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TUJUAN INSTRUKSIONAL KHUSUS (TIK) DALAM PROSES PEMBELAJARAN DI SEKOLAH DASAR (SD) Ina Magdalena; Della Triwahyuni; Rizkia Putri Awalina
Sindoro: Cendikia Pendidikan Vol. 2 No. 12 (2024): Sindoro: Cendikia Pendidikan
Publisher : Cahaya Ilmu Bangsa Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9644/sindoro.v2i12.2015

Abstract

Dalam konteks pendidikan, Tujuan Instruksional Khusus (TIK) menjadi elemen yang tidak dapat terpisahkan dari perencanaan pembelajaran. TIK membantu guru dalam menentukan materi pembelajaran dan strategi pengajaran yang sesuai, serta memastikan bahwa tujuan pembelajaran dapat diukur secara objektif. Selain itu, proses pembelajaran TIK harus menjadi landasan antara guru dan siswa, serta menjadi fokus utama dalam merancang sistem pendidikan yang efektif untuk menjamin kualitas pembelajaran. Tujuan dari penelitian ini adalah untuk memahami konsep-konsep TIK dalam proses pembelajaran.
Eksplorasi Penggunaan Media Pembelajaran Games Book untuk Meningkatkan Minat Baca Peserta Didik Kelas 3 SD Avika Septiana Hapsari; Yeni Nuraeni; Syahnia Maulida Fitria; Virna Dhia Ulhaq; Rizkia Putri Awalina
Katalis Pendidikan : Jurnal Ilmu Pendidikan dan Matematika Vol. 2 No. 1 (2025): Katalis Pendidikan : Jurnal Ilmu Pendidikan dan Matematika
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/katalis.v2i1.1201

Abstract

Education is an essential component in an individual’s life which plays a role in providing self-development, determining the future, and forming national identity. In the educational process, reading skills are an important aspect because reading is the key to gaining knowledge. A high interest in reading will encourage students to learn independently and broaden their horizons. However, interest in reading is often influenced by internal factors such as understanding the benefits of reading, and external factors such as the social environment and the availability of learning media. Games Book-based learning media is one solution to increase students’ reading interest. This media combines game elements with learning, creating an interactive and fun learning atmosphere. Games Books are also able to stimulate creativity, increase learning motivation, and support collaborative learning. In its implementation, this media is designed to attract students’ attention with educational games such as mazes, puzzles, puzzles and other games. As a result, the use of this media has proven to be effective in increasing students’ reading interest. This research aims to explore the potential of using Games Books in increasing students’ reading interest, especially at the elementary school level. With a creative educational approach, it is hoped that this media can make a positive contribution to the learning process, support the achievement of educational goals, and create meaningful learning experiences.
Upaya Guru dalam Mengatasi Kesulitan Perkalian pada Siswa Diskalkulia di Kelas III MI Nurul Falah 3 Irma Agustin; Retno Andriyani; Serawati Serawati; Elsa Rizqina Agustin; Rizkia Putri Awalina
Edukasi Elita : Jurnal Inovasi Pendidikan Vol. 3 No. 1 (2026): Januari: Edukasi Elita : Jurnal Inovasi Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/edukasi.v3i1.2779

Abstract

Dyscalculia is a difficulty in learning mathematics that is commonly experienced by elementary school students, especially in multiplication materials. Students with dyscalculia experience obstacles in understanding the concept of numbers and calculation operations, which has an impact on low learning outcomes and students' confidence in mathematics learning. This study aims to describe the difficulties of learning multiplication in dyscalculia students in grade III of MI Nurul Falah 3, as well as identify learning efforts that can help overcome these difficulties. This study used a qualitative approach with a case study design on two students who were identified as having dyscalculia. Data collection techniques include observation, diagnostic assessment, interviews with students and teachers, and analysis of learning outcomes. The results showed that students had difficulty recognizing number symbols, often flipped numbers, and were not able to complete simple multiplication independently. Concrete learning using the "Multiplication Smart Wallet" media has been proven to help students understand the concept of multiplication, increase learning motivation, and reduce anxiety about mathematics. Thus, the use of concrete media is considered effective in supporting more inclusive mathematics learning for dyscalculia students.