Hidayati, Yeni Tri
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Analisa Tahapan Pengajaran Bilingual bagi Siswa Sekolah Dasar di Indonesia Hidayati, Yeni Tri; Intan, Arindha Putri Nur; Mulia, Candrian Prima; Pramudani, Sukma Lidia; Lisandra, Riziah; Khasanah, Uswatun; Widagdo, Arif
Jurnal Pendidikan Tambusai Vol. 9 No. 2 (2025): Agustus
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v9i2.26805

Abstract

Penerapan pengajaran bilingual di tingkat sekolah dasar merupakan salah satu strategi pendidikan yang relevan dalam menjawab tantangan globalisasi serta meningkatkan daya saing generasi muda. Meskipun demikian, implementasi pembelajaran bilingual tidak dapat dilakukan secara instan, melainkan memerlukan pemahaman mendalam mengenai tahapan-tahapan yang sesuai dengan karakteristik perkembangan kognitif siswa sekolah dasar. Penelitian ini bertujuan untuk menganalisis tahapan pengajaran bilingual yang diterapkan di sekolah dasar di Indonesia. Metode yang digunakan adalah penelitian kualitatif dengan pendekatan library research, yaitu melalui telaah pustaka terhadap berbagai sumber ilmiah dan hasil penelitian terdahulu. Hasil analisis menunjukkan bahwa tahapan pengajaran bilingual yang efektif meliputi perencanaan pembelajaran dan bahasa, adaptasi kurikulum, pelatihan guru, proses pembelajaran bilingual yang bertahap, serta evaluasi berkelanjutan. Kesimpulan dari penelitian ini menunjukkan bahwa dengan tahapan, strategi yang tepat, dan lingkungan belajar yang mendukung, pembelajaran bilingual mampu memberikan dampak positif terhadap peningkatan keterampilan bahasa siswa sekaligus memperkuat pemahaman konsep akademik secara menyeluruh.
Efektivitas Penggunaan Aplikasi Games Edukasi Sistem Tata Surya Berbasis Android Terhadap Minat Belajar Peserta Didik Kelas VI SDN Wonolopo 02 Febriani, Dwi; Hidayati, Yeni Tri; Hidayatullah, Muchamad; Rani, Amanda Dwi Setyo; Aisyah, Diana Shafa Nur; Sutikno, Putri Yanuarita
Jurnal Ilmiah Wahana Pendidikan Vol 11 No 10.C (2025): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

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

Abstract

This study aims to determine the effectiveness of the use of Android-based educational game media on students' interest in learning solar system material in the subject of Natural and Social Sciences (IPAS) grade VI at SDN Wonolopo 02, Semarang City. This study uses a quantitative approach with a quasi-experimental method and a one-group pretest-posttest design. The sample in this study amounted to 28 students who were selected using purposive sampling techniques. The instrument used is a learning interest questionnaire with a Likert scale that has been tested for validity and reliability. Data were analyzed using a paired sample t-test with the help of SPSS version 26.0. The results of the study showed that there was a significant increase in students' interest in learning after using educational game media. This is shown by the tcal value of 50,857 > ttable 1.70562 with a significance value of 0.000 < 0.05. These findings reinforce that the use of Android-based educational games can be an innovative solution in creating more interactive, interesting, and fun learning, as well as effective in increasing students' interest in learning abstract materials such as the solar system.
Efektivitas Penggunaan Aplikasi Games Edukasi Sistem Tata Surya Berbasis Android Terhadap Minat Belajar Peserta Didik Kelas VI SDN Wonolopo 02 Febriani, Dwi; Hidayati, Yeni Tri; Hidayatullah, Muchamad; Rani, Amanda Dwi Setyo; Aisyah, Diana Shafa Nur; Sutikno, Putri Yanuarita
Jurnal Ilmiah Wahana Pendidikan Vol 11 No 10.C (2025): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

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

Abstract

This study aims to determine the effectiveness of the use of Android-based educational game media on students' interest in learning solar system material in the subject of Natural and Social Sciences (IPAS) grade VI at SDN Wonolopo 02, Semarang City. This study uses a quantitative approach with a quasi-experimental method and a one-group pretest-posttest design. The sample in this study amounted to 28 students who were selected using purposive sampling techniques. The instrument used is a learning interest questionnaire with a Likert scale that has been tested for validity and reliability. Data were analyzed using a paired sample t-test with the help of SPSS version 26.0. The results of the study showed that there was a significant increase in students' interest in learning after using educational game media. This is shown by the tcal value of 50,857 > ttable 1.70562 with a significance value of 0.000 < 0.05. These findings reinforce that the use of Android-based educational games can be an innovative solution in creating more interactive, interesting, and fun learning, as well as effective in increasing students' interest in learning abstract materials such as the solar system