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Jurnal Sinektik
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INDONESIA
JURNAL SINEKTIK
ISSN : 26206560     EISSN : 2620746X     DOI : 10.33061
Core Subject : Education,
Jurnal Sinektik published by Elementary School Teacher and Education (PGSD), Faculty of Teacher Training and Education (FKIP), Universitas Slamet Riyadi. This Journal aimed as media communications and informations around teaching practice and elementary education implementations from various aspect. Target readers of the journal are students, teachers, practitioners of basic science education. Jurnal Sinektik has ISSN: 2620-6560 (Print) and ISSN: 2620-746X (Online) .
Arjuna Subject : -
Articles 215 Documents
PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE STAD BERBANTUAN VIDEO PEMBELAJARAN TERHADAP HASIL BELAJAR TEMATIK INTEGRATIF PESERTA DIDIK KELAS V SD NEGERI KARANGPELEM 1 TAHUN PELAJARAN 2021/2022 Wulandari, Nita; Hartini, Sri; Mustofa, Mukhlis
JURNAL SINEKTIK Vol 6 No 2 (2023): Desember : Jurnal Sinektik
Publisher : FKIP, PGSD, Universitas Slamet Riyadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33061/js.v6i2.8191

Abstract

The purpose of this study was to determine the effect of the STAD type cooperative learning model assisted by video learning on the thematic learning outcomes of integraphy in fifth grade students of SD Negeri Karangpelem 1 Academic Year 2021/2022. This research is a quantitative research with a pre-experimental method, the research design is one group pretest-posttest design. The population in this study were all fifth grade students of SD Negeri Karangpelem 1, totaling 34 students. The sampling technique used is saturated sampling because all the population is used as a sample. Data collection techniques using tests, observations, and documentation. Test the validity of the data sought by biserial point correlation. The data analysis technique was searched through normality test using the Kolmogorov Smirnov method and hypothesis testing using the Paired Sample T-Test formula. Based on the results of data analysis using paired sample t-test, the results obtained with a value, tcount of 14.707. So it can be concluded that the results of tcount = 14.707 more than ttable at the 5% significance level = 14.707 or tcount > ttable = 14.707 > 2.034 then Ho is rejected and Ha is accepted. Thus the hypothesis which states that: "there is an effect of the STAD type cooperative learning model assisted by video learning on the thematic integrative learning outcomes of fifth grade students of SD Negeri Karangpelem 1 Academic Year 2021/2022" is proven true at a significance level of 5%.
ANALISIS FAKTOR PENYEBAB KESULITAN MEMBACA PERMULAAN PADA PESERTA DIDIK KELAS I DI MIM BULAK KRAGAN KARANGANYAR TAHUN PELAJARAN 2021/2022 Susilowati, Nevi; Hartini, Sri; Sarafuddin, Sarafuddin
JURNAL SINEKTIK Vol 6 No 2 (2023): Desember : Jurnal Sinektik
Publisher : FKIP, PGSD, Universitas Slamet Riyadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33061/js.v6i2.8193

Abstract

Thle purlpose of thlis studly was to describe the factorls thalt causle students to experience difficulty in beginning reading, to find out tlhe tealcher's strategy iln overlcoming initial reading difficullties, and to find out the results of the analysis of initial reading difficulties in class I students. The research method is descriptive qualitative. The subjects used were 5 class I students, parents, and class teachers. The object of this study was the difficulty factor for beginning reading in class I students. The data sources obtained were primary data and secondary data. Data collection techniques are observation, interviews, and documentation. The data validation technique uses source triangulation and technique triangulation. With data analysis: Data reduction, Data presentation, and Data verification. Based on the data analysis, it can be concluded that, (1) there are internal and external factors that affect the difficulty of beginning reading, (2) the teacher uses a strategy by giving special guidance and a personal approach to students. (3) There were 5 students who had difficulty reading at the beginning and these difficulties varied.
Hambatan Dalam Proses Pembelajaran Tematik Muatan Ilmu Pengetahuan Alam di Kelas VB SDN 4 NagriKaler Putri, Edis Eriansya; Pratama, Giar Anugrah; Supriatna, Supriatna; Muharam, Agus; Mustikaati, Wina
JURNAL SINEKTIK Vol 6 No 2 (2023): Desember : Jurnal Sinektik
Publisher : FKIP, PGSD, Universitas Slamet Riyadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33061/js.v6i2.8204

Abstract

Education is a benchmark for qualifying people. Education in Indonesia itself has undergone several changes, such as in 2006 when education in Indonesia used the KTSP curriculum, then in 2013 when education in Indonesia used the K13 curriculum, until in 2022 when the newest curriculum was passed, namely the independent curriculum. Natural science is one of the learning contents in the thematic 2013 curriculum. This study uses a quantitative description method. The subjects in this study were 25 students from class VB at SDN 4 Nagrikaler. The instruments we use are observation and learning achievement tests. The obstacles we encountered included infrastructure, teaching methods for educators, and students who were not yet fluent in reading. Then digital media is one solution to overcome these obstacles. The use of digital media is effective enough to improve student learning outcomes and is a solution to the barriers created by the ineffective use of conventional media. Keywords : obstacles, students, thematic, science content.
JENIS MODEL DAN METODE PEMBELAJARAN YANG DIGUNAKAN PADA TEMATIK 4 DI KELAS 3 SD PLUS 3 AL-MUHAJIRIN Muharam, Agus; Nursyahbani, Andini; Firdaus, Dzulfa Nur; Farhanah, Reina; Mustikaati, Wina
JURNAL SINEKTIK Vol 6 No 2 (2023): Desember : Jurnal Sinektik
Publisher : FKIP, PGSD, Universitas Slamet Riyadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33061/js.v6i2.8211

Abstract

Learning models and methods are very important components in the learning process. The existence of learning models and methods can help educators or teachers in conveying existing material. Learning models and methods vary widely and have their own specifications. The models and learning methods used in learning are not only one of them using role playing models, and team work. While the learning methods commonly used include lectures, discussions, and questions and answers. This study aims to find out the effectiveness of the 3rd grade thematic 4th grade learning models and methods with the theme 'obligations and my rights' at SD Plus 3 Al-Muhajirin. This study used Classroom Action Research (PTK) to obtain data by means of observations regarding learning models and methods in grade 3 elementary school. The results of this study serve as suggestions for educators in using models and methods of teaching and learning of the material. With the existence of learning models and methods, learning can take place in a fun and systematic way.
ENGARUH SARAPAN TERHADAP PERILAKU PERCAYA DIRI PESERTA DIDIK SD N 4 KUTOARJO Djumiatun, Djumiatun
JURNAL SINEKTIK Vol 6 No 2 (2023): Desember : Jurnal Sinektik
Publisher : FKIP, PGSD, Universitas Slamet Riyadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33061/js.v6i2.8221

Abstract

The purpose of this study was to measure the magnitude of the influence of Breakfast (Friendly Greetings with Smiles and Hugs) on the Confident Behavior of SDN 4 Kutoharjo Students in the First Semester of the 2021/2022 Academic Year. This type of research is quantitative. The instrument in this study is a questionnaire (questionnaire). The population of the study was 357 learners. The sample of this study was 177 learners. The prerequisite test in this study is the Normality Test with the Kolmogorov-Smirnov Test. The hypothesis test in this study is the Paired Sample t Test. The result of the study was that there were differences in the confident behavior of students of SDN 4 Kutoharjo in the first semester of the 2021/2022 Academic Year before after breakfast. Before breakfast, the average self-confidence behavior belongs to the low category. After breakfast, the average self-confident behavior belongs to the high category. Such differences include significant according to a significance of 0.000 and a count t [58.06] which is greater than ttable (1.97353). This means that there is a large and significant effect of breakfast on confident behavior.
MENINGKATKAN KETERAMPILAN BOLA BASKET DENGAN METODE TEAMS GAMES TOURNAMENT (TGT) BERBANTUAN MEDIA FILM Muhadi, Muhadi
JURNAL SINEKTIK Vol 6 No 2 (2023): Desember : Jurnal Sinektik
Publisher : FKIP, PGSD, Universitas Slamet Riyadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33061/js.v6i2.8222

Abstract

The purpose of this study is to describe Basketball learning with the Teams Games Tournament (TGT) Method assisted by film media and analyze the Basketball skills of Class VI students of SD Negeri 3 Waru with the Teams Games Tournament (TGT) Method assisted by film media. This type of research is Classroom Action Research (PTK). The action in the study is the Teams Games Tournament (TGT) Method assisted by film media. The research was conducted in Class VI of SD Negeri 3 Waru. The research took place at the beginning of Semeter I of the 2018/2019 Academic Year. The subjects of the study were thirty-five learners, consisting of twenty sons and fifteen daughters. Data collection techniques are non-test techniques and test techniques. Data collection tools are observation sheets, stop watches and documentation. Data analysis techniques are comparative descriptive. The result of the study was that the Basketball skills of Class VI students of SD Negeri 3 Waru with the Teams Games Tournament (TGT) Method assisted by film media increased, so it was included in the satisfactory category.
Efektivitas Penggunaan Media Pembelajaran Digital Pada Hasil Belajar Siswa Kelas 5 SDN 6 Nagrikaler Rosmana, Primanita Sholihah; Iskandar, Sofyan; Rahma, Ayang Ranisa; Maria, Salsa; Supriatna, Supriatna; Wahyuningtyas, Tri
JURNAL SINEKTIK Vol 7 No 1 (2024): Juni : Jurnal Sinektik
Publisher : FKIP, PGSD, Universitas Slamet Riyadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33061/js.v7i1.8205

Abstract

Generations of the Nation is the hope of the state, services for Basic Education are the needs of the Indonesian people. This study aims to: 1) determine the effectiveness of digital learning media in improving student learning outcomes; 2) knowing students' knowledge before and after being given learning with digital learning media; 3) take advantage of advances in digital technology. On the other hand, this technological progress is very rapid and can be said to be a form of re-adaptation for teachers. The existence of Digital Learning media is a process to complement the needs of prospective generations to make it easier to learn, we cannot deny that when we are still using old learning media, children can get bored in learning. In short, we must take advantage of technological advances so that the demands of the nation's expectations can be fulfilled. Gols a teacher turns barren land into fertile land, the child is a layman who needs guidance and the teacher is a uswah who guides. Keywords; Learning Media, Learning Outcomes, Technology, Effectiveness.
Pengaruh Permainan dalam Pembelajaran IPAS Terhadap Motivasi Belajar Siswa Kelas 4 SDN Cibungur Muharam, Agus; Mustikaati, Wina; Fauziah, Adela; Fadila, Intan; Maria, Salsa
JURNAL SINEKTIK Vol 7 No 1 (2024): Juni : Jurnal Sinektik
Publisher : FKIP, PGSD, Universitas Slamet Riyadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33061/js.v7i1.8207

Abstract

This research is an observational study of data on students who are less effective in learning which can indicate a lack of motivation and concentration in student learning in participating in various learning activities both inside and outside the classroom. The objectives of this study include (1) testing the relationship between games and science learning outcomes (2) testing the relationship between students' learning motivation and science learning outcomes (3) the relationship between games and learning motivation and also science learning outcomes. The method used is the class action method or Classroom Action Research, which is research conducted in the classroom by planning an action which is then implemented in the form of a class action. Based on the results of the study showed that the presence of the game will provide an increase in students' learning motivation, can eliminate boredom in students, and can increase their enthusiasm for learning. So with a high enthusiasm for learning, students can also be more prepared in receiving various learning materials that will be delivered.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS CANVA UNTUK MENINGKATKAN KREATIVITAS GURU DI SEKOLAH DASAR Febriana, Tantri; Suneki, Sri; Suyoto, Suyoto; Rochajati, Siti
JURNAL SINEKTIK Vol 7 No 1 (2024): Juni : Jurnal Sinektik
Publisher : FKIP, PGSD, Universitas Slamet Riyadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33061/js.v7i1.8681

Abstract

First of all, there are problems with instructors who do not provide a sufficient variety of learning media. Less interesting learning materials provide students with a more boring and uninspiring learning environment. This research aims to evaluate how learning media made with Canva can encourage teachers at SDN Karangrejo 01 to think more creatively. This research is a Research and Development (R&D) development using the 4D development model which consists of four stages which include define, design, develop and disseminate. A team consisting of media experts and content experts will assess this learning tool as it is being developed. The validation test results conducted by media experts revealed that creating Canva-based learning media was very feasible. The test yields a 91% percentage result. The percentage of material expert validation test results of 98% is within the range of very practical norms. It can be seen from the results of the validation test that Canva-based development media can be an application for teachers, so that teacher creativity increases
PENGEMBANGAN MEDIA PUZZLE PANCASILA DI KELAS I SDN PANGGUNG LOR BERDASARKAN GAYA BELAJAR KINESTETIK Rahmawati, Indriani Nur; Kartinah, Kartinah; Prayitno, Muhammad; Susilowati, Deny
JURNAL SINEKTIK Vol 7 No 1 (2024): Juni : Jurnal Sinektik
Publisher : FKIP, PGSD, Universitas Slamet Riyadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33061/js.v7i1.8685

Abstract

The purpose of this research is to find out feasible of the puzzle Pancasila media in class I at SDN Panggung Lor based on kinesthetic learning styles. The development of the puzzle Pancasila media uses R&D methods. The development stages adapted the 4D model from Thiagarajan, that is Define, Design, Develop, and Disseminate. Methods of data collection in this reseach using observation, interviews, and questionnaires. The overall results of the feasibility test of this development research produced the puzzle Pancasila media product with the details of (1) media expert test obtained very feasible criteria with a result of 93.88%, (2) the material expert test obtained very feasible criteria with a result of 93.13%, (3) student responses obtained very feasible criteria with a result of 95%. Based on these results, the Puzzle Pancasila media is very feasible for use in SDN Panggung Lor.