Mushlihuddin, Rahmad
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Peningkatan Hasil Belajar Siswa Kelas II-A SDN 060913 Medan Tembung melalui Media PANGAN (Papan Perbandingan) Arianty, Widya; Mushlihuddin, Rahmad; Pohan, Nurmaya
MASALIQ Vol 5 No 3 (2025): MEI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/masaliq.v5i3.5943

Abstract

This study is motivated by the low student interest in Mathematics, particularly in the topic of “Comparing Numbers,” which directly affects learning outcomes. The aim of the study is to improve student learning outcomes through the use of concrete learning media called PANGAN (Papan Perbandingan or Comparison Board). This research uses the Classroom Action Research (CAR) method, conducted in two cycles with 17 students as subjects. Data collection techniques included interviews, observation, tests, and documentation. The results show a significant improvement in learning outcomes following the implementation of PANGAN media. In Cycle I, 58.82% of students achieved the Minimum Mastery Criteria (KKM), which increased to 82.35% in Cycle II, surpassing the predetermined success indicator. This improvement indicates that the comparison board is effective in helping students understand the concept of numerical comparison in a concrete and meaningful way. These findings support constructivist theory, which emphasizes the importance of active student engagement in constructing knowledge through direct experience. In conclusion, the use of concrete learning media such as PANGAN plays a vital role in enhancing student learning outcomes. The implications include contributions to the literature on concrete instructional media and practical recommendations for teachers in selecting strategies that foster student interest and comprehension. This study also opens opportunities for further exploration of other concrete media in the context of elementary mathematics education.
Penerapan Permainan Monosean Go untuk Meningkatkan Motivasi Belajar IPS Siswa Kelas VI SD Negeri 060913 Medan Rahmi, Siti Syafrida; Mushlihuddin, Rahmad; Maronipta, Zulia
ALSYS Vol 5 No 3 (2025): MEI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/alsys.v5i3.5907

Abstract

This study is motivated by the limited research on game-based learning media, despite its significant impact on student engagement and motivation, particularly in social studies (IPS) education. The study aims to assess the effectiveness of the educational game Monosean Go in enhancing the learning motivation of sixth-grade students in IPS. The method used is Classroom Action Research (CAR), conducted over two cycles with a sample of 20 students selected through purposive sampling. Data were collected through observation sheets, motivation questionnaires, and documentation, and analyzed descriptively using percentage techniques. The results show an increase in student learning motivation from 59% (low category) in the initial condition to 67% (moderate category) in Cycle I, and reaching 86% (very high category) in Cycle II. These findings support learning motivation theories that emphasize the importance of interactive, student-centered learning. The study concludes that the Monosean Go game is effective in enhancing student learning motivation. Its implications include contributing to the literature on game-based learning and offering practical recommendations for teachers to integrate contextual learning media to create more engaging and meaningful learning experiences. The study also opens opportunities for further research on the long-term impact and adaptation of similar games in different subjects and educational levels.