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Developing Crossword Puzzle As English Learning Media Media To Teach Vocabulary At Madrasah Aliyah Al Khoiriyah Gondanglegi Khasanah, Alfinindya Faizah Afifatul; Rofi’ah, Siti; Mubarok, Tyas Alhim
Jurnal Ilmiah Mandala Education (JIME) Vol 9, No 3 (2023): Jurnal Ilmiah Mandala Edcation (Agustus)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v9i3.5531

Abstract

In order to learn and teach effectively, students need to have a comprehensive knowledge of the English language and understand its meaning. Students must be able to understand language both orally and in writing if they have mastery of vocabulary. The purpose of this writing is to find out whether the application of the media could develop English learning media to teach vocabulary at Madrasah Aliyah Al Khoiriyah Gondanglegi. The instruments used was the Research and Development (R&D) media with 20 students as a trial in applying this method. The results of this study are based on the results of the average percentage of the validation sheet by 2 crossword puzzle learning media experts of 94.8% and is included in the very valid category. Thus, the developed crossword puzzle learning media can be used at Madrasah Aliyah Al Khoiriyah Gondanglegi. Based on the results of the distribution of questionnaires given by students and English teachers to find out the responses of students and teachers to crossword learning media. The percentage of responses given by students is very valid at 81%, and teacher responses with a very valid percentage are 93.3%. Thus, most students and teachers responded in a very valid category to the development of crossword puzzle learning media at Madrasah Aliyah Al Khoiriyah.
Pengembangan media pembelajaran fun thinkers book berbasis contextual teaching and learning pada materi keberagaman pekerjaan untuk meningkatkan berpikir kritis Khoiriyah, Nadzirotul; Alfi, Cindya; Fatih, Mohamad; Rofi’ah, Siti
Patria Educational Journal (PEJ) Vol 4 No 2 (2024): Volume 4 Nomor 2 Juni 2024
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat, Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/pej.v4i2.1527

Abstract

Media fun thinkers book berbasis contextual teaching and learning (CTL) ini dibuat sebagai alternative untuk proses pembelajaran pada mata pelajaran PKN. Penelitian dan pengembangan ini menggunakan model ADDIE yang meliputi: analyze, design, development, implementation dan evaluation. Teknik yang digunakan adalah observasi, angket, tes, dokumentasi. Validasi ahli media memperoleh presentase skor 90% dengan kategori “Valid”. Validasi ahli materi memperoleh presentase skor 95% dengan kategori “Valid”. Validasi ahli bahasa memperoleh presentase skor 85% dengan kategori “Valid”. Pengukuran kemenarikan dari media fun thinkers book dengan angket respon guru memperoleh presentase skor 100% dengan kategori “Sangat Menarik” dan dapat digunakan tanpa perbaikan. Pengukuran kemenarikan dengan angket respon siswa memperoleh presentase skor 98% dengan kategori “Sangat Menarik”. Pengukuran tingkat berpikir kritis dilakukan menggunakan pre-test dan post-test dengan menggunkan media fun thinkers book memperoleh hasil 0,725 dengan kriteria “Tinggi”.
Pengembangan media boardgames berbasis pictorial riddle pada materi musim dan iklim untuk meningkatkan kecerdasan adversity siswa sekolah dasar Saputra, Andri Yoga; Fatih, Mohamad; Alfi, Cindya; Rofi’ah, Siti
Patria Educational Journal (PEJ) Vol 4 No 2 (2024): Volume 4 Nomor 2 Juni 2024
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat, Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/pej.v4i2.1554

Abstract

Pendidikan yang baik di imbangi dengan media pembelajaran yang sangat memadai. Kurangnya media pembelajaran yang ada dilapangan yang kurang memadai menjadi salah satu kendala yang ada dilapangan. Hal tersebut juga dirasakan di UPT SDN Tangkil 03. Atas permasalahan diatas peneliti mengembangan media pendidikan yang berjudul pengembangan media boardgames berbasis pictorial riddle media ini di aplikasikan dalam materi musim dan iklim. Melalui media ini diharapkan mampu meningkatkan kecerdasan adversity siswa pada kelas 3 di SDN Tangkil 03 Blitar. Media ini dikembangakan dengan model pengembangan ADDIE. Dengan total subjek penelitian sebanyak 18 orang. Dalam pengembangan media boardgame berbasis teka-teki gambar, metode pengambilan data yang digunakan mencakup observasi, wawancara, dan penggunaan kuisoner. Validitas media tersebut juga divalidasi oleh seorang ahli media 94%, ahli materi 86% . Hasil uji ngain 0,93 yang memiliki kriteria yang sangat tinggi.. Dapat disimpulkan bahwa terdapat peningkatan signifikan antara nilai post-angket dan nilai pre-angket. Hal ini menunjukkan bahwa penggunaan media boardgame berbasis teka-teki gambar dapat meningkatkan pencapaian belajar dalam materi IPA dan juga meningkatkan kecerdasan adversity siswa di UPT SDN Tangkil 03 kabupaten Blitar.
Comparative Analysis of Student Learning Outcomes of Conventional Learning with Genetic Intelligence-Based Learning Kibtiyah, Asriana; Rofi’ah, Siti; Umam, Khoirul; Bahrodin, Ariga; Idawati, Khoirotul; Supratno, Haris
PALAPA Vol 13 No 1 (2025): MEI
Publisher : LP2M STIT Palapa Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36088/palapa.v13i1.5668

Abstract

This study compares the learning outcomes between two groups from equivalent schools. One group underwent an assessment to identify the genetic intelligence types of both teachers and students. Teachers in this experimental group, having become familiar with their own and their students' genetic intelligence types, received additional training tailored to these intelligence types. The results indicated a significant difference in learning outcomes between the experimental and control groups, as evidenced by an Independent Samples t-Test yielding a two-tailed p-value of 0.001 (p < 0.05). Furthermore, the experimental group's average post-test score was 73, compared to 69.62 in the control group.
MOTIVASI BELAJAR DALAM FILM ANIMASI NARUTO UZUMAKI (Studi Perspektif Psikologi Belajar) Rofi’ah, Siti; Sari, Siti Destia Retno
Al Tadib : Jurnal Ilmu Pendidikan Vol 5 No 1 (2015)
Publisher : PAI FAI UNHASY Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/altadib.v5i1.33

Abstract

This article is aimed at describing the motivationinspired by Japanese animation Uzumaki Naruto, the hero ofJapanese animation series that became a favorite both from thechildren to adults. Naruto is a figure described as a child whocame from the village of Konoha, the Fire Nation who livedalone and did not know her father was then known that thefather is the 4th Hokage Minato and his mother UshinaUzumaki is the owner Kyūbi. Naruto grows into a man whohad a vision for the future that is becoming Hokage so thatpeople recognize its existence when it was shunned becausekyubi society that is in itself cause damage to the village ofKonoha. The vision makes Naruto gets better learning.Therefore, the result is,: 1. Motivation is the impetus, the will,or will power to awaken and direct the behavior of individuals,intrinsic and extrinsic motivation. 2. Learning is a relativelypermanent change in behavior as a result of their experienceand training 3. Naruto movie that is associated with learningmotivation of extrinsic motivation, self-esteem and also themotive actualization. Naruto is also associated with learning,because in it, there is a correlation between the activity oflearning, elements of learning, and learning characteristics, aswell.Keyword: Motivation, Naruto Uzumaki, Psychology