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Penerapan Metode Role Playing dengan Pendekatan Culturally Responsive Teaching untuk Meningkatkan Keterampilan Berbicara Siswa Kelas V Anita Rahma Hardiyanti; Pinkan Amita Tri Prasasti; Ritha Hima Watie
Journal Innovation In Education Vol. 2 No. 4 (2024): Desember : Journal Innovation in Education (INOVED)
Publisher : STIKes Ibnu Sina Ajibarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59841/inoved.v2i4.1915

Abstract

This research uses the application of the Role Playing Method with a Culturally Responsive Teaching Approach to Improve the Speaking Skills of Class V Students. This research is classroom action research with two cycles. Both cycles include planning, action implementation, observation and reflection stages. The research took 16 fifth grade elementary school students as subjects. Data collection was carried out through observation and descriptive statistical analysis. The research results showed that in cycle I, the average student score was 62.81, which then increased to 80.62 in cycle II. There was also a significant increase in learning completion in the speaking skills of class V students at SDN Munggut 03. In cycle I, there were 3 students (18.75%) who achieved learning completeness, while in cycle II, 11 students (68.75% ) achieving complete learning, and achieving classical learning completeness. The percentage increase from cycle I to cycle II was found to be 17.81%. So, there is an increase shown based on the percentage of speaking skills of class V students. It can be concluded that the application of the Role Playing learning method with a Culturally Responsive Teaching approach can improve the speaking skills of class V students.
Peningkatan Motivasi Belajar Matematika Siswa Kelas IV Sekolah Dasar dengan Game Interaktif QuizWhizzer Ardila Ardila; Pinkan Amita Tri Prasasti; Ritha Hima Watie
Journal Innovation In Education Vol. 2 No. 4 (2024): Desember : Journal Innovation in Education (INOVED)
Publisher : STIKes Ibnu Sina Ajibarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59841/inoved.v2i4.1916

Abstract

Learning mathematics is considered boring, challenging and only focuses on formulas and practice questions. The low motivation to learn from students in mathematics lessons is the basis for conducting this Kleas Action Research (PTK). The aim of this PTK is to use the interactive game QuizWhizzer to increase motivation to learn mathematics. From the research results of the implementation of the QuizWhizzer game, data was obtained that the pre-cycle stage got a percentage of 53.3% in the low category, in the first cycle stage it got a percentage of 69.5% which was categorized as medium, in the second cycle it got a percentage of 89.3% which was considered high. Thus, the QuizzWhizzer game can help students motivate themselves to learn mathematics.