Maqfiro, Mochammad Ludfy Hadis
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Pengaruh Media Big Book Terhadap Keterampilan Literasi Pada Pembelajaran Bahasa Indonesia Siswa Kelas II SD Kotimah, Khusnul; Wibowo, Satrio; Maqfiro, Mochammad Ludfy Hadis
JIKAP PGSD: Jurnal Ilmiah Ilmu Kependidikan Vol 8, No 1 (2024): JANUARI (JIKAP PGSD)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jkp.v8i1.55977

Abstract

The dearth of student understanding at some stage in learning of literacy abilties, in particular analyzing and writing. This makes researchers very confident in discovering this hassle with the assist of big e-book media. This observe makes use of a quantitative experiment with a Nonequivalent manipulate group design which objectives to determine whether or not or now not there may be an impact of huge book media on literacy capabilities in grade II Indonesian language studying. information series was taken the usage of pretest, posttest, and questionnaire questions, in addition to easy linear regression evaluation performed to set the hypothesis. based at the results acquired, literacy capabilities assisted by way of huge e book media within the experimental elegance got a posttest rating of 89.33%, and within the manage magnificence without the assist of big book media got a posttest rating of 59.33%. The t take a look at inference effects show that the t test is three.356> t table 2.100 and zero.00 <0.05 means H0 is rejected. With the outcomes of the purchase of scholar response questionnaires got 81%. based on the effects on this take a look at, it is able to be concluded that there's an effect of the use of large e-book media on literacy abilities in grade II Indonesian language mastering and there's a response to gaining knowledge of the use of massive book media on literacy abilities in grade II Indonesian language mastering.
Pengaruh Media Interaktif Berbasis Power point Terhadap Hasil Belajar IPS Kelas IV Sekolah Dasar Roehmatulloh, Dwi Novela; Susilo, Tri Achmad Budi; Maqfiro, Mochammad Ludfy Hadis
JIKAP PGSD: Jurnal Ilmiah Ilmu Kependidikan Vol 8, No 2 (2024): MEI (JIKAP PGSD)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jkp.v8i2.61188

Abstract

This study aims to improve learning outcomes by using interactive media based on power point. This type of research is a Quasi Experiment Desaign, with the Nonequivalent Pretest-Postest desaign the sample used amounted to 30 students who were divided into 2 classes, namely class IV-A as the experimental class and class IV-B as the control class. The instruments used are pretest-posttest questions and student response questionnaire sheets. There is a difference in the average learning outcomes in the control class of 63.33% and the experimental class of 88.66%. The influence of this media on learning outcomes is proven through several tests, namely validity, reliability, normality and hypothesis testing. The t test results show t (3.567) > t table (2.160) and (0.003) < (0.005) meaning that H0 is rejected and the results of student responses in interactive media get a score of 81% in the very good category. Based on the acquisition of the percentage above the effect of interactive media based on power point provides an increase in social studies learning outcomes grade IV elementary school.
Pengaruh Media Board Game Terhadap Hasil Belajar Siswa Pada Pembelajaran Matematika Kelas II Sekolah Dasar Ayu Ilmiyah, Elina; Susilo, Tri Achmad Budi; Maqfiro, Mochammad Ludfy Hadis
JIKAP PGSD: Jurnal Ilmiah Ilmu Kependidikan Vol 8, No 2 (2024): MEI (JIKAP PGSD)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jkp.v8i2.61182

Abstract

Mathematics learning is compulsory learning at every level of eduction. The low understanding of students during mathematics learing can produce suboptimal learning outcomes. The gives significant confidence for researchers to use board game media in examining research problems. The purpose of conducting research using quantitative experimental methods that apply a Nonequivalent Control Group design aims to determine whether or not there is an influence of board game media on student learning outcomes in grade II elementary school mathematics learning. The instrument used are pretest, posttest and student response questionnaires. There is a difference in the average learning outcomes in the experimental class obtained a value of 90,66 while in the control class obtained a value of 62,66. The results of the test t (4,315) > t table (2,160) with a p-value of 0,001 < 0,05 which means H0 is rejected. Then the results of the student response questionnaire in learning using the board game media are 82%. 
Pengembangan Game Edukasi Monopoli Berbasis Digital Untuk Meningkatkan Hasil Belajar Matematika Kelas V SD Firdaus, Nadia Isro' Kusuma; Andjariani, Endang Wahju; Maqfiro, Mochammad Ludfy Hadis
JIKAP PGSD: Jurnal Ilmiah Ilmu Kependidikan Vol 9, No 3 (2025): September
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jkp.v9i3.74572

Abstract

Penelitian ini bertujuan untuk mengetahui tingkat kelayakan media pembelajaran Game Edukasi Monopoli berbasis digital dalam pembelajaran matematika dan efektifitas penggunaan media untuk meningkatkan hasil belajar matematika siswa setelah melaksanakan pembelajaran. Jenis penelitian Research and Development (RnD) ini menerapkan model ADDIE, melalui 5 tahap yakni analyze, design, development, implementation, serta evaluate. Penelitian ini mengumpulkan data melalui validasi ahli media, ahli materi, pretest dan posttest. Penelitian ini dilaksanakan di SDN Sidokare 3. Uji kelayakan dan efektifitas adalah teknik analisis data yang digunakan. Hasil validasi media mencapai 96% dalam kriteria sangat layak, serta validasi materi memperoleh 93,75% dalam kriteria sangat layak. Efektifitas melalui hasil belajar meningkat secara signifikan setelah menggunakan media Game Edukasi Monopoli. Peningkatan tersebut menghasilkan rata-rata nilai posttest sebesar 87,1 lebih tinggi dibanding pretest sebesar 50 dengan selisih 37,1 dan dinyatakan ada perbedaan signifikan dalam kategori baik. Hal tersebut membuktikan mengenai media Game Edukasi Monopoli sangat layak dan efektif digunakan sebagai alat pembelajaran serta mengalami peningkatan signifikan terhadap hasil belajar siswa.