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Penerapan Model Kooperatif Tipe Jigsaw Untuk Meningkatkan Hasil Belajar Matematika Kelas IV SD Agusti, Silvia; Astimar, Nelly
e-Jurnal Inovasi Pembelajaran Sekolah Dasar Vol 4, No 3 (2016): (September-Desember) e-JIPSD
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/e-jipsd.v7i6.6655

Abstract

This study aims to describe the application of the Jigsaw Cooperative model to improve mathematics learning outcomes in circumference and area of plane figure in fourth grade of Elementary School. The type of this research is Classroom Action Research (CAR) using qualitative and quantitative approaches. The research subjects were teachers and 30 students in the fourth grade of elementary school 15 Koto Lalang. The results of this study showed an improvement the outcomes of mathematics learning. The result of the lesson plan in the first cycle was 82.14% to 94.36% in the second cycle. The result of observation for teacher and student aspects in the first cycle was 77.78% to 90.28% in the second cycle. The assessment of mathematical learning outcomes of students in the first cycle was about  71.51 to 83.07  in the second cycle.
Penerapan Model Kooperatif Tipe Jigsaw Untuk Meningkatkan Hasil Belajar Matematika Kelas IV SD Agusti, Silvia; Astimar, Nelly
e-Jurnal Inovasi Pembelajaran Sekolah Dasar Vol 4, No 3 (2016): (September-Desember) e-JIPSD
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/e-jipsd.v7i6.6655

Abstract

This study aims to describe the application of the Jigsaw Cooperative model to improve mathematics learning outcomes in circumference and area of plane figure in fourth grade of Elementary School. The type of this research is Classroom Action Research (CAR) using qualitative and quantitative approaches. The research subjects were teachers and 30 students in the fourth grade of elementary school 15 Koto Lalang. The results of this study showed an improvement the outcomes of mathematics learning. The result of the lesson plan in the first cycle was 82.14% to 94.36% in the second cycle. The result of observation for teacher and student aspects in the first cycle was 77.78% to 90.28% in the second cycle. The assessment of mathematical learning outcomes of students in the first cycle was about  71.51 to 83.07  in the second cycle.
Pengaruh Permainan Maze Nopoli Culture terhadap Kemampuan Mengenal Angka Anak Usia 5-6 Tahun di Tk Negri Pembina 3 Kota Pekanbaru Agusti, Silvia; Chairilsyah, Daviq; Kurnia, Rita
Indonesian Research Journal on Education Vol. 5 No. 6 (2025): Irje 2025
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/irje.v5i6.3656

Abstract

Pembelajaran yang memperkenalkan konsep angka semenjak usia dini memiliki peranan yang cukup esensial. Sebab itulah, dibutuhkan media permainan yang mampu memberi bantauan kepada anak memahami angka secara lebih menyenangkan. Salah satu bentuk permainan yang relevan adalah labirin (maze), yakni jaringan jalur berliku dan bercabang yang umumnya digunakan sebagai hiburan. Dalam penelitian ini, maze dimodifikasi menjadi permainan edukatif berbasis monopoli culture. Studi dilaksanakan dengan memakai metode eksperimen melalui rancangan one-group pretest-posttest design, yakni dengan memberi pretest sebelum perlakuan serta posttest sesudah perlakuan. Hasil analisis menunjukkan bahwasanya sebelum perlakuan, rata-rata capaian kognitif anak umur 5–6 tahun di TK Negeri Pembina 3 Kota Pekanbaru hanya 120 dari skor ideal 300 (40,00%), yang masuk klasifikasi belum berkembang (BB). Setelah diberi perlakuan melalui permainan maze monopoli culture, skor meningkat menjadi 256 dari 300 (85,33%), sehingga kemampuan anak ada pada klasifikasi berkembang sesuai dengan harapan (BSH).