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Pelatihan Metode Pembelajaran Index Card Match dan Card Sort untuk Meningkatkan Kreativitas Guru Di Desa Boleng Hijrat, Kasim; Guhir , Asliat H; Wahab, Farida; Akhmad , Tasyrifany; Siti Asiyah
INTEGRATIF: Jurnal Pengabdian Kepada Masyarakat Vol 2 No 2 (2024): INTEGRATIF: Jurnal Pengabdian Kepada Masyarakat
Publisher : Kilau Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60041/integratif.v2i2.146

Abstract

This service activity aims to provide training in the Index Card Match and Card Sort learning methods to increase the creativity of teachers in Boleng Village. This activity is carried out in three stages, including planning, implementation (presentation of material and simulation) and discussion and evaluation. The results of interviews with teachers who took part in the training, on average, said that taking part in this training could motivate them to increase creativity so that teachers could apply it in learning to create a pleasant learning atmosphere and increase student activity in the learning process.. The results of observations also show that the teachers were very enthusiastic and active in participating in this training from start to finish. The teachers are even very fluent in simulating the application of this type of learning method to encourage enthusiasm for learning. The Index Card Match and Card Sort methods have been proven to increase teacher creativity and create a learning atmosphere that is fun and easy for students to accept and makes them more enthusiastic, active and motivated to participate in teaching and learning activities. It is hoped that all training participants can increase their creativity and carry out various innovations to create a fun and active learning atmosphere for students.
KINERJA KEPALA MADRASAH DALAM MENINGKATKANPARTISIPASIKERJA GURU DI MI PEMIMPIN RUMAH QUR’AN HIDAYATULLAH KELAPA LIMA KOTA KUPANG Hijrat, Kasim; Bahrudin, Azlina
Jurnal Ilmu Pendidikan (JIP) Vol. 7 No. 1 (2022): Jurnal Ilmu Pendidikan (JIP)
Publisher : Program Studi Pendidikan Sosiologi-Universitas Muhammadiyah Kupang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59098/jipend.v7i1.690

Abstract

Tujuan penelitian ini yaitu untuk mengetahui Bagaimana Kinerja Kepala Madrasah dalam Meningkatkan Partisipasi Kerja Guru di MI Pemimpin Rumah Qur’an Hidayatullah Kelapa Lima Kota Kupang. Hasil penelitian menunjukan bahwa: Kinerja Kepala Madrasah dalam meningkatkan partisipasi kerja guru secara keseluruhan ternyata cukup baik. Kepala Madrasah sudah mampu mengendalikan diri menghadapi masalah, memberikan motivasi untuk meningkatkan kinerja pada Madrasah yang dimpin, menerapkan ketulusan dalam melaksanakan tugas pokok dan fungsi sebagai pemimpin, melaksanakan hubungan kerjasama dengan lembaga swasta, pemerintah, dan masyarakat, (contoh: Lembaga Depag kota kupang, kanwil NTT, dan BMH perwakilan NTT), Kepala Madrasah juga berperan aktif dalam kegiatan sosial kemasyarakatan di lingkungan Madrasah, mengatasi konflik internal Madrasah, sudah menyusun program Madrasah namun belum terlaksanakan dengan baik, kurang menganalisis pekerjaan dan kebutuhan tenaga pendidik, belum menyusun program supervisi, belum melaksanakan supervisi, belum melaksanakan tindak lanjut supervisi, memanfaatkan teknologi secara efektif dalam kegiatan pembelajaran dan manajemen Madrasah, inovasi pengembangan Madrasah yang telah Kepala Madrasah lakukan untuk sukses dalam melaksanakan tugas pokok dan fungsinya masing-masing.
The Application of Quizizz as an Interactive Learning Medium to Enhance Student Learning Engagement Hijrat, Kasim; Asiyah, Siti
At- Ta'lim : Jurnal Pendidikan Vol. 11 No. 2 (2025): June
Publisher : LP3M Universitas Islam Zainul Hasan Genggong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55210/attalim.v11i2.2179

Abstract

Student engagement plays a key role in the success of the learning process, as it directly affects students’ understanding, motivation, and ability to think critically. To encourage greater participation, Quizizz a game-based learning platform has shown strong potential. This study sought to enhance the engagement of fifth-grade students at SDN 3 Lamahala by integrating interactive learning activities through Quizizz. The research focused on three main indicators: students’ ability to ask questions, attentiveness during the teacher’s explanations, and independence in completing assignments. Using a Classroom Action Research (CAR) approach, the study was conducted over two cycles, each involving four stages: planning, implementation, observation, and reflection. The results of the study showed a significant increase in student learning activity. In the pre-cycle stage, the activity level was only 24%. This figure increased to 52% at the end of cycle I and reached its peak at 80% in cycle II. Thus, it can be concluded that the use of the Quizizz application is effective in increasing student learning activity and creating a more enjoyable, interactive, and participatory learning atmosphere.