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Islamic Education Model in the Context of Sexual Bullying Prevention with a Sociolinguistic Approach Maya Safitri; Hasniyati; Nia Wardhani; Iqbal, Muhammad
Journal of Islamic Civilization Vol 6 No 1 (2024): Journal of Islamic Civilization
Publisher : Universitas Nahdlatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/jic.v6i1.5870

Abstract

This research aims to develop an Islamic education model for preventing sexual bullying using a sociolinguistic approach. This approach analyzes language use and social interactions within Islamic education to understand and mitigate sexual bullying behavior. The main issue highlighted is the lack of understanding regarding the integration of sociolinguistic principles into these models. A qualitative research method was employed, involving 5 respondents from Islamic educational settings, 2 sociolinguistic experts, and 3 Islamic religious teachers. Data were collected through interviews, observations, and document analysis, with social integration theory applied in the data analysis. The findings indicate that educational models such as communication etiquette training, social skills development, the teaching of law and ethics, Islamic religious education, and shared responsibility learning play crucial roles in preventing sexual bullying. They support the formation of a positive social identity and strengthen interpersonal relationships. The uniqueness of this research lies in integrating sociolinguistic and Islamic approaches to address sensitive issues like sexual bullying. In conclusion, Islamic education models based on sociolinguistic principles have significant potential to reduce incidents of sexual violence in educational environments.
PENGARUH MEDIA GAME EDUKASI BERBASIS WORDWALL TERHADAP HASIL BELAJAR BAHASA INDONESIASISWA KELAS IV SD NEGERI 2 RUNDENGKOTA SUBULUSSALAM Oriza Satyfa; Suci Fitriani; Hasniyati
Jurnal Metrum Vol. 2 No. 1 (2024): Jurnal Metrum
Publisher : PT Metrum Karya Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Rendahnya  hasil belajar merupakan masalah utama dalam penelitian ini. Penelitian ini bertujuan untuk mengetahui pengaruh media game edukasi berbasis wordwall terhadap hasil belajar bahasa Indonesia  siswa kelas IV SD Negeri 2 Rundeng Kota Subulussalam. Penelitian ini menggunakan metode kuantitatif jenis eksperimen desain one grup pretest-posttest. Sampel pada penelitian ini berjumlah 23 siswa. Instrumen dalam penelitian ini adalah soal tes tentang kaimat efektif. Teknik pengumpulan data menggunakan pretest-posttest. Analisis data menggunakan SPSS Statistics versi 23. Data diuji dengan uji-t (Paired Sample t Test). Hasil penelitian ini menunjukkan bahwa terdapat pengaruh media game edukasi berbasis wordwall terhadap hasil belajar bahasa Indonesia siswa. Hal ini dapat dilihat dari hasil uji-t  (paired sample t test) diperoleh nilai Sig 0,000 < 0,05 dari hasil tersebut diambil keputusan  Ha diterima dan Ho ditolak. Dapat disimpulkan terdapat pengaruh media game edukasi berbasis wordwall terhadap hasil belajar bahasa Indonesia siswa kelas IV SD Negeri 2 Rundeng Kota Subulussalam.
PENERAPAN MODEL PROJECT BASED LEARNING TERHADAP HASIL BELAJAR SISWA PADA MATERI TEKS PROSEDUR MEMBUAT MOBIL MAINAN DI KELAS V SDN 1 PAGAR AIR KABUPATEN ACEH BESAR Lasmi, Helpika; Safiah, Intan; Hasniyati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42646

Abstract

This study was motivated by the low level of student learning activities and learning outcomes in procedural text material in Grade V at SD Negeri 1 Pagar Air. Students’ scores were still below the Minimum Mastery Criteria (KKTP), and their participation in the learning process was relatively low. This study aimed to determine the improvement of students’ learning activities and learning outcomes through the implementation of the Project Based Learning (PjBL) model on procedural text material in making toy cars. This research employed a qualitative approach with a descriptive design. The subjects of the study were 22 fifth-grade students. Data were collected through observation, performance assessment using student worksheets (LKPD), learning outcome tests, and documentation. The data were analyzed through data reduction, data display, and conclusion drawing. The results showed that the implementation of the PjBL model increased students’ learning activities in discussions, group collaboration, and project implementation. In addition, students’ learning outcomes improved, as indicated by the majority of students achieving mastery according to the KKTP. Therefore, the Project Based Learning model is effective in improving learning activities and learning outcomes in procedural text material at the elementary school level.
PENGARUH MODEL FLIPPED CLASSROOM BERBANTUAN MEDIA INTERAKTIF CANVA TERHADAP HASIL BELAJAR IPAS SISWA KELAS VI SD NEGERI GAROT ACEH BESAR Ainul Zahra, Cindi; Tursinawati; Hasniyati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42770

Abstract

Limited learning time with a broad scope of material and the less than optimal use of smartphones as a learning tool cause students to experience difficulties in understanding the science and natural sciences material. Learning that is still dominated by teacher explanations makes learning time less efficient and the material is not conveyed completely, thus impacting low student learning outcomes. This study aims to determine the effect of the implementation of the flipped classroom model assisted by Canva interactive media on the science learning outcomes of sixth-grade students at Garot Aceh Besar Elementary School. This study uses a quantitative approach with a quasi-experimental type through a nonequivalent control group design. The study population was all sixth-grade students, with class VI-A as the experimental class and VI-B as the control class. Data were collected through learning outcome tests in the form of pretests and posttests, then analyzed using the N-gain test, normality test, and Independent Samples t-Test. The results showed that the average learning outcomes of students in the experimental class were higher than those in the control class. The Independent Samples t-Test yielded a significance value of 0.001 < 0.05, indicating a significant effect of the flipped classroom model with the aid of Canva interactive media on the science learning outcomes of sixth-grade students at Garot State Elementary School, Aceh Besar. Thus, this learning model can be used as an alternative effective science learning strategy with the support of school facilities and infrastructure.
PEMANFAATAN BAHAN LIMBAH PLASTIK PADA PEMBELAJARAN KOLASE UNTUK MENINGKATKAN KREATIVITAS SISWA KELAS IV DI UPTD SD NEGERI 10 JULI KABUPATEN BIREUEN Amanda, Raisa; Fitri, Aida; Hasniyati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42806

Abstract

Creativity is one of the important abilities that need to be developed in elementary school students, especially in fine arts learning to help students express ideas and develop creative thinking skills. However, in practice, art learning still does not utilize materials in the surrounding environment as meaningful learning media so that student engagement in the learning process is not optimal. Initial conditions indicate that student creativity is relatively low, where 62% of students have not reached the Learning Objective Achievement Criteria (KKTP) of 70. This study aims to describe the process of utilizing plastic waste materials in collage learning and increasing the creativity of fourth-grade students of UPTD SD Negeri 10 Juli, Bireuen Regency. This study uses a qualitative approach with a descriptive research type. The research subjects were 21 fourth-grade students. Data collection techniques were carried out through observation and student performance tests. Data analysis techniques used the Miles, Huberman, and Saldana models which include data reduction, data presentation, and conclusion drawing. The results of the study indicate that the use of plastic waste materials in collage learning can be implemented effectively through the stages of material preparation, the manufacturing process, and the completion of the work. Student creativity increased, as indicated by the percentages for each indicator: fluency (91.6%), flexibility (86.9%), originality (83.3%), and elaboration (78.5%), with an overall average of 85.1%, which is in the very good category. Therefore, it can be concluded that the use of plastic waste materials in collage learning can enhance the creativity of fourth-grade students and provide an engaging, active, and meaningful learning experience.
IMPLEMENTASI METODE FONIK UNTUK MENINGKATKAN KETERAMPILAN MEMBACA PESERTA DIDIK KELAS II SD NEGERI GUE GAJAH KABUPATEN ACEH BESAR Anggito, Sulistio; Safiah, Intan; Hasniyati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01, Maret 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.11993

Abstract

Low interest in reading among students is a common phenomenon. This occurs due to a lack of reading skills in students, especially in lower grades. One method to improve early reading skills is the phonics method. This study aims to examine the effectiveness of the phonics method and the activities of teachers and students when implementing the phonics method. This type of research is Classroom Action Research with a qualitative statistical approach using the Kemmis and McTaggart model (1998). The subjects of this study were second-grade students who have low early reading skills and the second-grade homeroom teacher of Gue Gajah Elementary School, Aceh Besar Regency as an observer. The data collection technique used observation sheets and performance tests. The data analysis technique in this study used a percentage formula for teacher and student activities, a classical percentage formula for performance tests and there was a classical success indicator of ≥75%. The results of the data analysis showed that there was an increase in teacher activity of 86.11% from the previous 47.22%, student activity of 90% from the previous 65% and classical early reading skills of 90% from the previous 63%. Thus, it can be concluded that the phonics method can improve the reading skills of class II students of SD Negeri Gue Gajah, Aceh Besar Regency.
PENGARUH PENGGUNAAN MEDIA INTERAKTIF CANVA BERBANTUAN EDUCAPLAY TERHADAP HASIL BELAJAR BAHASA INDONESIA MATERI SINONIM DAN ANTONIM SISWA KELAS V SD NEGERI 1 BEUREUNUEN Wilzani, Syilmi; Mislinawati; Hasniyati; Kurniawati, Rizki
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01, Maret 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.12114

Abstract

Synonym and antonym material in Indonesian language learning still shows low student learning outcomes. This condition is influenced by the use of less varied learning media, causing students to be less active and not fully understand the concepts. This study aims to determine the effect of using interactive Canva media assisted by Educaplay on the Indonesian language learning outcomes of fifth-grade students at SD Negeri 1 Beureunuen. The study employed a quantitative approach using a Quasi-Experimental Design with a Non-Equivalent Control Group Design. The sample consisted of 45 students, including 23 students from class VA as the experimental group and 21 students from class VB as the control group, selected through purposive sampling. Data were collected using a multiple-choice objective test consisting of 20 questions administered during the pre-test and post-test. Data analysis included the N-Gain test, normality test, homogeneity test, and independent sample t-test using SPSS. The results showed that the average score of the experimental class increased from 59.3 to 85.4 with an N-Gain value of 0.645 (moderate category), while the control class increased from 48 to 63.8 with an N-Gain value of 0.287 (low category). The independent sample t-test results showed a significance value (2-tailed) < 0.05, indicating that the use of interactive Canva media assisted by Educaplay has a significant effect on students’ Indonesian language learning outcomes. Keywords: Canva interactive media, Educaplay, learning outcomes, synonyms and antonyms.