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Peningkatan Kemampuan Membaca Permulaan Anak PAUD Imanuel Maubele Melalui Media Kartu Bergambar Efrems Hendro Loe Loko; Otje Arman Sunbanu; Salmon Amtiran; Rinawati Br. Perangin Angin
Inovasi Pendidikan dan Anak Usia Dini Vol. 1 No. 4 (2024): Oktober: Inovasi Pendidikan dan Anak Usia Dini
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/inpaud.v1i4.191

Abstract

Early childhood, commonly referred to as AUD (Anak Usia Dini), is the period from birth to six years old, which is crucial for the development of character and personality. At this stage, support from both parents and teachers is essential to help optimize children's potential according to their characteristics. One important aspect of early childhood development is language skills, which include listening, speaking, writing, and reading. Reading is a fundamental ability, as it serves as the foundation for developing other skills. In kindergarten-aged children, reading ability is known as emergent or beginning reading.This research aims to improve the beginning reading skills of children at PAUD Imanuel Maubele through the use of picture word card media. The research employs a Classroom Action Research (CAR) approach following the Kemmis and McTaggart model, which consists of planning, action, observation, and reflection stages, implemented in two cycles. The study involved 24 children aged 5-6 years, consisting of 14 girls and 10 boys. Data were collected using observation sheets.The pre-action observations showed that the children's beginning reading skills were still low, with an average achievement of only 42.59%. After implementing the first cycle, the average increased to 68.34%, with two children reaching the class success indicators. In the second cycle, the results showed a significant improvement, with an average achievement of 95.57%. These findings indicate that using picture word card media can effectively enhance the beginning reading abilities of early childhood students at PAUD Imanuel Maubele.
Upaya Meningkatkan Hasil Belajar Siswa Kelas III Pada Mata Pelajaran Ilmu Pengetahuam Alam (IPA) Di SDK Wilain Dengan Menggunakan Metode Kooperatif TGT (Team Games Tournament) Efrems Hendro Loe Loko
JURNAL PENDIDIKAN DAN ILMU SOSIAL (JUPENDIS) Vol. 1 No. 1 (2023): JANUARI : JURNAL PENDIDIKAN DAN ILMU SOSIAL
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (90.049 KB) | DOI: 10.54066/jupendis-itb.v1i1.82

Abstract

Education is a means and container for developing human resources (HR), therefore it needs to get attention and support from both the government, community and family. In the world of education today there are still many learning methods that use conventional learning models, namely students only listen to the teacher explaining the subject matter, without any action or activity as a learning experience. Learning activities like this, cause the results achieved by students in learning are not maximized, because students are only able to memorize facts, concepts, principles and theories. This study discusses efforts to improve student learning outcomes through TGT type cooperative learning. This study aims to obtain information about improving science learning outcomes for third grade students in the 2022/2023 school year through cooperative learning of the TGT type. The formulation of the problem in this study is: can the learning outcomes of class III students at SDK WILAIN be improved through the TGT Cooperative model. The object of research in this study were all Class III students of SDK WILAIN, totaling 16 people. The research instruments used in data collection were observation guidelines and test results after the action was taken. The data analysis technique used is descriptive statistical analysis and inferential statistical analysis. Based on the initial survey conducted by the author, teachers who only used the lecture method resulted in low interest in learning and student learning outcomes in class III. Likewise for science subjects at SDK WILAIN, according to the documentation in the form of subject scores obtained from subject teachers, only 5 people (31.25%) out of 16 students showed high interest in learning that met the KKM (Minimum Completeness Criteria determined by For this reason, a new learning strategy is needed to improve the quality of the science learning process so that it has an impact on student learning outcomes.By using the Team Games Tournament (TGT) cooperative learning method, it is hoped that it can increase student learning interest. The results showed that there was an increase in student learning outcomes before and after the implementation of the TGT cooperative model. The score of students' interest in learning in class III SDK WILAIN before applying the cooperative model was 31.25%, which met the minimum completeness criteria or were in the low category. While the learning outcomes of third grade students at SDK WILAIN after implementing the TGT cooperative model were 87.5% which were in the high category. So the application of the TGT cooperative model can improve the learning achievement of class III students at SDK WILAIN.
Implementation Method Learning Role Playing for Improving Students' Understanding of Pancasila Values in Grade V of Derok Elementary School Heriardus Riu Bere; Efrems Hendro Loe Loko; Rinawati Br Perangin Angin
International Journal of Education, Language, Literature, Arts, Culture, and Social Humanities Vol. 4 No. 2 (2026): May: International Journal of Education, Language, Literature, Arts, Culture, a
Publisher : FKIP, Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59024/ijellacush.v4i2.1891

Abstract

This study aims to determine the application of the role playing learning method in improving students' understanding of Pancasila values ​​in grade V of SDI Derok, Raihat District, Belu Regency, East Nusa Tenggara. The background of this study is the low level of students' understanding of the meaning of the Pancasila principles, which is seen from their lack of discipline, low cooperation, and minimal sense of responsibility in school activities. This study uses a descriptive qualitative approach with the type of Classroom Action Research (CAR) which is carried out in two cycles. Each cycle includes four stages, namely: planning, implementation, observation, and reflection. The research subjects consisted of 20 grade V students of SDI Derok. Data were collected through observation, interviews, comprehension tests, and documentation. Data analysis was carried out descriptively qualitatively through data reduction, data presentation, and drawing conclusions. The results of the study indicate that the application of the role playing method can improve students' understanding of Pancasila values. In the initial condition, only 46% of students understood the meaning of the Pancasila principles well. After implementing the role-playing method in cycle I, understanding increased to 54.54%, and in cycle II, it increased again to 86.36%. In addition to cognitive improvements, positive attitude changes occur, such as student cooperation, responsibility, and discipline during learning activities. Thus, the role-playing learning method has proven effective in improving the understanding and practice of Pancasila values ​​in elementary schools. This method also makes learning more meaningful, interactive, and enjoyable for students.