Habsah, Ilvia
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APPLICATION OF DOMINO CARD MEDIA TO INCREASE LEARNING ACTIVITY AT ELEMENTARY SCHOOL Habsah, Ilvia; Habiby, M. Nuril Anwar; Suwasananingtyas, Suwasananingtyas
Jurnal Pendidikan dan Pengajaran Guru Sekolah Dasar (JPPGuseda) Vol 7, No 1 (2024): JPPGuseda (Jurnal Pendidikan dan Pengajaran Guru Sekolah Dasar)
Publisher : Universitas Pakuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55215/jppguseda.v7i1.9177

Abstract

This research is motivated of low activity students in learning . To overcome the problem of low activity, it is necessary to take action  to increase the learning activity of Class VB SDN Gadang 4 Malang 2023/2024 using Domino Card media. The research subjects to the action  students. Class VB with 28 students, the subject of the action is the student. The data collection method uses observation. The data analysis technique used classroom action research . The results of the siklus research showed that the average result of student activity in siklus I was 43.39%, while in siklus II the percentage was 61.61% and increased again to 80.18% in siklus III. And then, it can be concluded that the use of Card media can increase students' learning activeness, material about the parts of the eye and their functions for Class VB students at SDN Gadang 4 Malang.
Penerapan Model Problem Based Learning Melalui Media Bamboozle untuk Meningkatkan Kosa Kata Bahasa Inggris Sekolah Dasar Habsah, Ilvia; Habiby, M. Nuril Anwar; Putri, Linda Indiyarti
Jurnal Studi Multidisiplin Qomaruna Vol 2 No 2 (2025): 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM), Universitas Qomaruddin, Gresik, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62048/qjms.v2i2.83

Abstract

Language is an important role in human life because language is a tool to convey information, intentions and goals. English is one of the subjects that plays a vital role in developing students’ language skills, including at the elementary school level. However, in practice, many elementary students still struggle with mastering English vocabulary due to limited teaching methods and low learning motivation. This study aims to improve students’ English vocabulary mastery through the application of a Problem-Based Learning (PBL) model supported by Baamboozle media. The research employed a Classroom Action Research (CAR) approach, conducted in two cycles consisting of planning, action, observation, and reflection stages. The participants were 35 fifth-grade students at UPT SD Negeri 287 Gresik. Data were collected through observations and vocabulary tests.The results indicate that the use of Baamboozle media increased students’ engagement, curiosity, and critical thinking in learning English vocabulary in a more enjoyable and meaningful way. The pre-test results showed that only 31% (11 students) met the Minimum Completeness Criteria (KKM), with an average score of 71.60%. After the intervention, vocabulary mastery improved: in Cycle I, 76.70% of students reached the “Sufficient” category (21 students), and in Cycle II, 85% achieved the “Good” category (28 students). These findings demonstrate that implementing the PBL model combined with interactive digital media can effectively enhance English vocabulary learning at the elementary level.
Development of Interactive Games in Plane Figure Materials With Ethnomathematics Approaches in Elementary School Habsah, Ilvia; Putri, Linda; Jauharin Farda, Ummu; Sa'idah, Nusrotus
Attadrib: Jurnal Pendidikan Guru Madrasah Ibtidaiyah Vol. 7 No. 2 (2024): Pendidikan Dasar Anak
Publisher : Institut Agama Islam Daruttaqwa Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54069/attadrib.v7i2.770

Abstract

The purpose of this research is to develop effective and innovative learning tools that can improve the understanding of mathematical concepts on the material of building space. This research is Research and Development by applying the Reiser and Molenda model. The final validation result of the product from the material expert is 89.4% while the media expert is 97%, so this media product is declared very feasible to use in the learning process. N-Gain was used to measure the improvement of learning outcomes. From the analysis results, the control group average was 52.3 and the experimental average was 55.90. This study also proved that there was a significant difference in the learning outcomes of the experimental group and the control group from the independent sample t-test of t = 3.74; p = 0.001; ES = 0.973. The importance of integrating innovative and contextual learning media offers educators guidance to design more engaging and effective learning strategies, as well as enriching students' learning experiences by utilizing cultural and technological elements in education.