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Lalu A.Hery Qusyairi
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mpi@stitpn.ac.id
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INDONESIA
FONDATIA
ISSN : 26565390     EISSN : 25796194     DOI : -
Core Subject : Education,
Fondatia : Jurnal Pendidikan Dasar (e-ISSN : 2579-6194) adalah publikasi interdisipliner penelitian asli dan artikel tentang Pendidikan Dasar. Jurnal ini diterbitkan oleh Pendidikan Guru Madrasah Ibtidaiyah (PGMI) Sekolah Tinggi Ilmu Tarbiyah (STIT) Palapa Nusantara Lombok - NTB yang terbit dua kali (2x) dalam setahun yaitu bulan Maret dan September. Jurnal ini bertujuan untuk menyediakan forum untuk pemahaman ilmiah tentang bidang pendidikan dan memainkan peran penting dalam mempromosikan proses yang mengakumulasi pengetahuan, nilai-nilai, dan keterampilan.
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Articles 21 Documents
Search results for , issue "Vol 7 No 1 (2023): MARET" : 21 Documents clear
Pengembangan Lembar Kegiatan Peserta Didik (LKPD) Berbasis Problem Solving pada Materi Virus untuk Kelas X SMA/MA Desi Nurmayenti; Heffi Alberida; Fitri Arsih; Irdawati Irdawati
FONDATIA Vol 7 No 1 (2023): MARET
Publisher : Pendidikan Guru Madrasah Ibtidaiyah STIT Palapa Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36088/fondatia.v7i1.2883

Abstract

LKPD (Student Activity Sheet) in student-centered learning serves as a guide for learning activities. Based on the results of observations and interviews with teachers at SMA AL-Istiqamah it is known that the LKPD in this school has not been adapted to the learning model used, therefore it needs to be developed. The purpose of this study was to develop problem solving based worksheets on viruses for class X SMA/MA. This type of research is development research using the 4-D model. The subjects of this study were 39 students of class X MIPA 1 SMA AL-Istiqamah. The product that is produced is a problem solving based LKPD on virus material. The validators consisted of two lecturers from the Department of Biology FMIPA UNP and one Al-Istiqamah High School Biology teacher. The research data is in the form of validation data and practicality of LKPD. Data analysis is in the form of descriptive statistics. The results showed that problem solving-based worksheets on virus material fulfilled the valid category with a validity value of 89.26% and practical with 88.45% practicality. It could be concluded that problem solving-based Student Activity Sheets were produced on virus material for class X SMA. Valid and practical /MA.
Penerapan Metode Pembelajaran Reward and Punishmant dalam Melatih Child Psychology Faizin Faizin; Fathor Rozi; Ratna Sari
FONDATIA Vol 7 No 1 (2023): MARET
Publisher : Pendidikan Guru Madrasah Ibtidaiyah STIT Palapa Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36088/fondatia.v7i1.2894

Abstract

This study aims to determine how the learning outcomes of the reward and punishment method, whether the provision of reward and punishment can improve the discipline and motivation of students and what forms of reward and punishment are given. This research uses a qualitative case study approach. This research is located in MI Ihyauddiniyah, Kecik Village, Besuk District, Probolinggo Regency, East Java. Sources of data obtained through observation and interviews. The resource persons in this study amounted to 6 people, namely the head of the Madrasa, 1 teacher, homeroom teacher for class V and 3 students. The application of the reward and punishment learning method at MI Ihyauddiniyah Kecik Probolinggo has a positive impact on students in terms of discipline and learning motivation. The forms of rewards applied at MI Ihyauddiniyah include; sincere compliment, memorial award, useful gift. The punishments applied at MI Ihyauddiniyah include: cue penalty, spoken punishment, corporal punishment.
Pengaruh Game Online terhadap Pemerolehan Bahasa Anak Sekolah Dasar Muhammad Luqman Asy'ary; Setia Rini; Erna Risfaula Kusumawati
FONDATIA Vol 7 No 1 (2023): MARET
Publisher : Pendidikan Guru Madrasah Ibtidaiyah STIT Palapa Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36088/fondatia.v7i1.2896

Abstract

The development of information technology is very fast, many benefits are obtained from the development of this technology. One of the benefits of technological developments is the existence of online Game entertainment facilities. This online Game can have an impact on the language acquisition of elementary school children. This study aims to describe the acquisition of language in grade 4 elementary school children aged 9-11 through semantic studies, namely the study of the meaning of a verb, adjective, or noun. The data source comes from the subject to be studied. This research method uses a qualitative approach. Data collection was carried out using five methods, namely observation, observation, notes, interviews, and questionnaires. The results of this study are that online Games can affect the language acquisition of children aged 9-11 years at SDIT Ibnu Mas'ud, Ambarawa District, marked by an increasingly widespread acquisition of words that are absorbed through online Games, such as verbs (victory, booyah, defeat, login, kill, mabar, drift, survival, by one, ngemoti, push), adjectives (perfect, hockey, noob, idiot, bot, asu, op, good at) and nouns (skin, turret, inventory, tournament) which they apply in everyday language
Pengaruh Media Augmented Reality terhadap Kemampuan Berpikir Kritis Siswa Sekolah Dasar Nurul Rizki Amalia; Icha Peratiwi Sihotang; Nurhayani Nurhayani; Siti Rafiqah Sam
FONDATIA Vol 7 No 1 (2023): MARET
Publisher : Pendidikan Guru Madrasah Ibtidaiyah STIT Palapa Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36088/fondatia.v7i1.2914

Abstract

This study looked at the effect of Augmented reality media on students' critical thinking skills. This research was a quantitative study conducted with a population of students in grade 4 with two sample,rooms 4A and 4B,namely the control class and the experimental class,where the control class is given learning that is usually done in class while the experimental class given learning using Augmented reality media. The result, it was found that students' critical thinking skills were influenced by Augmented reality media. Where in the process of learning about the material types of animal food students are directed to see and observe holograms and then to see students' critical thinking skills as evidenced through objective essay tests. The experimental method provides students with direct learning experiences, makes learning more interesting and improves student learning outcomes. These data encourage this research to recommend teachers to use Augmented reality technology in elementary science learning to improve students' critical thinking skills.
Pengembangan LKPD Tematik pada Tema 4 Subtema 1 Pembelajaran 1 di Kelas V SDN 36 Pontianak Kota Haliza Rizki; Hery Kresnadi; Suparjan Suparjan; Kartono Kartono; Asmayani Salimi
FONDATIA Vol 7 No 1 (2023): MARET
Publisher : Pendidikan Guru Madrasah Ibtidaiyah STIT Palapa Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36088/fondatia.v7i1.2940

Abstract

This study aims to produce thematic LKPD products that are valid and practical to use. This research uses a Research and Development (R&D) approach with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The data sources in this study were 27 students in class V at SDN 36 Pontianak City. Data collection techniques in this study were interviews, questionnaires and documentation. The product validity research results of thematic LKPD obtained the "Very Valid" category. That is, on the material aspect, an average score of 4.74, was obtained, on the design aspect, an average score of 4.89, on the language aspect, an average score of 4.81 was obtained in the trial activities. The results of practicality research on thematic LKPD products obtained an average value of 4.74 in the trial activities with the criteria of "Very Practical". Based on the results of the Thematic LKPD product trials, it was declared very valid and very practical to use in the learning process.
Efektivitas Pengembangan Nilai Karakter Siswa dengan Menciptakan Program Sekolah Ramah Anak Faizatul Widat; Fathor Rozi; Moh. Kholili
FONDATIA Vol 7 No 1 (2023): MARET
Publisher : Pendidikan Guru Madrasah Ibtidaiyah STIT Palapa Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36088/fondatia.v7i1.2946

Abstract

Making students with character is a form of educator responsibility whose essence is to develop a complete human being in the field of morality, namely a human being with nature. Child-friendly education programs implemented in schools directly or indirectly will shape the morals or character of the students at the school. This study aims to analyze and understand the effectiveness of developing character values ​​by creating a child-friendly school program at MI Tarbiyatul Islam. This study uses a qualitative approach to the type of case study. The results of the study show that, firstly, the development of character values ​​is being encouraged at MI Tarbiyatul Islam. Second, the development of character values ​​by creating child-friendly schools has been carried out in the following ways; Swot Analysis, SRA Implementation, and Continuous Improvement. The implications obtained by making the child-friendly school program at MI Tarbiyatul Islam develop character values ​​for students are getting higher with mutual respect, mutual assistance, and high empathy, so that character values ​​are formed early on
Humanistic Curriculum Development Model Typical of Anak Langit Islamic Elementary School (ALIEs) in Bandung, West Java Siti Nurhikmah; Sandy Sandy; Mohamad Erihadiana
FONDATIA Vol 7 No 1 (2023): MARET
Publisher : Pendidikan Guru Madrasah Ibtidaiyah STIT Palapa Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36088/fondatia.v7i1.2948

Abstract

This study aims to describe ALIES's distinctive curriculum and the development of a humanistic curriculum in ALIES. Humanistic curriculum development is carried out to develop students themselves and realize themselves according to their potential. This study used a qualitative approach with an analytical descriptive method. Data sources consist of primary data sources and secondary data sources. Data collection techniques were carried out by means of interviews, observation and documentation. The results of this study indicate that ALIES's typical curriculum is the Billingual System, Psychological Approach and Tahsin Tahfidz Qur'an. The development of ALIES's unique humanistic curriculum has the goal of welcoming the future of students so that they are able to survive in a changing environment. The development of a humanistic curriculum is developed based on the Al-Qur'an and As-Sunnah; apply metacognitive so that students are able to prepare their life goals. The implementation of curriculum development starts from the development of every educator who teaches by participating in various trainings. Supporting factors in the development of a typical curriculum are an environment that has emphasized the importance of implementing a bilingual system, TTQ learning, educators who come from English graduates and psychology institutions in schools. The inhibiting factor is the lack of educators. The effect of developing a humanistic curriculum for students can be shown that the ability to understand English is grade 1 (20%), grade 2 (40%), grade 3 (60%) and grade 4 (80%). The influence of the psychological approach for students is being able to behave politely to educators, friends and parents, being happy while studying in class, being able to control their emotions and develop their potential. The effect of TTQ on students is that the ability to read the Koran for each individual increases, their memorization increases and students become accustomed to reading the Qur’an
Penggunaan Media Powtoon untuk Meningkatkan Hasil Belajar Matematika dengan Teknik Mengajar Ana Quthratun Nada; Deni Indrawan
FONDATIA Vol 7 No 1 (2023): MARET
Publisher : Pendidikan Guru Madrasah Ibtidaiyah STIT Palapa Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36088/fondatia.v7i1.2955

Abstract

This study aims to determine the increase in student learning outcomes in mathematics with the application of powtoon media using teaching techniques. This research approach is a qualitative approach to the type of research is classroom action research. The focus of this research is the focus of mathematics learning outcomes. This research was conducted at MI Al Huda Yogyakarta. which totaled 24 students. This research was conducted in three cycles. Each cycle includes the stages of planning, implementing, observing and reflecting. From the implementation obtained data collected by observation techniques, learning achievement tests and documentation. The results of the study concluded that the use of powtoon media can improve the mathematics learning outcomes of class III MI Al Huda students, especially in terms of multiplication with the memory cycle technique. This increase occurs in each cycle. For example in cycle 1 as many as 12 students are said to have completed. Whereas in cycle II there were 19 students who were said to be complete and finally in cycle III all students were said to be complete. Of all these cycles experienced an increase in terms of average, such as the first cycle of 65.41, the second cycle of 71.45 and the third cycle of 81.04.
Kelayakan Buku Suplemen Membaca Permulaan Berbasis Kearifan Lokal pada Kelas II Sekolah Dasar Retno Suhartini; Kartono Kartono; Suparjan Suparjan; Hamdani Hamdani; Hery Kresnadi
FONDATIA Vol 7 No 1 (2023): MARET
Publisher : Pendidikan Guru Madrasah Ibtidaiyah STIT Palapa Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36088/fondatia.v7i1.2965

Abstract

Before actually moving on to the reading comprehension level, students must be proficient in their pre-reading skills. Hence, the researcher intended to create a supplementary book based on local wisdom for second graders to help their pre-reading skills proficiency. This research used a Research and Development (R&D) method with the adaption of the ADDIE model. 2 teachers, 31 students, and 6 expert review were chosen as the sample. Then, the data collection was conducted through interviews and questionnaires techniques. The result showed a “very good” response from students with a 90,5% percentage on the experiment and a “very good” response from teachers with a 96,66% percentage. These findings were supported and categorized as “very good” by the validation of linguistic experts with 92,5% percentage, 98,75% percentage for content experts, and 93,75% for design experts. In conclusion, this supplementary book is decent for pre-reading skill proficiency.
Validitas Media Pembelajaran Interaktif Berbasis Autoplay dalam Mata Pelajaran PAI dan Budi Pekerti untuk Sekolah Dasar Firza Erisa; Sirajul Munir; Lita Sari Muchlis; Annisaul Khairat
FONDATIA Vol 7 No 1 (2023): MARET
Publisher : Pendidikan Guru Madrasah Ibtidaiyah STIT Palapa Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36088/fondatia.v7i1.3066

Abstract

Based on the characteristics of elementary school students who are in line with Pieget's theory of development, children aged 7-11 years are in the concrete operational phase. Grade II students at SDN 04 Balimbing have visual and kinesthetic learning styles. So it requires learning media that is concrete and aligned with the characteristics of students, especially in PAI subjects and Taharah material. The aims of this study were (1) to develop autoplay-based interactive learning media for PAI subjects and Class II SD Taharah subject matter and (2) to determine the validity of autoplay-based interactive learning media. The research method used is research and development using the ADDIE development model. Stages of research using the ADDIE model. The results showed that autoplay-based interactive learning media for PAI subjects and morals in thaharah material were stated to be very valid with an average of 0.847. Validation was carried out by expert lecturers and Islamic education and ethics subject teachers. Based on these results, interactive learning media based on autoplay can be used in learning.

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