Candra Rindi Irawan
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EKSPLORASI PENGALAMAN SISWA KELAS V DALAM MENGGUNAKAN GAME LITERASI BERBASIS QUIZIZZ PADA PROGRAM KAMPUS MENGAJAR ANGKATAN 8 DI SDN 48/I PANEROKAN Pinta Uli Panjaitan; Mei Seven Panjaitan; Egi Amaza Mawaddah; Aulia Yunita Rosanti; Candra Rindi Irawan
Jurnal Ilmu Pendidikan dan Kearifan Lokal Vol. 5 No. 1 (2025): FEBRUARI
Publisher : CV. ADIBA ASIHA AMIRA

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Abstract

The problem that occurs is the low motivation and literacy understanding of students' subject matter, which is caused by the lack of variation in the learning methods applied. This study aims to explore the experience of grade V students in using Quizizz-based literacy games in the 8th Batch Teaching Campus Program at SDN 48/I Penerokan. This study uses a qualitative approach with an exploratory method. Data collection techniques are carried out through observation, in-depth interviews with students, and analysis of quiz results carried out using Quizizz. The data obtained was analyzed descriptively to identify the student experience and the impact of using Quizizz on learning. The results of the study show that the use of Quizizz-based literacy games has a positive impact on the learning experience of grade V students at SDN 48/I Penerokan. This can be seen from the increase in motivation, material understanding, and student involvement in the learning process. In addition, the use of Quizizz also helps students in developing social skills and time management. This shows that interactive learning methods can be an effective solution to improve learning outcomes. While there are some challenges related to technology access and students' understanding of the use of Quizizz, the benefits obtained are much more significant. This research underscores the importance of innovation in education to create more engaging and meaningful learning experiences.
PENERAPAN METODE ROLE PLAYING UNTUK MENINGKATKAN KEAKTIFAN SISWA KELAS 5 PADA PEMBELAJARAN IPAS Annisa Amalia; Bella Silvesteria Damanik; Faizati umu Aimanah; Candra Rindi Irawan; Destrinelli; Risdalina
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume 10 Nomor2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.26992

Abstract

This research is motivated by the low ability of students in learning science, especially in grade V. The research also aims to improve students' abilities in learning science by using the role playing method. This research is a Classroom Action Research (CAR) consisting of 2 cycles and each cycle consists of 4 actions, namely planning, implementation, closing and reflection. The results of the study showed that there was an increase in students' activeness in learning science through the role playing method. Of the 20 students, the student's learning completeness in cycle 1 was only 40%, but in cycle 2 it reached 75% with an average value of 73.8. The increase in student activity proves that the use of the role playing method can increase student activity in learning science, especially in the food chain material.