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The Penerapan Metode Pembelajaran Crossword Puzzle (Teka-Teki Silang) untuk Meningkatkan Hasil Belajar Biologi Peserta Didik di SMAN 6 Mataram Khairunnufus, Nastri; Artayasa, I Putu; Yasa, I Komang Mudika
Journal of Classroom Action Research Vol. 6 No. 1 (2024): Februari
Publisher : Program Studi Magister Pendidikan IPA, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jcar.v6i1.5751

Abstract

Crossword Puzzle are a fun learning method. This method can involve active participation from students from the beginning of the learning process so that students do not lose the essence of ongoing learning. This strategy can create active learning strengthen concepts, and improve learning outcomes. This collaborative classroom action research aims to improve the learning outcomes of students in class. Data collection techniques through observation and written tests (cognitive). This research was conducted in two cycles, each cycle consisting of planning, action, observation, and reflection. Data analysis uses qualitative descriptive analysis. The research results show that the application of the TTS learning method can improve the learning outcomes of class X.7 students at SMA Negeri 6 Mataram for the 2022/2023 academic year. This can be seen from the average value of learning outcomes in cycle I of 86 with classical completeness of 77% (high category) and in cycle II there was an increase with average learning outcomes of 87 with classical completeness of 85% (very high category). Keywords : Learning Methods, Crossword Puzzle, Learning Outcomes
Kepraktisan Media Flashcard Berbasis Kontekstual pada Pembelajaran Aksara Bima Kelas Tinggi di SDN Rabakodo Fauziah, Naila; Khatimah, Khusnul; Khairunnufus, Nastri
Prosiding Seminar Nasional Humaniora Vol. 4 (2025): Prosiding Seminar Nasional Humaniora
Publisher : Jurusan Sejarah, Seni, dan Arkeologi, FKIP Universitas Jambi

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

Abstract

Penelitian ini bertujuan untuk mengembangkan sebuah media flashcard pada pembelajaran Aksara Bima untuk mengukur kepraktisan penggunannya. Penelitian ini dilatarbelakangi oleh keterbatasan dalam proses pembelajaran Aksara Bima di sekolah, yang pada umumnya masih bergantung pada buku ajar sebagai satu-satunya sumber. Ketiadaan variasi media menyebabkan motivasi belajar siswa yang rendah serta belum optimalnya kemampuan mereka dalam membaca dan menulis Aksara Bima. Adapun jenis penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE. Subjek penelitian terdiri dari 15 siswa yang dipilih secara purposif dari kelas IV, V, dan VI di SDN Rabakodo. Teknik pengumpulan data dilakukan melalui instrumen angket yang diberikan kepada siswa dan guru untuk menilai tingkat kepraktisan media. Hasil penelitian menunjukkan bahwa uji kepraktisan yang dilakukan kepada siswa dengan 15 butir pernyataan menghasilkan nilai rata-rata sebesar 99,22%. Nilai ini mengindikasikan bahwa media flashcard yang dikembangkan berada pada kategori sangat praktis dan mudah digunakan dalam kegiatan belajar. Selanjutnya, uji kepraktisan yang dilakukan kepada dua orang guru memperoleh nilai rata-rata sebesar 97,50%, yang juga termasuk dalam kategori sangat praktis. Hasil ini memperlihatkan bahwa baik siswa maupun guru menilai media flashcard mampu mendukung proses pembelajaran secara efektif. Dengan demikian, dapat disimpulkan bahwa produk media pembelajaran flashcard yang dikembangkan valid dan sangat praktis digunakan dalam pembelajaran Aksara Bima pada kelas tinggi Sekolah Dasar di Rabakodo. AbstractThis research aims to develop a flashcard media for Bima script learning to measure the practicality of its use. This research was motivated by the limitations in the learning process of Bima Script in schools, which generally still relies on textbooks as the only source. The absence of media variations has led to low student learning motivation and their ability to read and write the Bima script has not been optimized. The type of research used is Research and Development (R&D) with the ADDIE development model. The research subjects consisted of 15 students who were purposively selected from classes IV, V, and VI at SDN Rabakodo. The data collection technique was carried out through a questionnaire instrument given to students and teachers to assess the level of practicality of the media. The results showed that the practicality test conducted on students with 15 statement items resulted in an average score of 99.22%. This value indicates that the flashcard media developed is in the very practical category and easy to use in learning activities. Furthermore, the practicality test conducted on two teachers obtained an average score of 97.50%, which is also included in the very practical category. These results show that both students and teachers assess flashcards as able to support the learning process effectively. Thus, it can be concluded that the flashcards learning media products developed by the teachers are very practical.