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Implementation of Game-Based Project-Based Learning Model to Improve The Activeness and Islamic Values of Elementary School Students in Science Subjects Agung Widyantoro; Nur Samsiyah; Cerianing Putri P; Heny Kusuma
Jurnal Ilmiah Pendidikan Profesi Guru Vol. 8 No. 1 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jippg.v8i1.93629

Abstract

Science learning in elementary schools is still predominantly conducted through conventional methods, such as assignments and the use of student worksheets, resulting in low student interest and engagement. This study aims to analyze the effectiveness of implementing a game-based project-based learning model in enhancing student learning activity and fostering Islamic values in science lessons. This research is a classroom action research conducted in two cycles, which included the stages of planning, implementation, observation, and reflection. The research subjects consisted of 15 fourth-grade elementary school students. Data were collected through observation and tests, using observation sheets to assess student activity and evaluation tests to measure learning outcomes. Data analysis was carried out through data collection, reduction, presentation, and drawing conclusions. The results showed a 20% increase in student learning activity, a 40% improvement in group collaboration, and a 67% increase in project completion timeliness. Additionally, students were able to compile project reports systematically and demonstrated Islamic values such as cooperation, tolerance, honesty, independence, and responsibility. The study concludes that the game-based project-based learning model is effective in increasing student engagement and fostering Islamic character in science learning. The implication of this study highlights the importance of applying contextual and enjoyable learning approaches to promote active participation and character development in elementary education.
Let's Read Media in Indonesian Language Learning to Improve Reading Literacy of Grade 1 Students Nur Samsiyah; Agung Widyantoro
Proceeding of International Conference on Education, Language, Literacies, and Literary Studies (ICONELS) Vol. 2 No. 1 (2025): Interdisciplinary Approaches to Language, Literature and Linguistics in Digital
Publisher : Nexus Publishing NXP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63011/iconels.v2i1.72

Abstract

The development of technology has an impact on the use of increasingly advanced media, especially digital media. Media becomes a supporter in literacy learning in elementary schools for grade 1, one of which is Let's read media. This study aims to determine the use of Let's read media in learning Indonesian to improve reading literacy of grade 1 elementary school students. This study is a descriptive qualitative study. The subjects of the study were teachers and grade 1 students at Bulu 03 Pilangkenceng Elementary School. The number of students was 15. Data collection techniques were carried out by performance, tests and observations. The data collection instrument used a reading test to measure students' reading abilities, and an observation sheet to see students' reading literacy activities and learning activities using let's read media. Data analysis used Milles and Huberman which consisted of reduction, presentation and drawing conclusions. The results of the study showed that students' reading performance had a very good category as shown by their appearance and reading skills. The results of the observation showed that students' activity in using let's read media was very high, seen from their activeness and cooperation in compiling stories and notes on titles and readings that they had written. It is hoped that by using the Let's Read media, students will be more active in learning not only in Indonesian language lessons but also other lessons and can be used by other teachers in different classes.