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Peningkatan Keterampilan Berbicara Siswa Menggunakan Metode Role Playing pada Pembelajaran Bahasa Indonesia di Kelas IV SDN 2 Cibanteng Rosmawati, Euis; Chandra, Deni; Dwi Febriani, Winarti
Indo-MathEdu Intellectuals Journal Vol. 5 No. 3 (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.v5i3.1192

Abstract

This study aims to improve students' speaking skills through the implementation of the role-playing method in Indonesian language learning. The research method used is classroom action research (CAR), which consists of planning, action, observation, and reflection in each cycle. The subjects of this study are 32 students, consisting of 17 female and 15 male students. Based on the research results, the students' speaking skills are still low; students tend to be shy, less expressive, hesitant, and confused about what to say. Students have not mastered linguistic factors such as pronunciation accuracy, intonation, and word choice. The role-playing learning method involves students extensively in speaking through drama activities. The results of this study indicate that students' speaking skills improved using the role-playing method. In the first cycle, the average score was 76.6, with 23 students passing and 9 students not passing, resulting in a percentage of 71.88% categorized as high. There was an improvement in the second cycle, with an average score of 87.96, where 30 students passed and 2 students did not, resulting in a percentage of 93.75% categorized as very high
Meningkatkan Hasil Belajar Siswa pada Materi Konsep Pecahan Sederhana Menggunakan Media Puzzle Pecahan Kelas III SDN 2 Setiamulya Marifah, Nunung; Fatimah Zahrah, Riza; Dwi Febriani, Winarti
Indo-MathEdu Intellectuals Journal Vol. 5 No. 3 (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.v5i3.1196

Abstract

The background to this research is the low learning outcomes of students in mathematics lessons in class III at SDN 2 Setiamulya. The aim of this research is to improve students' mathematics learning outcomes by using fraction puzzle media in grade 3 elementary schools in Tasikmalaya. The research method used is Classroom Action Research according to the Kemmis and Mc model. Taggart which consists of planning, action, observation, reflection in each cycle. The subjects in this research were 10 male students and 12 female students. The results of this research state that learning mathematics using fraction puzzle media can improve student learning outcomes. Based on the results of pre-cycle research, cycle I, cycle II, pre-cycle students' learning completeness obtained an average of 40 with a percentage of 31.82% in the very low category and experienced an increase in cycle I, obtaining an average score of 65.18 with a percentage of 59.05%. the poor category then in cycle II obtained an average score of 86.36 with a percentage of 95.45% in the very good category.
ANALISIS HUBUNGAN PERHATIAN ORANG TUA DENGAN PRESTASI BELAJAR MURID KELAS IV SDN 1 LINGGAJAYA Ahmad Aulia, Andra; Hadiwijaya Z, Rizki; Dwi Febriani, Winarti
Consilium: Education and Counseling Journal Vol 5 No 1 (2025): EDISI : MARET
Publisher : Biro 3 Kemahasiswaan dan Kerjasama Universitas Abduracman Saleh Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36841/consilium.v5i1.5282

Abstract

Sekolah menjadi sistem pendidikan yang terencana dan sistematis menjadi jenjang Pendidikan formal yang mengemban tanggung jawab yang besar. Keluarga menjadi pendidikan informal yang tak kalah pentingnya bertindak sebagai pengontrol pertumbuhan secara berkelanjutan dan sebagai penanaman nilai-nilai norma pertama dalam diri anak. Berdasarkan hasil wawancara awal dengan guru Kelas IV telah membuahkan suatu data yang menyatakan orang tua siswa Kelas IV SDN 1 Linggajaya kurang maksimal dalam memberikan perhatiannya yang mengakibatkan menurunnya hasil belajar siswa. Penelitian ini menggunakan metode Kualitatif dengan teknik pengumpulan data berupa observasi, wawancara, dan dokumentasi. Subjek yang terlibat yakni siswa dan orang tua. Tujuan penelitian ini untuk membuktikan data dari hasil wawancara awal dengan guru Kelas IV. Hasil penelitian menyatakan (1) perhatian orang tua siswa kelas IV SDN 1 Linggajaya bisa dikatakan sudah cukup baik; (2) adanya hubungan perhatian orang tua dengan prestasi belajar siswa kelas IV SDN 1 Linggajaya.
Peningkatan Keterampilan Berbicara Siswa Menggunakan Metode Role Playing pada Pembelajaran Bahasa Indonesia di Kelas IV SDN 2 Cibanteng Rosmawati, Euis; Chandra, Deni; Dwi Febriani, Winarti
Indo-MathEdu Intellectuals Journal Vol. 5 No. 3 (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.v5i3.1192

Abstract

This study aims to improve students' speaking skills through the implementation of the role-playing method in Indonesian language learning. The research method used is classroom action research (CAR), which consists of planning, action, observation, and reflection in each cycle. The subjects of this study are 32 students, consisting of 17 female and 15 male students. Based on the research results, the students' speaking skills are still low; students tend to be shy, less expressive, hesitant, and confused about what to say. Students have not mastered linguistic factors such as pronunciation accuracy, intonation, and word choice. The role-playing learning method involves students extensively in speaking through drama activities. The results of this study indicate that students' speaking skills improved using the role-playing method. In the first cycle, the average score was 76.6, with 23 students passing and 9 students not passing, resulting in a percentage of 71.88% categorized as high. There was an improvement in the second cycle, with an average score of 87.96, where 30 students passed and 2 students did not, resulting in a percentage of 93.75% categorized as very high
Meningkatkan Hasil Belajar Siswa pada Materi Konsep Pecahan Sederhana Menggunakan Media Puzzle Pecahan Kelas III SDN 2 Setiamulya Marifah, Nunung; Fatimah Zahrah, Riza; Dwi Febriani, Winarti
Indo-MathEdu Intellectuals Journal Vol. 5 No. 3 (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.v5i3.1196

Abstract

The background to this research is the low learning outcomes of students in mathematics lessons in class III at SDN 2 Setiamulya. The aim of this research is to improve students' mathematics learning outcomes by using fraction puzzle media in grade 3 elementary schools in Tasikmalaya. The research method used is Classroom Action Research according to the Kemmis and Mc model. Taggart which consists of planning, action, observation, reflection in each cycle. The subjects in this research were 10 male students and 12 female students. The results of this research state that learning mathematics using fraction puzzle media can improve student learning outcomes. Based on the results of pre-cycle research, cycle I, cycle II, pre-cycle students' learning completeness obtained an average of 40 with a percentage of 31.82% in the very low category and experienced an increase in cycle I, obtaining an average score of 65.18 with a percentage of 59.05%. the poor category then in cycle II obtained an average score of 86.36 with a percentage of 95.45% in the very good category.
MENINGKATKAN MINAT BELAJAR TERHADAP MATA PELAJARAN SBDP (SENI TARI) MELALUI MODEL PEMBELAJARAN KREATIF PADA SISWA KELAS IV DI SDN 2 CIKALONG Anggraeni, Silvia; Ahmah Wakih, Agus; Dwi Febriani, Winarti
PIWURUK: Jurnal Sekolah Dasar Vol. 4 No. 1 (2024): PIWURUK: Jurnal Sekolah Dasar
Publisher : LPPM Universitas Perjuangan Tasikmalaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36423/pjsd.v4i1.2119

Abstract

Abstrak: Penelitian ini dilatar belakangi dengan kurangnya minat belajar siswa kelas IV SDN 2 Cikalong Kecaatan Cikalong Kabupaten Tasikmalaya. Tujuan penelitian ini adalah untuk mendeskripsikan peningkatan minat belajar siswa pada pembelajaran SBdP (seni tari) di kelas IV SDN 2 Cikalong. Jenis penelitian ini ialah kualitatif kuantitatif. Populasi dari penelitian ini yaitu seluruh siswa kelas IV di SDN 2 Cikalong dengan jumlah 25 siswa yang terdiri dari 11 siswa laki-laki dan 14 siswa perempuan. Teknik sampel yang digunakan ialah sampel jenuh. Oleh karena itu penelitian dilaksanakan dengan mengambil seluruh siswa kelas IV. Dari hasil penelitian pratindakan minat belajar siswa 6 siswa (24%) kategori berminat 13 siswa (52%) kategori cukup berminat 6 siswa (24%) kategori  kurang berminat dengan perolehan rata-rata 53,33 kategori cukup berminat. Minat belajar siswa pada siklus I terdapat 2 siswa (8%) kategori sangat berminat 12 siswa (28%) kategori berminat 10 siswa (40%) kategori cukup berminat 1 siswa (4%) kategori kurang berminat dengan memperoleh rata-rata 63,91 kategori berminat. Siklus II terdapat 14 siswa (56%) kategori sangat berminat 10 siswa (40%) kategori berminat 1 siswa (4%) kategori cukup berminat dengan rata-rata 82,07 kategori berminat. Dengan demikian terbukti adanya minat belajar siswa yang signifikan dengan menggunakan model pembelajaran kreatif. Kata Kunci: Minat Belajar, Model Pembelajaran Kreatif.  
Peningkatan Keterampilan Berbicara Siswa Menggunakan Metode Role Playing pada Pembelajaran Bahasa Indonesia di Kelas IV SDN 2 Cibanteng Rosmawati, Euis; Chandra, Deni; Dwi Febriani, Winarti
Indo-MathEdu Intellectuals Journal Vol. 5 No. 3 (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.v5i3.1192

Abstract

This study aims to improve students' speaking skills through the implementation of the role-playing method in Indonesian language learning. The research method used is classroom action research (CAR), which consists of planning, action, observation, and reflection in each cycle. The subjects of this study are 32 students, consisting of 17 female and 15 male students. Based on the research results, the students' speaking skills are still low; students tend to be shy, less expressive, hesitant, and confused about what to say. Students have not mastered linguistic factors such as pronunciation accuracy, intonation, and word choice. The role-playing learning method involves students extensively in speaking through drama activities. The results of this study indicate that students' speaking skills improved using the role-playing method. In the first cycle, the average score was 76.6, with 23 students passing and 9 students not passing, resulting in a percentage of 71.88% categorized as high. There was an improvement in the second cycle, with an average score of 87.96, where 30 students passed and 2 students did not, resulting in a percentage of 93.75% categorized as very high
Meningkatkan Hasil Belajar Siswa pada Materi Konsep Pecahan Sederhana Menggunakan Media Puzzle Pecahan Kelas III SDN 2 Setiamulya Marifah, Nunung; Fatimah Zahrah, Riza; Dwi Febriani, Winarti
Indo-MathEdu Intellectuals Journal Vol. 5 No. 3 (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.v5i3.1196

Abstract

The background to this research is the low learning outcomes of students in mathematics lessons in class III at SDN 2 Setiamulya. The aim of this research is to improve students' mathematics learning outcomes by using fraction puzzle media in grade 3 elementary schools in Tasikmalaya. The research method used is Classroom Action Research according to the Kemmis and Mc model. Taggart which consists of planning, action, observation, reflection in each cycle. The subjects in this research were 10 male students and 12 female students. The results of this research state that learning mathematics using fraction puzzle media can improve student learning outcomes. Based on the results of pre-cycle research, cycle I, cycle II, pre-cycle students' learning completeness obtained an average of 40 with a percentage of 31.82% in the very low category and experienced an increase in cycle I, obtaining an average score of 65.18 with a percentage of 59.05%. the poor category then in cycle II obtained an average score of 86.36 with a percentage of 95.45% in the very good category.
Analisis Perspektif Guru Terhadap Penerapan Pendekatan Deep Learning dalam Kurikulum Merdeka Di SDN Rajapolah Sarah Akmalia; Suryana, Dudung; Dwi Febriani, Winarti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.52936

Abstract

This study aims to determine teachers' perspectives on the implementation of the deep learning approach in the Independent Curriculum at Rajapolah Elementary School and its impact on student behavior. The study used a descriptive qualitative approach through observations and interviews with the principal, five class teachers, and six students. Data analysis was conducted through data reduction, presentation, and drawing conclusions.The results indicate that teachers' perspectives are very positive. Deep learning influences students' conceptual understanding through three pillars: meaningful, mindful, joyful, and contextual. Benefits include increased participation, motivation, confidence in asking questions and presenting, a safe learning environment free from bullying, and applied learning. Challenges include teachers' uneven understanding, limited time, differences in student characteristics, and difficulties in critical thinking.The impact on student behavior is very positive and significant. Students are more active, often raise their hands, are independent, enjoy group learning, express their opinions, and develop independent and critical character traits. Compared to the 2013 Curriculum, students understand the applied material better, are more active, have a high level of curiosity, and express their opinions. Deep learning effectively transforms students from passive learners to critical thinkers who dare to ask questions. Conclusion: Deep learning in the Independent Curriculum received positive views from teachers and had a significant impact on student behavior at Rajapolah Elementary School.