Maskur Subaweh, Ahmad
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PENERAPAN MODEL DISCOVERY LEARNING DENGAN MEDIA DIORAMA PAPERCRAFT DALAM PEMBELAJARAN MENULIS TEKS DESKRIPSI PADA PESERTA DIDIK KELAS VII MTs DARUL FALAH BONGAS TAHUN PELAJARAN 2024/2025 Amelia, Dhea; Maskur Subaweh, Ahmad; Sholeh, Muhammad
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 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.v10i4.33202

Abstract

Learning to write descriptive texts faces several problems, including students' difficulty in expressing ideas, low interest and enthusiasm, poor language use, monotonous learning, and a lack of active interaction between teachers and students. The discovery learning model and papercraft diorama media can be alternatives to improve students' descriptive writing skills. The objectives of this study are: 1) to test the effectiveness of the discovery learning model and papercraft diorama media in teaching descriptive text writing to seventh-grade students at MTs Darul Falah Bongas for the 2024/ 2025, and 2) to determine how students engage in descriptive text writing instruction by applying the discovery learning model and papercraft diorama media among seventh-grade students at MTs Darul Falah Bongas for the 2024/2025 academic year. This study employs an experimental method with a nonequivalent control group design. Based on statistical calculations using the independent samples t-test, the calculated t-value was 3.347 and the table t-value was 2.000. Thus, the calculated t-value (3.347) > table t-value (2.000), indicating that H1 is accepted and H0 is rejected. Thus, it can be stated that the discovery learning model and diorama papercraft media are effective when applied in teaching descriptive text writing to seventh-grade students at MTs Darul Falah Bongas in the 2024/2025 academic year. Based on the analysis of the observation data results.
PENERAPAN MODEL ROLE PLAYING DALAM PEMBELAJARAN TEKS NEGOSIASI KELAS X SMK NASYRUL ULUM GEGESIK TAHUN PELAJARAN 2024/2025 Kusaeni, Novia; Maskur Subaweh, Ahmad; Sholeh, Muhammad
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 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.v10i4.33580

Abstract

Computational thinking skills are skills needed to solve various problems that arise in everyday life. Based on the international study of the Programme for Student (PISA), Indonesian students have low thinking and reasoning skills. Therefore, this study aims to develop a game-based learning media (product) called "Swapmaster", to help develop students' computational thinking skills. The method used in this study is the Research and Development (R&D) method, with the stages of the Borg and Gall model that have been adjusted to the needs of the study. These stages include 1) Research and Data Collection, 2) Planning, 3) Making a draft version of the product, 4) Initial validation test 5) Implementation of analysis (operational field test). The results of the study showed that the application of the Swapmaster learning media that had been validated by experts was able to improve students' computational thinking skills and was included in the "Good" criteria.