Mahyuni Rahayu
SDN Pakis 1 Surabaya

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PENINGKATAN MOTIVASI DAN KEAKTIFAN BELAJAR IPAS MELALUI MODEL PBL BERBASIS TEKNOLOGI Tata Agnesa Salsabila; Savitri Suryandari; Mahyuni Rahayu
JIP: Jurnal Ilmu Pendidikan Vol. 3 No. 5 (2025): MEI
Publisher : CV. Adiba Aisha Amira

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This research aimed to enhance students motivation and learning engagement in IPAS (Natural and Social Sciences) for fifth-grade students at SDN Pakis 1 Surabaya. The study was prompted by the observed low levels of student motivation and engagement in IPAS learning. To address this, the Problem-Based Learning (PBL) model was implemented, integrating technology in the form of videos and the ZEP game. This classroom action research utilized both qualitative and quantitative approaches, with fifth-grade students from SDN Pakis 1 Surabaya serving as subjects. Data were collected through classroom observations, interviews, and learning engagement questionnaires. The findings indicate a significant increase in student motivation and learning engagement after the integration of the PBL model with videos and the ZEP game. Improved student motivation was evidenced by their enthusiasm and active participation in group discussions and problem-solving. Enhanced learning engagement was also observed through students' initiative in asking questions, expressing opinions, and actively participating in learning activities. This suggests that combining the PBL model with technology integration can be an effective strategy for creating more engaging and meaningful IPAS learning experiences
PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE TGT UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK Vera Helmalia Putri; Savitri Suryandari; Mahyuni Rahayu
JIP: Jurnal Ilmu Pendidikan Vol. 3 No. 5 (2025): MEI
Publisher : CV. Adiba Aisha Amira

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Based on interviews and observations that have been made to teachers and third grade students of SDN Pakis 1 Surabaya, there are problems found in learning activities in the form of a lack of variety of learning activities which have an impact on student learning outcomes below the predetermined KKTP. The purpose of this study was to improve student learning outcomes through the application of the Team Games Tournament (TGT) learning model. The method used in this research is Classroom Action Research (PTK) which is carried out in 2 research cycles with data collection techniques in the form of observation, interviews, tests, and documentation. The increase in student learning outcomes in cycle I was 64.28% and experienced a significant increase in cycle II of 89.285.
PENINGKATAN MOTIVASI BELAJAR SISWA MELALUI PENERAPAN MEDIA INTERAKTIF WORDWALL KELAS IV SD Tika Widiya Ningrum; Savitri Suryandari; Mahyuni Rahayu
TARBIYATUL ILMU: JURNAL KAJIAN PENDIDIKAN Vol. 3 No. 5 (2025): MEI
Publisher : CV. ADIBA AISHA AMIRA (ADISAM PUBLISHER)

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The purpose of this study was to increase students' learning motivation in Indonesian language subjects using interactive wordwall media in class IV-D SDN Pakis 1 Surabaya. This research is a Classroom Action Research with the Kurt Lewin model. The subjects in this study were students in class IV-D SDN Pakis 1 Surabaya in the 2024/2025 school year, totaling 28 students.  The method used in this research is the PTK (Classroom Action Research) method. Data collection techniques using questionnaire techniques.  Indicators of success in the study can be measured from the acquisition of learning motivation questionnaire scores that show between 81%-100% which are included in the high category. The results showed that the use of interactive wordwall media can increase students' learning motivation in Indonesian language subjects on narrative text material. This is evidenced by the increase in student learning motivation scores before the action or pre-cycle of 67% in cycle I, increasing from 67% to 82%. Meanwhile, from cycle I to cycle II, there was an increase of 7% to 89% with a high category.
MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ARTICULATE STORYLINE 3 UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA Siti Qiftiyatul Muzdalifah; Savitri Suryandari; Mahyuni Rahayu
TARBIYATUL ILMU: JURNAL KAJIAN PENDIDIKAN Vol. 3 No. 5 (2025): MEI
Publisher : CV. ADIBA AISHA AMIRA (ADISAM PUBLISHER)

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The study aims to determine the application of interactive learning articulate storyline 3 in increasing the learning motivation of students in class III C SDN Pakis 1 Surabaya. Students of class III C SDN Pakis 1 Surabaya. The type of research is Classroom Action Research Classroom Action Research, which was designed in two cycles and using the Kemmis and Taggart model in the form of a spiral cycle. model of Kemmis and Taggart in the form of a spiral cycle. Each cycle consists of four stages, namely: planning, implementation, observation/evaluation and reflection. reflection. The research subjects were students of class III C SDN Pakis 1 Surabaya. totaling 28 students. The instrument used is a learning motivation questionnaire. Based on the results of pre-cycle observations, the average percentage of questionnaire scores learning motivation of 28 students is 53.5% categorized as moderate. While cycle I observation data has an increase in the average percentage of questionnaire scores to 79% so that it is in the good category. In the last cycle, namely cycle II obtained an increase of 25% from cycle I, namely with an average percentage of 89%. percentage of 89% Thus, the research conducted shows that the application of interactive learning based on articulate storyline 3 can increase student motivation to learn Indonesian narrative story material from pre-cycle to cycle II with an increase of 10% increase.