Enggang: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya
FOCUS AND SCOPE Enggang adalah jurnal pendidikan, bahasa, sastra, seni, dan budaya. Enggang dipilih sebagai nama jurnal ini karena kehidupan masyarakat Kalimantan Tengah tidak jauh dari alam, termasuk kedekatannya pada burung yang bernama enggang. Burung enggang merupakan simbol kebesaran dan kemuliaan suku Dayak di Kalimantan Tengah. Burung enggang juga melambangkan perdamaian dan persatuan, sayapnya yang tebal melambangkan pemimpin yang selalu melindungi rakyatnya. Ekor panjangnya dianggap sebagai tanda kemakmuran rakyat suku Dayak. Kaitannya dengan jurnal ini, tidak lain adalah mengambil makna filosofis kebesaran burung enggang agar jurnal pendidikan, bahasa, sastra, seni, dan budaya ini, nantinya menjadi besar yang akan dikenal secara lokal, nasional, dan internasional. Jurnal Enggang sebagai jurnal pendidikan, bahasa, sastra, seni, dan budaya merupakan salah satu wadah untuk mengumpulkan dan melestarikan kekayaan kita yang tidak ternilai harganya. Tentunya kekayaan yang berhubungan dengan pendidikan bahasa, sastra, seni, dan budaya. Jurnal ini hadir untuk siapa saja yang mencintai dan ingin berkarya di bidang pendidikan, bahasa, sastra, seni, dan budaya. Selain itu, kami sebagai pengurus jurnal ini bersedia memberikan bimbingan dan pelatihan untuk siapa saja yang ingin maju dan berkompeten dalam hal menulis karya fiksi maupun nonfiksi. Melalui bimbingan dan pelatihan pasti gairah menulis para calon pendidik, para pendidik, dan para pecinta pendidikan, bahasa, sastra, seni, dan budaya bangkit dengan semangat membara. Mari kita berkarya dan berinovasi dalam bidang pendidikan, bahasa, sastra, seni, dan budaya. Salam berkarya!
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369 Documents
Peningkatan Motivasi Belajar Peserta Didik pada Mata Pelajaran PKN Melalui Media Kartu Kuartet Pembelajaran di Kelas VII.3 SMP Negeri 10 Palembang
Windi Rahmadiani;
Ardiansyah Saputra;
Sri Artati Waluyati
ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya Vol. 5 No. 1 (2024): Desember : ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya
Publisher : FKIP, Universitas Palangka Raya
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DOI: 10.37304/enggang.v5i1.18742
Instructional media can be used by teachers to increase student learning motivation which is still low so that this research is the background to describe the use of Quartet Card learning media to increase student learning motivation in stage D, namely class VII.3 SMP Negeri 10 Palembang for the 2022 academic year. In 2023, where the condition of learning motivation is low when participating in Civics learning. This research was conducted using collaborative classroom action research methods with the McGregor technique. This quartet media has the advantage of being equipped with colorful and attractive images and is equipped with the application of quartet card game media on the material Respect for the Environment and Local Culture which is marked by a record of collecting assignments which increases regularly, namely in the pre-cycle there were 12 people who submitted assignments, cycle 1 there are 16 people who collect assignments and cycle 2 there are 32 people who collect assignments. The completeness of each cycle also increases.
Penggunaan Media Cerita Gambar untuk Meningkatkan Keterampilan Pemahaman Membaca Siswa Kelas IV di SDN Cengkal Sewu 01
Amelia Dea Puspita Az’zahra;
Siti Muflikah;
Zulfa Khusnul Aqna;
Diana Ermawati
ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya Vol. 5 No. 1 (2024): Desember : ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya
Publisher : FKIP, Universitas Palangka Raya
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DOI: 10.37304/enggang.v5i1.18743
This research is motivated by low turnover and the consequences of students' perceptual abilities, this is indicated by the large number of students who are still in KKM which is not fully established. Normal education which reduces creativity and learning dynamics is one of the factors causing the low spirit of honesty. By using picture story media, the purpose of this study is to enhance students' developing experiences. Research on the development of homeroom teachers (vehicles) with a rotary model is an exploratory technique used. This study involved 24 grade IV students at SDN Cengkalsewu 01, Cengkalsewu Region, Pati Regency. Through tests and perceptions, information is collected. Data were examined using various abstract and quantitative approaches. The audit results show that picture story media is increasingly being used in creating experiences. This can be seen from the level of student movement which includes concentration when the instructor understands the material, effectively solves urgent problems, and considers answering the instructor's questions. There is an increase in the ability to read difficulties in each cycle. With an average score of 67.08, 8 students (33.33 percent) in cycle I reached a high level. In cycle II there were 18 students (75.00%) who won with an average score of 77.91. Using picture story media can only broaden the tendencies of ordinary students and creative minds, as revealed by previous investigations.
Penerapan Model Cooperative Learning Tipe Jigsaw dalam Meningkatkan Hasil Belajar Tematik Siswa Kelas III SDN Sumur Welut I Surabaya
Nabila Syaputri;
Muhammad Sukron Djazilan;
Sri Hartatik;
Dewi Widiana Rahayu
ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya Vol. 5 No. 1 (2024): Desember : ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya
Publisher : FKIP, Universitas Palangka Raya
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DOI: 10.37304/enggang.v5i1.18748
The background of this research is the low student learning outcomes and the low cooperative attitude of students which has an impact on low student learning outcomes in thematic learning. The purpose of this study is to describe the application and improvement of the jigsaw cooperative learning model. This research method uses Classroom Action Research with the Kurt Lewin Model. The subjects of this study were 22 class III students at Sumur Welut I Elementary School, 9 male students and 11 female students. The study was conducted in 2 cycles, each cycle experiencing an increase in learning outcomes. Cycle I thematic learning student learning outcomes obtained an average score of 76.67 with a completeness percentage of 59%. In cycle II the thematic learning outcomes of students obtained an average score of 91.25 with a completeness percentage of 91%. Based on these results, the Jigsaw cooperative learning model can improve the learning outcomes of third grade elementary school students.
Alih Kode dan Campur Kode pada Film Yowes Band 3 Karya Bayu Skak dan Fajar Nugros
Sintia Haryani;
Syarif Hidayatullah
ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya Vol. 5 No. 1 (2024): Desember : ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya
Publisher : FKIP, Universitas Palangka Raya
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DOI: 10.37304/enggang.v5i1.18749
Events of changing and merging languages often occur in films. Therefore, the researcher aims to find out the code switching and code mixing contained in the film Yowes Band 3 by Bayu Skak and Fajar Nugros. This research applies descriptive qualitative methods through the validity checking technique by listening and writing. The results of the study stated that there were 71 code switching and code mixing which were described as follows: 1) 15 Inward code switching, 2) 2 External code switching, 3) 27 Internal code mixing, 4) 27 External code mixing. The reason for deciding the object of code-switching and code-mixing is because it has a variety of languages in the Yowes Band 3 film to be the development of language knowledge for further research.
Media Permainan Engklek terhadap Hasil Belajar IPS Siswa Sekolah Dasar
Putri Elviana Ayu Ramadhani;
Dewi Widiana Rahayu;
Sunanto Sunanto;
Pance Mariati
ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya Vol. 5 No. 1 (2024): Desember : ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya
Publisher : FKIP, Universitas Palangka Raya
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DOI: 10.37304/enggang.v5i1.18750
The background of student motivation on social studies learning outcomes for elementary school students in class learning is very important. Thus, what happened to VF class students when learning was that some of them were less enthusiastic about learning, often talked to friends when the teacher explained in front of them, fell asleep, and when given assignments they preferred to do homework. The purpose of this research is to describe media development, media feasibility, and teacher and student responses to the development of crank game media in improving social studies learning outcomes for SDN Kertajaya IV/210 Surabaya students. This research method uses the R&D (Research and Development) research method which uses the 6 initial stages of Sugiyono's development model, namely: Potential and problem stages; Data collection stage; Product design stage; Design validation stage; Design revision stage; and Product trial stage. The instrument used in this study, using a questionnaire / questionnaire and test. The results showed that students' social studies learning had increased with an average score of 63.43 to 77.18. The response of teachers and students also looks very enthusiastic when playing the learning media. Research in general shows that students' social studies learning has increased with an average score of 63.43 to 77.18. The response of teachers and students also looks very enthusiastic when playing the learning media. Thus, the hopscotch game media in learning shows the "Good" category and is suitable for use in learning.
Pengaruh Metode KWL (Know-Want-learn) terhadap Minat Membaca pada Pembelajaran Bahasa Indonesia Kelas IV SDN Kertajaya IV Surabaya
Isnaini Fadya Rahmadani;
Afib Rulyansah;
Suharmono Kasiyun;
Dewi Widiana Rahayu
ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya Vol. 5 No. 1 (2024): Desember : ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya
Publisher : FKIP, Universitas Palangka Raya
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DOI: 10.37304/enggang.v5i1.18752
This research is motivated by students' lack of interest in reading in learning Indonesian. As a solution, this study applies the KWL (Know-Want-Learn) learning model in Indonesian language learning in class IV SDN Kertajaya IV Surabaya. The purpose of this study was to determine the extent to which the KWL (Know-Want-Learn) technique influences the reading interest of fourth grade students at SDN Kertajaya IV in Surabaya in learning Indonesian. This study is based on the KWL learning paradigm, which requires three main learning activities: students' active participation before reading, understanding the text when it is read, and the ability to draw conclusions. This study used a questionnaire, pretest, and posttest to evaluate the impact of the KWL learning approach on reading ability. The average score obtained by students in the pretest was 64, while the average score they received in the posttest was 82. Therefore, the demands of mastery learning depend on the effectiveness of the KWL learning approach.
Efektivitas Teknik Ecola (Extending Concept Through Language Activities) terhadap Pembelajaran Membaca Pemahaman Teks Berita pada Siswa Kelas VIII SMPN 1 Selaawi
Laras Amelia Maharani;
Yeni Cania Puspita
ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya Vol. 5 No. 1 (2024): Desember : ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya
Publisher : FKIP, Universitas Palangka Raya
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DOI: 10.37304/enggang.v5i1.18755
This research is motivated by the low ability to read news text comprehension and a lack of understanding of reading strategies. The purpose of this research is to test the ability to learn to read and understand news texts using the ECOLA (Extending Concepts through Language Activities) technique. The research method used was a quasi-experimental quantitative method involving two groups of students, namely the experimental group that received learning using the ECOLA technique and the control group that received conventional learning. Data was collected through a pretest and posttest which measured the ability to read comprehension of news texts. Data analysis was performed using a difference test between the two groups. The results showed that the group that received learning using the ECOLA technique experienced a significant increase in the ability to read and understand news texts compared to the control group. Based on these findings, it shows that there is a significant difference between the experimental class and the control class as evidenced by the Kruskall Wallis test in addition to assessing student learning outcomes by calculating the average. Then, it can be an effective approach in improving students' reading comprehension skills of news texts as evidenced by the control class gain of 0.4602. While the value of the difference (gain) for the experimental class using the ECOLA technique is 0.6550 . The implication of this study is the importance of applying the ECOLA technique in teaching reading comprehension of news texts to improve students' competence in understanding and interpreting the information contained in news texts..
Pengaruh Media Magnetic Board Math terhadap Hasil Belajar Siswa Kelas 1 SDN I Dukuhagung Tikung Lamongan
Iin Rosyidatur Rohmah;
Sunanto Sunanto;
Nafiah Nafiah;
Afib Rulyansah
ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya Vol. 5 No. 1 (2024): Desember : ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya
Publisher : FKIP, Universitas Palangka Raya
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DOI: 10.37304/enggang.v5i1.18758
In learning mathematics there are still many students who think that mathematics is a difficult subject, on average the teacher only uses a lecture strategy which results in students getting bored in the process of learning children's understanding. This study aims to determine the effect of Magnetic Board Math Media before, after and its effect on student learning outcomes in grade 1 SDN I Dukuhagung Tikung Lamongan. This research uses a quantitative approach with a Pre-Experimental design. By using the One Group Pretest-Posttest design. The results of this study indicate that there is an effect of differences in student learning outcomes before and after the Magnetic Board Math Media is applied with an increase in the average Pretest score of 45.01 and for the Posttest it increases with an average of 86.82. So that there is an effect of applying Magnetic Board Math Media to increasing learning outcomes, it is said to be an increasing category. In general, research shows that there is an effect of differences in student learning outcomes before and after applying Magnetic Board Math Media with a Pretest Percentage of 9% and for Posttest it increases with a percentage of 91 %. So that there is an influence of the application of Magnetic Board Math Media on increasing student learning outcomes.
Peningkatan Hasil Belajar Matematika Materi Penjumlahan Bersusun Panjang Tiga Bilangan Melalui Media Papan Kantong pada Siswa Kelas II SDN Lidah Wetan IV Surabaya
Nada Febiola;
Sri Hartatik;
Muslimin Ibrahim;
Syamsul Ghufron
ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya Vol. 5 No. 1 (2024): Desember : ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya
Publisher : FKIP, Universitas Palangka Raya
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DOI: 10.37304/enggang.v5i1.18761
The aim of the study was to improve the learning outcomes of three-digit long addition in the placement of unit, tens, and hundreds values in mathematics using pocket board media for class II students at SDN Lidah Wetan IV Surabaya. This type of research is Classroom Action Research (CAR), which includes several stages, namely planning, implementing or observing, and reflecting on each cycle. The subjects of this study were 20 students of class II at SDN Lidah Wetan IV Surabaya, consisting of 9 boys and 11 girls. The technique used is data collection techniques by carrying out several stages, namely observation, testing, and documentation. From the results of the study, it was shown that the application of pocket board media with addition material in long three-digit sums on the placement of unit values, tens, and hundreds can improve student learning outcomes in class II at SDN Lidah Wetan IV Surabaya. When no action was given, the learning value of the addition material in long three-digit additions in the placement of unit, tens, and hundreds values in mathematics only 3 students (15%) achieved KKM. In the first cycle of action, there was a slight increase in student learning outcomes in mathematics, namely 15 students (75%), then followed by the second cycle of action, there was another increase, namely as many as 18 students (90%).
Pengaruh Media Power Point Interaktif terhadap Hasil Belajar Siswa pada Tema 7 Subtema 1 Kelas IV SD Negeri Percontohan Kabanjahe T.A. 2022/2023
Riska Uli Enjelina Br Sidabariba;
Nurmayani Nurmayani;
Ibrahim Gultom;
Lidia Simanihuruk;
Dodi M. Pandimun Ambarita
ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya Vol. 5 No. 1 (2024): Desember : ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya
Publisher : FKIP, Universitas Palangka Raya
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DOI: 10.37304/enggang.v5i1.19016
The problem in this study is the low learning outcomes of fourth grade students at SD Negeri Percontohan Kabanjahe T.A. 2022/2023. The purpose of this study was to determine the effect of Interactive Power Point Learning Media on Student Learning Outcomes in Theme 7 Sub-theme 1 Class IV SD Negeri Pilot Kabanjahe T.A. 2022/2023. The research used is a quantitative research, with a quasi-experimental design research type using the Pretest-Posttest Nonequivalent Control Group Design. The population in this study were all students of class IV SD consisting of 30 students in class IV-A and 28 students in class IV-B. The research sample uses the Total Sampling technique, which means using the entire existing population. The data collection instrument used in this study was a test instrument. The results showed that the average value of learning outcomes using interactive power point media was 78.33, while the average value of learning outcomes using poster media was 71.25. The results of hypothesis calculations using the t test, the results obtained were t_count > t_table, namely 3.160 > 1.673 then Ha is accepted and H0 is rejected. So, it can be concluded that there is a significant positive influence between interactive power point learning media on student learning outcomes.