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Analysis of Social Communication Skills in Experimental PGSD’ Students: A Case Study at a University Ribka Yago; Nurhasanah; Arpiani; Yulia Astuti
Pengembangan Pendidikan dan Pembelajaran Sekolah Dasar Vol 4 No 1 (2025): JUNE
Publisher : Program Studi PGSD Universitas Madako Tolitoli

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56630/mes.v4i1.306

Abstract

PGSD students of Madako Tolitoli University generally still experience obstacles in communicating effectively, especially in their social environment. This is a crucial challenge in the process of forming their communication skills as prospective educators in elementary schools. This study aims to analyze the effectiveness of the strategy of developing students' communication skills in the social context of experimentation as a learning strategy in improving students' communication skills. This study uses an experimental contextual study method, which analyzes the impact of implementing real-life based strategies. Data collection techniques include observation, in-depth interviews, and documentation. The research subjects consisted of five students in the sixth semester of PGSD Madako Tolitoli University who were selected purposively. The results of this study show that students' communication skills in the experimental social context are applied with the strategy of open thematic discussion forums (87.88%), social interaction simulations (83.66%), and collaborative studies across study programs (84.21%). The results of each of these findings had a good impact on improving students' communication skills after they were involved in social experiment activities. Contributively, these findings can be used as an alternative learning strategy that is effective in developing the communication skills of PGSD students at Madako Tolitoli University.
Pengaruh Promosi Dan Biaya Kursus Terhadap Minat Belajar Siswa Pada Bimbingan Belajar Mecnesia Di Hertasning Makassar Arpiani; Kalla, Rastina; Sitti Rahmi Razak
Center of Economic Students Journal Vol. 8 No. 2 (2025): April-June (2025)
Publisher : Fakultas Ekonomi dan Bisnis, Universitas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56750/csej.v8i2.1205

Abstract

Penelitian ini bertujuan untuk menguji pengaruh pengaruh promosi dan harga terhadap minat siswa pada Bimbingan Belajar Mecnesia di Hertasning Makassar.Jenis Penelitian yang dilakukan dalam peelitian ini yaitu kuantitatif dengan menggunakan data primer. Metode kuantitatif merupakan metode penelitian yang dilandaskan pada filsafat positivisme, digunakan untuk meneliti pada populasi atau sampel tertentu, pengumpulan data menggunkan instrumen penelitian, analisis data bersifat kuantitatif/statistik, dengan tujuan untuk menguji hipotesis yang telah ditetapkan. Metode Statistical Package for the Social Sciences (SPSS). Hasil penelitian menunjukkan bahwa: secara parsial, variabel bauran promosi berpengaruh positif dan signifikan terhadap minat belajar dan variabel biaya kursus berpengaruh positif dan signifikan terhadap minat belajar.
A Sentimental Study of Learning: Does Gamification in Learning Support Elementary School Students’ Autonomy? Arpiani; Haikal Muhammad; Rahmadani; Zaenal Abdul Jaelani
Pengembangan Pendidikan dan Pembelajaran Sekolah Dasar Vol 4 No 2 (2025): DECEMBER
Publisher : Program Studi PGSD Universitas Madako Tolitoli

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56630/mes.v4i2.334

Abstract

Gamification is expected to enhance students’ motivation, engagement, and understanding in the process of self-directed learning in the digital era. This study aims to analyze students’ sentiments toward the use of gamification-based learning platforms in supporting independent learning at the elementary school level. The research was conducted at SDN 1 Sibaluton, involving 20 sixth-grade students as subjects. The methods employed included observation, questionnaires, interviews, and student worksheets, while data analysis was carried out using the Miles and Huberman model through stages of data collection, reduction, presentation, and conclusion drawing. The results indicate that approximately more than 85% of students held positive sentiments toward the gamification platform, reflecting high acceptance of its interactive features, reward system, and ease of understanding the material. These findings demonstrate increased motivation, interest, and learning engagement among students, as well as affirming the effectiveness of gamification in supporting self-directed learning. This study provides valuable insights for educators and platform developers in designing more engaging and effective learning experiences, while also emphasizing the importance of considering student feedback in improving learning strategies.