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Pengaruh Model Inside Outside Circle terhadap Hasil Belajar Matematika Kelas III SD Swasta Pab 5 Klumpang Widodo, Hadi; Pulungan, Syahrina Anisa; Pradina, Cindy
Pendagogia: Jurnal Pendidikan Dasar Vol 4 No 3: Desember 2024
Publisher : Educational Consultant & Counseling Career (EC3) Mataram

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Abstract

This research aims to determine the effect of the model Inside Outside Circle on mathematics learning outcomes in class III of SD Swasta Pab 5 Klumpang. This research involved two class, namely the experimental class and the control class. The sample for this research was class III SD Swasta Pab 5 Klumpang. This research instrument is a multiple choice test with a total of 20 questions. Data analysis was taken from the pre test and post test, apart from that data analysis was carried out for normality tests, homogeneity tests, reliability tests, and undependent samples t tests. The results of the research show that: (1) The result of the reliability test of mathematics learning outcomes data using the model Inside Outside Circle received a sig value of 0,633>0,05, (4) The result of the t test (hypothesis test) using the model Inside Outside Circle the mathematics learning outcomes data received a sig value of 0,000<0,05. From this data it can be concluded that there is an influence of the model Inside Outside Circle on mathematics learning outcomes.
SOSIALISASI PENGARUH PENGGUNAAN GADGET TERHADAP TUMBUH KEMBANG ANAK PADA TINGKAT SEKOLAH DASAR Tumiyem, Tumiyem; Harahap, Azizah Yusra Amaliyah; Sari, Dewi Purnama; Widodo, Hadi; Puspita, Atisti Irene; Aminah, Tantri Nur; Pradina, Cindy; Dongoran, Aslan
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 5 No. 4 (2024): Volume 5 No. 4 Tahun 2024
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v5i4.33201

Abstract

Gadget merupakan salah satu teknologi yang populer. Dalam bahasa Inggris, istilah "gadget" mengacu pada perangkat elektronik seperti laptop, PC, telepon genggam, dan sebagainya. Pada umumnya, anak muda menggunakan gadget untuk bermain, menonton film, bermain web, dan sebagai media pembelajaran. Penggunaan gadget secara berlebihan dapat berdampak buruk pada perkembangan dan kemajuan anak muda. Teknik yang digunakan adalah ceramah dan strategi, yaitu dengan saling menyampaikan materi dan solusi kemudian dilakukan diskusi bolak-balik dengan anak-anak di Klumpang Kebun Town, khususnya di Dusun I Sidorame Timur di TPQ Nur Insani Khairi.