Hanum, Zikra
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Implementation of the Time Token Arends Learning Model in Speaking Skills in Class V of Elementary Schools Suriani, Ari; Hanum, Zikra; Sukma, Elfia; Habibi, M; Chandra, Chandra
Widyagogik Vol 11, No 3 (2024): Widyagogik
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/widyagogik.v11i3.26034

Abstract

The aim of this research is to find out how the Time Token Arends learning model is implemented in speaking skills in elementary schools. This research uses a qualitative approach and qualitative descriptive research methods. This observation was carried out in an elementary school with a class V representative population of 20 students and consisting of 11 female students and 9 male students. The instruments used in the research are divided into 3 parts, namely; observation guide, interview guide and documentation study. The results of this research show that the learning process that has been used so far has been implemented well and smoothly. The Time Token Arends learning model in the learning process in elementary schools is carried out by forming groups, giving group assignments in the form of questions, and all groups are directed to participate in group activities (discussions).
Perancangan Trading Card Game sebagai Media Informasi Pengenalan Senjata Tradisional Minangkabau untuk Siswa SMP di Sumatera Barat Hanum, Zikra; Ariesta, Olvyanda
TSAQOFAH Vol 5 No 4 (2025): JULI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v5i4.6436

Abstract

Most students at SMP Negeri 6 Payakumbuh are unfamiliar with the various traditional weapons of the Minangkabau culture, reflecting a lack of interest in local cultural content due to the unavailability of information media tailored to the characteristics and preferences of adolescents. This study aims to design an educational media based on a Trading Card Game (TCG) as an enjoyable and interactive tool for introducing Minangkabau traditional weapons to teenagers. The design approach integrates engaging visual elements, contextual narratives, and interactive features to create a meaningful and relevant learning experience. By adopting a modern game concept popular among adolescents, the TCG is expected to serve as an alternative learning medium that is not only informative but also entertaining, thereby enhancing students’ interest and understanding of local cultural heritage. The study concludes that visual game-based media such as TCG has strong potential as an effective strategy for preserving Minangkabau culture while reinforcing the cultural identity of the younger generation amid the challenges of modernization and globalization.