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Meningkatkan Kemampuan Motorik Halus Anak Melalui Kegiatan Menganyam Menggunakan Kertas Pada Anak Usia 5-6 Tahun di TK Raudatussibyan Al- Mannan Bagik Manis Aini, Rokyal; Hadiyaturrido; Hadi, Mashal
SEMESTA: Jurnal Ilmu Pendidikan dan Pengajaran Vol. 1 No. 1 (2023): Maret 2023
Publisher : Alpatih Harapan Semesta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70115/semesta.v1i1.11

Abstract

Improving Children's Fine Motoric Skills Through Weaving Activities Using Paper in Children Aged 5-6 Years at Raudatussibyan Al-Mannan Bagik Manis Kindergarten for the 2022/2023 Academic Year. This research was conducted at Raudatussibyan Al-Mannan Bagik Manis Kindergarten with a total number of children in group B1 at Raudatussibyan Al-Mannan Bagik Manis Kindergarten consisting of 16 children including 12 boys and 4 girls. This type of research is classroom action research (CAR) with 4 stages, namely planning, implementing, observing and reflecting. This research was conducted in 2 cycles, each cycle consisting of 8 meetings. Data collection techniques in this study used observation and tests of weaving activities. Based on the data from the classroom action research presented, it can be concluded that through weaving activities using paper can improve the fine motor skills of children in Kindergarten Raudatussibyan Al-Mannan Bagik Manis. This is indicated by an increase in the indicators of the results of children's fine motor skills as follows: Observation results of children's activities during learning by using weaving activities Observations of children's activities while participating in learning increased gradually. In cycle I, the results of children's activities while participating in the learning process through weaving activities using paper, namely 60% with the criteria for Starting to Develop (MB), and in cycle II increased to 80% with the criteria Developing According to Expectations (BSH). Thus the child's activity during the learning process increases through weaving activities using paper. While children's fine motor skills have increased, it can be seen from the results of the research and discussion that has been carried out, it can be concluded that learning through weaving activities using paper can improve children's fine motor skills at Raudatussibyan Al-Mannan Bagik Manis Kindergarten in the 2022/2023 Academic Year. This is shown by the increase in children's fine motor skills, namely from the initial condition that there were 6 children or 37.5% who had not yet developed, in cycle I there were 4 children or 25%, in cycle II none were undeveloped. In the initial conditions the number of children who started to develop was 8 people or 50%, in the first cycle there were 5 children or 31.25%, in the second cycle there were 2 children or 12.5% who started to develop, for children to develop as expected in the initial conditions as many as 2 children or 12.5%, in cycle I as many as 6 children or 37.5%, in cycle II as many as 9 children or 56.25%, while children developed very well in the initial conditions there were none, in cycle I as many as 1 child or 6.25% and in cycle II as many as 5 children or 31.25%.
PENGARUH MEDIA BUKU CERITA BERGAMBAR TERHADAP KEMAMPUAN MEMBACA PEMAHAMAN SISWA KELAS IV SDN 3 REMPEK TAHUN AKADEMIK 2023/2024 Juniati; Habiburahman, Lalu; Hadi, Mashal
Literasi: Jurnal Pendidikan Guru Indonesia Vol. 3 No. 3 (2024): September
Publisher : Lembaga Bale Literasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58218/literasi.v3i3.889

Abstract

This research aims to improve the reading comprehension skills of class IV students at SDN 3 Rempek. This research was carried out at the Rempek 3 elementary school. The number of samples in this study was 1 class with 14 students and female students. This research is quantitative research, namely research that is used to process number-based data. This research is quantitative with pre-experimental methods. The experimental research method is a quantitative method, used if the researcher wants to conduct an experiment to find the effect of independent variables (influence) on dependent variables (influence) under controlled conditions. Data collection techniques in this research use observation and documentation techniques. Data collection instruments for carrying out the initial test (pretest) and carrying out the final test (posttest) the results of this research are: Based on the pretest data analysis, there are 8 students who are classified in the high category with a percentage of 57%, 6 students who are classified in the medium category with a percentage of 43% . Based on posttest data analysis, there were 12 students who got a score of 75 in the very high category with a percentage of 86%, 2 students were in the high category who got a score of 74 with a percentage of 14% of the total sample. The total number of average pretest scores obtained was 18,286 and the total number of average posttest scores obtained was 21,357. The range of scores between the pretest and posttest scores is 3,071 and the total range between the average pretest and posttest scores if squared is 9,433
Pengaruh Metode Sosiodrama Berbasis Audio Visual dalam Meningkatkan Motivasi Belajar dan Kemampuan Berbicara Siswa pada Mata Pelajaran Bahasa Indonesia Kelas V di SDN 4 Mamben Daya Hadi, Mashal; Ardana, I Made; Arnyana, Ida Bagus Putu
SENTRI: Jurnal Riset Ilmiah Vol. 4 No. 7 (2025): SENTRI : Jurnal Riset Ilmiah, Juli 2025
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/sentri.v4i7.4259

Abstract

This study aims to investigate the impact of the Audio-Visual-Based Sociodrama Method on enhancing learning motivation and Indonesian language skills among fifth-grade students at SDN 4 Mamben Daya. The research employed an experimental design with two groups: an experimental group using the Audio-Visual-Based Sociodrama method and a control group receiving conventional instruction. The assignment of experimental and control classes was done randomly. The study population consisted of all upper-grade students at SDN 4 Mamben Daya, totaling 101 students, from which 45 students were selected as the research sample. The results showed: First, there is a significant difference in learning motivation between students who participated in the Audio-Visual-Based Sociodrama Method and those who received conventional instruction. Second, there is a significant difference in Indonesian speaking skills between the two groups. Third, there is a significant difference in learning motivation and Indonesian speaking skills between students taught using the Audio-Visual-Based Sociodrama Method and those taught conventionally. In conclusion, the Audio-Visual-Based Sociodrama Method is effective in enhancing both learning motivation and Indonesian speaking skills among elementary school students.
PENINGKATAN KEMAMPUAN MENGENAL HURUF PADA TEMA TANAMAN DI KELOMPOK B TK MARAQITTA’LIMAT TEMBENG PUTIK Wahyuni, Sri; Sabahiyah, Sabahiyah; Hasanah, Niswatul; Hadi, Mashal; Humairo, Yunisa
NUSRA : Jurnal Penelitian dan Ilmu Pendidikan Vol. 4 No. 4 (2023): NUSRA: Jurnal Penelitian dan Ilmu Pendidikan, November 2023
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/nusra.v4i4.1756

Abstract

This research aims to determine the increase in the ability to recognize letters on the theme of plants in group B of Maraqitta'limat Tembeng Putik Kindergarten by using letter card games. This research is classroom action research consisting of two cycles. Research stages include planning, implementation, observation and reflection. The research subjects were group B, totaling 15 children, consisting of 10 boys and 5 girls. Data collection methods through interviews, observation and documentation. The instrument used in this research was an observation sheet on the ability to recognize letters which consisted of four indicators, namely naming letter symbols, matching letter symbols, composing words, and showing letters. Data were analyzed using a percentage formula to determine classical completeness in each cycle. The results of the research show that letter card games can improve children's ability to recognize letters. This increase can be seen from the children's classical completeness in cycle I, namely 60%, then increasing to 86% in cycle II. This is because children are very enthusiastic and motivated in learning. Through playing letter cards, children become more responsive so that their ability to recognize letters increases.
The Influence of Problem-Based Learning Game Education Wordwall on the Mathematics Learning Outcomes of Grade V Elementary School Students in Cluster III Mamben Lauk Hafizin, Muhammad; Hadiyaturrido, Hadiyaturrido; Hadi, Mashal
Jurnal Ilmiah Mandala Education (JIME) Vol 12, No 1 (2026): Jurnal Ilmiah Mandala Education (Januari)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v12i1.10259

Abstract

Th This study aims to examine the effect of Wordwall-based educational game learning on the mathematics learning outcomes of fifth-grade elementary school students. The background of this research is grounded in the low level of students’ interest and achievement in mathematics, which is largely attributed to the use of conventional teaching methods that tend to be less engaging. Through an educational game-based learning approach, students are expected to become more active, motivated, and better able to understand mathematical concepts, particularly topics that are commonly perceived as difficult. The research employed a quasi-experimental method with a post-test only control group design. The sample consisted of two classes: an experimental class that implemented Wordwall-based educational game media in the learning process, and a control class that applied conventional instructional methods. The research instrument was a mathematics achievement test administered after the completion of the learning activities. The results indicated that the mean score of mathematics learning outcomes in the experimental class was 82.05, while the control class obtained a mean score of 71.67, which was rounded to 72. Based on the t-test analysis, the significance value (Sig. 2-tailed) was 0.000 < 0.05, indicating a highly significant difference between the two groups. Therefore, it can be concluded that educational game-based learning has a positive and significant effect on improving the mathematics learning outcomes of fifth-grade elementary school students.