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ELEMENTARY SCHOOL STUDENTS' PERCEPTION OF INTERACTIVE LECTURE METHOD IN ENGLISH TEACHING IN ASAHAN Sahmiral Amri Rajagukguk; Diah Safithri Armin; Anggun Siska Pratiwi
Indonesian Journal of Education (INJOE) Vol. 4 No. 3 (2024): DECEMBER
Publisher : CV. ADIBA AISHA AMIRA

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study examines elementary school students' perceptions of the interactive lecture method of teaching English in SDN 015860 Rawang Baru, Asahan. The background of this study is the need for more effective and engaging teaching methods compared to conventional methods, which often lack active student participation. The purpose of this study was to explore how students experienced the interactive lecture method and its impact on their understanding of English. Qualitative methods were used, with data collected through interviews with eight pre-selected students. The findings showed that students responded positively to the method, felt more motivated, learned faster and found English easier to understand. The implications of this study suggest further development in the application of this method in the elementary school curriculum, especially in rural areas.
Systematic Literatur Review: Implementasi Buku Saku Mini Games terhadap Hasil Belajar Matematika SD Anggun Siska Pratiwi; Nelly Ainun Muna; Muhammad Sadam Husein; Muhammad Nofan Zulfahmi
Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa Vol. 3 No. 1 (2025): Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa
Publisher : Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/bilangan.v3i1.382

Abstract

This study examines the application of mini-game-based pocket books as a learning medium to improve elementary school (SD) students' mathematics learning outcomes. The background of this study is based on the challenges faced by students in understanding mathematical concepts effectively, so an innovative and fun approach is needed. Mini-game pocket books offer an interactive and motivating learning method, combining educational games with academic concepts. This study uses the systematic literature review (SLR) method by analyzing scientific articles published in the last five years from national journals and books. The analysis process is carried out descriptively to identify research patterns, the effectiveness of learning media, and their impact on student learning outcomes. The results of the study are expected to show that mini-game pocket books are able to improve students' conceptual understanding, learning motivation, and critical thinking skills. These findings also provide insight for teachers and researchers in developing more effective and interesting learning strategies at the elementary school level.
Investigating Semantic Errors in English to Indonesian Translations : A Case Study of Deepl Translator Sahmiral Amri Raja Guk Guk; Anggun Siska Pratiwi; Agung Arif Hakim Batubara
Pragmatik : Jurnal Rumpun Ilmu Bahasa dan Pendidikan  Vol. 3 No. 1 (2025): Pragmatik : Jurnal Rumpun Ilmu Bahasa dan Pendidikan
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/pragmatik.v3i1.1356

Abstract

This study focuses on investigating semantic errors in English to Indonesian translation using DeepL Translate, with the aim of evaluating the extent of semantic accuracy of this translation tool. This study uses a qualitative approach with a case study design, where data is collected by observing translations during a conversation between a native English speaker and a native Indonesian speaker. Each translation was analysed using a qualitative descriptive method to identify semantic errors, which were classified into three categories: inappropriate word choice, loss of implicit meaning, and ambiguity of sentence structure. The results showed that out of 50 translated sentences, there were 15 semantic errors, with inappropriate word choice being the dominant category. The conclusion of this study is that while DeepL is capable of producing relatively good translations, its limitations in understanding semantic context remain a significant bottleneck. The study recommends further development of the automatic translation algorithm and training of users to use the technology critically and judiciously.
Pengaruh Game Blooket untuk Meningkatkan Minat Belajar Matematika Kelas 4 di SDN 1 Krasak Anggun Siska Pratiwi; Muhammad Safaruddin Najwa; Syailin Nichla Choirin Attalina
Fatih: Journal of Contemporary Research Vol. 2 No. 2 (2025): July-December
Publisher : Yayasan Zia Salsabila

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61253/70yd3a15

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan game edukatif Blooket terhadap minat belajar matematika siswa kelas IV SDN 1 Krasak. Latar belakang penelitian ini didasari oleh rendahnya minat siswa dalam pembelajaran matematika yang berdampak pada hasil belajar yang kurang optimal. Penelitian menggunakan pendekatan Penelitian Tindakan Kelas (PTK) dengan satu siklus yang mencakup empat tahapan: perencanaan, pelaksanaan, pengamatan, dan refleksi. Media Blooket digunakan dalam pembelajaran matematika materi pengolahan data, dengan melibatkan 24 siswa sebagai subjek penelitian. Hasil penelitian menunjukkan adanya peningkatan minat belajar yang ditandai dengan keterlibatan aktif siswa dalam mengikuti permainan edukatif serta semangat dalam menjawab soal. Evaluasi pembelajaran menunjukkan bahwa 77,77% siswa mencapai ketuntasan belajar sesuai Kriteria Ketuntasan Minimal (KKM), sedangkan 22,23% belum tuntas. Temuan ini membuktikan bahwa penggunaan game Blooket efektif dalam menciptakan suasana belajar yang menyenangkan dan interaktif, serta mampu meningkatkan motivasi dan hasil belajar siswa. Oleh karena itu, Blooket dapat dijadikan alternatif media pembelajaran yang inovatif dalam mata pelajaran matematika di sekolah dasar.