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EFEKTIFITAS PEMANFAATAN MEDIA TANGRAM TERHADAP KONSEP BANGUN DATAR PADA SISWA MI Dina Nurkhakiki, Ade; Abu Jihad, Fadhil; Sabillah, Miftah; Fitri Hasanah, Anggi; Sulistyani, Anjar
Trigonometri: Jurnal Matematika dan Ilmu Pengetahuan Alam Vol. 6 No. 1 (2025): Trigonometri: Jurnal Matematika dan Ilmu Pengetahuan Alam
Publisher : Cahaya Ilmu Bangsa Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.3483/trigonometri.v6i1.9978

Abstract

Mathematics education at the elementary level, especially in flat geometric material, often faces challenges in terms of understanding abstract concepts. One alternative to overcome this is to use interactive learning media, such as tangram. The purpose of this study is to evaluate how well Madrasah Ibtidaiyah (MI) uses tangram media to teach plane geometry. Tangram, which takes the form of a geometric puzzle, can help students understand the nature of flat shapes and practice spatial thinking and fine motor skills. Apart from that, the use of tangram can also stimulate students' creativity, imagination and critical thinking skills through a fun and challenging learning process. Based on a literature review, the use of tangrams has proven effective in increasing students' interest in learning, deepening understanding of geometric concepts, and helping students, including those with special needs, in recognizing and categorizing various geometric shapes. It is hoped that this research can provide recommendations to educators to utilize tangram media in mathematics learning, so that it can contribute to improving the quality of basic education, especially in the field of mathematics. Keywords: learning media, tangram, flat shapes, geometry, mathematics learning, madrasah ibtidaiyah, spatial thinking skills, creativity, understanding concepts, basic education
APPLICATION OF GAMES MODELS IN LEARNING INDONESIAN LANGUAGE IN CLASS V PRIMARY SCHOOL (LITERATURE STUDY) Dina Nurkhakiki, Ade; Nopasari, Dewi
ATTA`DIB Vol. 9 No. 1 (2025): APRIL
Publisher : Program Studi PGMI

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Abstract

Game-based learning models in elementary schools have great potential to improve student learning outcomes. This approach not only facilitates better understanding of the material, but also motivates students to be significant. This research aims to investigate the effectiveness of game-based learning models in improving student learning outcomes in elementary schools, specifically in the context of Indonesian language learning. This research uses a literature study method by collecting secondary data in the form of previous research results that apply a game-based learning model. The data analysis method used is content analysis to explore the effectiveness of various game learning models. The research results show that the application of game learning models such as ESTASI in poetry learning and Teams Games Tournament in thematic learning can significantly improve students' writing skills and their learning outcomes. For example, students who were involved in the ESTASI game showed increased creativity and participation in writing poetry, while students who took part in the Team games Tournament showed an increase in activeness and achievement of learning outcomes. The integration of game learning models in elementary school education promises positive and sustainable results for students' academic development. This approach not only improves students' understanding and skills, but also helps maintain their learning motivation. The implication of this research is the importance of implementing varied and interesting learning models to create an effective and enjoyable learning environment for students at the elementary level.
ANALISIS PEMANFAATAN KECERDASAN BUATAN ARTIFICIAL INTELLIGENCE (AI) SEBAGAI MEDIA PEMBELAJARAN DALAM MENINGKATKAN MOTIVASI BELAJAR SISWA Nur Jihan, Adilla; Dina Nurkhakiki, Ade; Linas Ashari, Syifa’ul; Cahyono, Sapto; Naba’ul Insani, Auliya; Sulistyani, Anjar
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.39903

Abstract

The development of digital technology in the era of Society 5.0 has encouraged the education sector to adapt through the utilization of technology-based learning media, one of which is Artificial Intelligence (AI). However, the shift in learning paradigms from conventional to digital approaches often results in decreased student learning motivation if it is not accompanied by appropriate instructional strategies. This study aims to analyze the utilization of Artificial Intelligence as a learning medium in enhancing students’ learning motivation. The research method employed is a library research approach, examining various scientific journals, research articles, and academic sources relevant to the topics of AI and learning motivation. The data were analyzed using descriptive qualitative techniques through the stages of data collection, data reduction, data presentation, and conclusion drawing. The findings indicate that the use of AI as a learning medium such as chatbots, educational games, instructional videos, interactive quizzes, and AI-based adaptive media positively contributes to improving students’ learning motivation across various educational levels. AI is able to create learning experiences that are more engaging, interactive, personalized, and aligned with learners’ needs, thereby increasing interest, active participation, and learning persistence. Therefore, Artificial Intelligence can be regarded as a relevant and effective innovation in learning media to support the enhancement of students’ learning motivation in the digital era.