Taufik Arrahman
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MODEL PRO GAME BERBANTUAN WORDWALL DAN QUIZIZZ :STRATEGI MENINGKATKAN KETERAMPILAN KOMUNIKASI DAN KERJASAMA Taufik Arrahman; Diani Ayu Pratiwi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume 10 Nomor2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.27205

Abstract

This study was prompted by the low communication and collaboration skills of students in the Pancasila Education subject, caused by the use of inappropriate teaching models and methods, difficulty in retaining material, and the infrequent use of group discussions and presentations. To address these challenges, the PRO GAME model—integrating Problem-Based Learning, Game-Based Learning, and Team Games Tournament—was applied. The objective of the research was to enhance the communication and collaboration skills of fifth-grade students at SDN Kampung Baru.This Classroom Action Research (CAR) was conducted during the second semester of the 2024/2025 academic year, involving 27 students (14 boys and 13 girls). Qualitative data were collected through observations of students’ communication and collaboration, while quantitative data were gathered from written tests conducted individually and in groups. The results indicated a significant improvement: communication skills increased from 67% in the first meeting to 92% in the fourth, and collaboration skills rose from 63% to 95% over the same period.In conclusion, the implementation of the PRO GAME model effectively improved students' communication and collaboration skills. This research is recommended for school principals, teachers, and future researchers as a valuable reference for developing innovative and collaborative learning practices.  
Game Based Learning (GBL) Terintegrasi Teknologi Dalam Peningkatan Minat baca Siswa di SDN Kampung Baru TAUFIK ARRAHMAN; Suriansyah, Ahmad; Budi Harsono, Arta Mulya; Pratiwi, Diani Ayu; Agusta, Akhmad Riyandi
Joyful Learning Journal Vol. 13 No. 4 (2024): Joyful Learning Journal: Desember 2024
Publisher : Universitas Negeri Semarang

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Abstract

The problem addressed in this study is the significant changes brought about by the digital era in education, including a decline in students' reading interest due to dependency on technology. Reading skills are essential to support learning and critical thinking. An effort to address this issue is by implementing the Game-Based Learning (GBL) model utilizing technology. The research subjects are fifth-grade students at SDN Kampung Baru, Pelaihari Subdistrict, Tanah Laut Regency, South Kalimantan. The research method used is qualitative with a case study approach, involving the school principal, teachers, and students as participants. The results indicate that GBL creates an enjoyable learning environment, enhances reading interest, and motivates students. This study concludes that the GBL model aligns with contemporary developments by providing digital access and offering an effective approach without burdening students.