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Penerapan Media Papan Perkalian Pecahan (Paperca) Berbasis Model Problem Based Learning untuk Meningkatkan Minat Belajar Matematika Siswa Kelas VI SD Negeri Tugurejo 02 Yulianti, Dyah Rahmah; Purwati, Panca Dewi
Madani: Jurnal Ilmiah Multidisiplin Vol 2, No 4 (2024): Madani, Vol. 2, No. 4 2024
Publisher : Penerbit Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.11110316

Abstract

This research was motivated by problems experienced by teachers, namely that students had difficulty in multiplying natural numbers with fractions, which made students' learning outcomes low and their interest in learning multiplication quite low. The aim of this research is to increase students' interest in learning, especially in the material of multiplying natural numbers with fractions. The subjects in this research were 32 class VI students at SD Negeri Tugurejo 02. Data collection techniques for researchers include interviews, questionnaires and documentation. The data analysis technique in this research uses qualitative descriptive data analysis techniques. The results of this research show that the application of the Fraction Multiplication Board (Paperca) media based on the Problem Based Learning (PBL) model can increase interest in learning mathematics, the material for multiplying natural numbers with fractions.
Keefektifan Model Teams Games Tournament (TGT) Berbantuan Media Permainan Ular Tangga Berbasis Misi Terhadap Motivasi dan Hasil Belajar Matematika Kelas III Sekolah Dasar Yulianti, Dyah Rahmah; Witanto, Yuli
JPDI (Jurnal Pendidikan Dasar Indonesia) Vol 10, No 2 (2025): VOLUME 10 NUMBER 2 MAY 2025
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/jpdi.v10i2.6786

Abstract

This study aims to 1) test the difference in learning motivation between learning using the TGT model assisted by mission-based snakes and ladders media and learning using the PBL model assisted by learning video media; 2) test the difference in learning outcomes between learning using the TGT model assisted by mission-based snakes and ladders media and learning using the PBL model assisted by learning video media; 3) test the effectiveness of using the TGT model assisted by mission-based snakes and ladders media on learning motivation; 4) test the effectiveness of using the TGT model assisted by mission-based snakes and ladders media on learning outcomes. The method used in this research is quantitative with the type of research Quasi-Experimental Design with Posttest-Only Control Group Design. This research was conducted on third grade students of SDN Sadeng 01 and SDN Sadeng 03. The research sample consisted of 51 students, 29 in the experimental class and 22 in the control class. Data collection used observation, interviews, motivation questionnaires, and tests. Data analysis techniques used independent sample t-test and one sample t-test. The independent sample t-test test data for motivation shows tcount> t table, namely 2.770> 2.010 and learning outcomes show tcount> t table, namely 3.182> 2.010. One sample t-test test data for learning motivation shows tcount> t table, namely 7,166> 2,048 and learning outcomes tcount> t table, namely 8,120> 2,048. Therefore, it can be said that the experimental and control groups averages is different and the teams games tournament model supported by mission-based snakes and ladders media is useful for increasing student motivation and learning outcomes.