Meila Rizka Rahmawati
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Penerapan Sekolah Ramah Anak Dalam Menanamkan Komunikasi Efektif Peserta Didik dan Guru di Sekolah Dasar Heri Irawan; Meila Rizka Rahmawati; Berliana Aventina Kavita Ayudia Devani; Muhammad Nofan Zulfahmi
Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa Vol. 4 No. 1 (2025): Inspirasi Dunia : Jurnal Riset Pendidikan dan Bahasa
Publisher : Universitas Maritim AMNI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58192/insdun.v4i1.2901

Abstract

This study aims to analyze the implementation of child-friendly schools at the elementary school level, as a form of instilling effective communication between students and teachers. The method used in this study is a literature study by reviewing several scientific sources, journals, and articles. The implementation of child-friendly schools is a program that is aligned by the government in order to help with problems in the world of education so that a pleasant learning and teaching situation is created in the classroom. The results of the study show that implementing child-friendly schools can improve effective communication between teachers and students. This study shows the importance of implementing child-friendly schools as an effort to improve effective communication between teachers and students as a support for an exciting and enjoyable learning process.
Peningkatan Motivasi Belajar Melalui Model Pembelajaran Teams Games Tournament dengan Media Flash Card Materi Aksara Jawa di SDN 3 Jambu Ine Febrian Maharani; Meila Rizka Rahmawati; Syailin Nichla Choirin Attalina
Jurnal Pendidikan Dirgantara Vol. 2 No. 2 (2025): Mei : Jurnal Pendidikan Dirgantara
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/jupendir.v2i2.622

Abstract

This study aims to improve the learning motivation of fourth-grade students of SDN 3 Jambu in Javanese language subjects, especially in Javanese script material, through the implementation of the Teams Games Tournament (TGT) learning model combined with the use of flash cards. The background of this study is the low learning motivation of students as seen from the lack of active participation, low enthusiasm during learning, and lack of interest in the Javanese script material. These conditions have an impact on the achievement of unsatisfactory learning outcomes and an unpleasant learning atmosphere. This type of research is Classroom Action Research (CAR) which is conducted in two cycles. Each cycle consists of four stages, namely planning, implementation of actions, observation, and reflection. The subjects of the study were 20 fourth-grade students. Data collection techniques were carried out using observations of student activities, interviews with teachers and students, documentation of learning activities, and evaluation tests to measure learning outcomes at the end of each cycle. Data analysis was carried out descriptively qualitatively and quantitatively. The results of the study showed a significant increase in student learning motivation after the implementation of the TGT learning model assisted by flash cards. This can be seen from the increasing activeness of students in groups, their enthusiasm in participating in educational games, and the results of learning evaluations that show a positive trend from cycle I to cycle II. The TGT model, which is based on cooperation and healthy competition, creates a more lively and enjoyable learning atmosphere and stimulates active student involvement. Thus, it can be concluded that the implementation of the Teams Games Tournament learning model supported by flashcard media is effective in increasing student motivation and learning outcomes in the Javanese Language subject, Javanese Script material.