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IMPLEMENTASI MODEL PROBLEM BASED LEARNING UNTUK MENINGKATKAN PEMAHAMAN KONSEP MATEMATIKA PESERTA DIDIK DI KELAS IVB SDN 64/I MUARA BULIAN Lusi Dwi Yanti; Irfan; M. Zaid; Destrinelli
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 3 (2024): Volume 09 No. 03 September 2024.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i3.15186

Abstract

In the mathematics learning process, students tend to be passive because they are less involved in the learning process. The ultimate goal of learning mathematics in elementary school is for students to be skilled in using various mathematical concepts in everyday life. The research method used in this research is Classroom Action Research (CAR), which is also called Classroom Action Research (CAR). The results of this research include grades in the pre-cycle, it is known that of the 26 students there were only 6 students who met the score > KKM (70) while 20 of them had the score < KKM (70). Based on the scores in cycle 1 of the fraction material, it is known that of the 26 students there were only 16 students who met the score > KKM (70) while 10 of them had the score < KKM (70). If examined carefully, this score of 70 is only obtained by a small number of students in the class. So if it is a percentage, it is very far below the specified percentage of total student completion. For this reason, it is very necessary to improve the deficiencies in cycle I learning through the implementation of cycle II actions. Based on the scores in cycle 2 of the block and cube material, it is known that of the 26 students there were only 22 students who met the score > KKM (70) while 4 of them had the score < KKM (70).
Sosialisasi Penggunaan Gadget melalui Media Pembelajaran dengan Metode Participatory Action Research Suryopratomo, Anggit; Nisa, Dea; Saebah; M. Zaid
Jurnal AbdiMU (Pengabdian kepada Masyarakat) Vol. 5 No. 1 (2025): Mei
Publisher : Ma'soem University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32627/abdimu.v5i1.1372

Abstract

Karyalaksana Village, Ibun District, Bandung Regency is one of the villages where most of the children already have gadgets, whether they are personal gadgets or those belonging to their parents. The rapid development of digital technology has made gadgets a part of modern life, including the lives of children. The problem that occurs in Karyalaksana Village is the lack of awareness that excessive use of electronic devices such as gadgets can have various negative impacts on health. This work program aims to educate children in Karyalasana Village about the negative impacts of excessive use of gadgets. The ac tivity method used PAR (Participacy Action Research) is through 3 stages Planning, Implementation, Result and Evaluation. The results of this service activity include participants being able to undrestand the impotance of limiting the use of gadgets in everyday life and introducing traditional games as a more useful alternative.