding of concepts. Through interactive and interesting game elements. This study aims to develop Monopoly game-based learning media for animal and plant development material in Elementary Schools by applying the ADDIE model, which includes the analysis, design, and development stages. In the analysis stage, identification of needs and potential problems in learning is carried out. The design stage involves creating game components that are in accordance with the learning material. The development stage includes media production and validation, including the creation of game boards, question cards, and mystery cards. The subjects in this study were elementary school students, data collection techniques were carried out by interviewing and observing and data analysis was carried out using the Miles and Huberman data analysis techniques. The results of this development are expected to enrich students' learning experiences, improve collaboration, and motivate them in understanding animal and plant development material.