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Journal : Indo-MathEdu Intellectuals Journal

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.
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.
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.