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ANALISIS DAMPAK PENGGUNAAN SMARTPHONE TERHADAP HASIL BELAJAR SISWA DI SDN 4 PUYOH Jodi, Anang Setyawan; Masfuah, Siti; Bakhruddin, Ahmad
Inteligensi : Jurnal Ilmu Pendidikan Vol 6, No 1 (2023)
Publisher : Universitas Tribhuwana Tunggadewi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33366/ilg.v6i1.4946

Abstract

This study aims to determine what are the impacts of smartphone use on student learning outcomes at SDN 4 Puyoh. This research was conducted using qualitative methods with case studies. Data discovery and collection was done through observation, interviews, documentation, and other analyses. There were 12 students in class IV, and 5 students will become informants with details of 2 boys and 3 girls. This study uses data analysis for presentation, reduction, and conclusion or verification, where the impact of smartphone uses on students and the impact of smartphone use on student learning outcomes show that: (1) Students in grade IV at SDN 4 Puyoh continue to use smartphones, and they often become disappointed, sad, or even angry. (2) The use of smartphones has an impact on student learning outcomes and smartphone addiction, this is because students prefer to play smartphones rather than studying so that the habit of playing smartphones reduces awareness in learning and student learning outcomes.
Faktor-Faktor Pendukung Kemampuan Literasi Budaya Pada Anak Penghasil Produk Genteng di Desa Kembang Getaan Dukuhseti Pati Zakiyah, Nihlatiz; Fajrie, Nur; Bakhruddin, Ahmad
Jurnal Educatio FKIP UNMA Vol. 10 No. 1 (2024)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/educatio.v10i1.6594

Abstract

Literasi adalah kemampuan memahami budaya sebagai salah satu unsur masyarakat yang melaksanakan hak dan kewajiban untuk meningkatkan kualitas hidupnya dan orang lain. Literasi budaya harus diperkenalkan sejak awal karena anak harus memahami budaya, adat istiadat, kepercayaan, ras dan suku bangsa Indonesia. Hal ini dapat dibuktikan dari hasil penelitian yang dilakukan di Desa Kembang Getaan Dukuhseti Pati bahwa faktor  kemampuan literasi budaya anak penghasil produk genteng didukung oleh faktor eksternal dan internal, faktor eksternal antara lain lingkungan masyarakat, latar belakang keluarga, intensitas kekuatan dari stimulus. Sedangkan faktor internal didukung oleh pengalam dan minat informan. Masing-masing faktor memiliki peran tersendiri. Penelitian ini bertujuan untuk mengetahui faktor pendukung kemampuan literasi budaya dalam masyarakat penghasil produk genteng. Metode yang digunakan dalam penelitian ini menggunakan pendekatan kualitatif dan jenis penelitian etnografi. Adapun langkah-langkah dalam penelitian etnografi yaitu mengorganisir file, membaca keseluruhan informasi dan memberi kode, menguraikan peristiwa yang diteliti, menginterpretasi penemuan dan menyajikan presentasi variative berupa table. Dengan menggunakan Teknik pengumpulan data melalui wawancara, observasi dan dokumentasi yang terdiri dari 11 orang diantaranya satu kepala desa sebagai informan kunci, lima anak penghasil produk genteng dan lima penghasil produk genteng. Dari kedua faktor tersebut peneliti dapat menyimpulkan peran yang besar adalah masyarakat dimana kedua faktor tersebut didukung oleh masyarakat sekitar.
Hubungan Kreativitas Menulis dalam Bahasa Arab dan Motivasi Belajar Surat Pendek Siswa Sekolah Dasar Yani, Sri Indah; Fajrie, Nur; Bakhruddin, Ahmad
EDUKATIF : JURNAL ILMU PENDIDIKAN Vol 6, No 4 (2024)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/edukatif.v6i4.6667

Abstract

Pembelajaran yang monoton dan konvensional tanpa memperhatikan kreativitas siswa bisa mengakibatkan rendahnya motivasi belajar. Hasil analisis kebutuhan di SD 1 Prambatan Kidul menunjukkan hal ini. Oleh karena itu, penelitian ini bertujuan untuk mengeksplorasi apakah ada korelasi antara kreativitas menulis dalam bahasa Arab dan motivasi belajar surat pendek siswa, serta seberapa signifikannya.Penelitian ini menggunakan pendekatan kuantitatif, dengan sampel seluruh siswa kelas V di SD 1 Prambatan Kidul, yang berjumlah 25 siswa. Teknik pengumpulan data meliputi observasi, wawancara, angket, dan dokumentasi, dengan pernyataan dan pertanyaan terstruktur. Analisis data dilakukan dengan uji validitas, uji reliabilitas, dan Analisis Koefisien Korelasi. Variabel bebas dalam penelitian ini adalah kreativitas menulis dalam bahasa Arab, sedangkan variabel terikatnya adalah motivasi belajar surat pendekTemuan dari penelitian menunjukkan bahwa terdapat korelasi positif yang signifikan antara kreativitas menulis dalam bahasa Arab siswa dan motivasi belajar surat pendek di SD 1 Prambatan Kidul. Dengan kata lain, semakin tinggi tingkat kreativitas menulis dalam bahasa Arab siswa, semakin tinggi pula motivasi belajar surat pendek di SD 1 Prambatan Kidul.
Pengaruh Permainan Rangking Satu berbantuan Powerpoint Interaktif terhadap Hasil Belajar IPAS di Kelas IV SD Fitria, Nur Diana; Khamdun, Khamdun; Bakhruddin, Ahmad
Jurnal Riset Madrasah Ibtidaiyah (JURMIA) Vol. 4 No. 2 (2024): Jurnal Riset Madrasah Ibtidaiyah
Publisher : Jurnal Riset Madrasah Ibtidaiyah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32665/jurmia.v4i2.3245

Abstract

Monotonous learning in class IV at SDN Kropak 02 makes students less motivated, thus affecting their learning outcomes. Learning methods and media that motivate learning are deemed necessary because students who have high learning motivation can achieve high learning outcomes as well. Thus, this research aims to determine the magnitude of the influence of the first ranking game assisted by interactive PowerPoint on science learning outcomes in class IV at SDN Kropak 02. This research uses a quantitative pre-experimental design method with a one group pretest-posttest design. The research was conducted with 22 samples. Data was obtained from research instruments in the form of pretest and posttest questions on the science material. Data analysis used the paired sample t-tast test and n-gain test. After the pretest and posttest were carried out, the average of the social studies pretest was 43.64 and the science pretest was 42.73, while the average of the social studies posttest was 75.00 and the science posttest was 74.09. From the average value, the sig value is obtained. in the paired sample t-tast test 0.000. Then the n-gain test results obtained a mean n-gain score of 0.5792. From the results of the data analysis, it was concluded that the ranking one game method assisted by interactive PowerPoint had a significant influence on science and science learning outcomes in class IV at SDN Kropak 02. This method had a moderate level of influence or was quite effective for use in science and science learning for class IV at SDN Kropak 02.
Tingkat Validitas Media Bapaguh untuk Pembelajaran Tembang Macapat Gambuh Siswa Kelas IV SD Muna, Syarifatul; Fardani, Much Arsyad; Bakhruddin, Ahmad
Tunas Nusantara Vol 6, No 1, 2024
Publisher : Universitas Islam Nahdlatul Ulama Jepara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34001/jtn.v6i1.6289

Abstract

Learning media is very important in the learning process. One example of the use of learning media today is Android-based media. The use of Android-based media as a learning medium is very important in the process of achieving learning objectives. With a variety of interesting learning media, it can increase students' motivation and interest in learning. However, what happens in the practice of learning macapat songs in elementary schools is that teachers have not utilized technological developments as a learning medium. The teacher only uses LKS media as a learning medium for the Macapat Gambuh song. This research aims to develop and measure the level of validity of Android-based media in the form of Bapaguh media for learning the Macapat Gambuh song. This research method uses Research and Development with the ADDIE (Analyze, Design, Development, Implementation, Evaluate) development model. The level of appropriateness of Bapaguh media can be determined by measuring the level of validity of the media by media expert validators, material experts and language experts with validation results of 98%, 88% and 94%. Based on the validation results, it can be concluded that the Bapaguh media is very suitable to be developed as a learning medium for the Macapat Gambuh song material. 
Pemanfaatan Limbah Ampas Kopi Dalam Pembuatan Sabun Batang Bagi PKK Desa Perdopo Anjarwati, Dewi; Mu’azaroh, Ulayya; Salsabilla, Rulla Aufa; Bakhruddin, Ahmad
Jurnal Muria Pengabdian Masyarakat Vol 1, No 2 (2024): Juli
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/jmpm.v1i2.13252

Abstract

Limbah ampas kopi mengandung zat organik tinggi dan bisa menjadi polusi air jika langsung dibuang ke saluran pembuangan yang mengalir sampai ke sungai. Tujuan dari kegiatan pengabdian ini adalah memberikan pengetahuan dan melatih keterampilan kepada anggota PKK Desa Perdopo mengenai pemanfaatan limbah ampas kopi menjadi sebuah produk yang memiliki nilai jual. Pembuatan sabun dengan metode cold process. Proses pembuatan dengan mencampurkan aquadest, NaOH, minyak sayur, dan ampas kopi hingga mengental kemudian dimasukkan ke dalam cetakan. Kemudian memasuki proses curing, yaitu proses menunggu sabun yang telah mengeras selama 3-4 minggu, untuk menormalkan PH yang terkandung dalam sabun. Metode pelaksanaan menggunakan metode pendidikan masyarakat dan pelatihan. Program kerja ini mampu menghasilkan produk sabun batang dari limbah ampas kopi. Hasil dari pemanfaatan limbah ampas kopi ini dapat menjadi produk kreatif yang menarik dan inovasi untuk berwirausaha.
Pengaruh Penggunaan Model pembelajaran Role Playing Berbantuan Media Rotar Terhadap Prestasi Belajar Siswa Sekolah Dasar Rahmawati, Nur Indah; Bakhruddin, Ahmad; Fakhriyah, Fina
Nusantara: Jurnal Pendidikan Indonesia Vol. 4 No. 4 (2024)
Publisher : Lembaga Sosial Rumah Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/njpi.2024.v4i4-11

Abstract

Purpose – The low learning achievement of class III students at SDN 1 Bulungcangkring is due to teacher-centered instruction and the use of conventional learning models lacking innovation. This study aims to examine the impact of the Role-Playing learning model, assisted by Rotar media, on student achievement. The Role-Playing method fosters engaging and enjoyable learning, encouraging student participation, while Rotar media enhances enthusiasm and motivation.Method – This study employed a one-group pretest-posttest pre-experimental design, with 33 grade III students as the sample. A paired t-test was used to analyze the differences between pretest and posttest scores, determining the effect of the treatment on learning achievement. Data were collected through observation and interviews.Findings – The study revealed that implementing the Role-Playing learning model assisted by Rotar media significantly improved student learning achievement across all aspects: cognitive (from 42.33 to 73.18), affective (from 42.88 to 76.82), and psychomotor (from 51.48 to 75.82). These results can serve as a reference for teachers in selecting effective methods to enhance student achievement and promote educational policies that prioritize student-centered learning innovations. Research Implications – This study provides a reference for teachers to implement effective, student-centered learning methods and may guide the development of educational policies. However, the limited sample size calls for further research across more diverse schools.