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Contact Name
Dirasatul Ibtidaiyah
Contact Email
dirasatulibtidaiyah@uinsyahada.ac.id
Phone
+6285261307293
Journal Mail Official
dirasatulibtidaiyah@uinsyahada.ac.id
Editorial Address
http://jurnal.iain-padangsidimpuan.ac.id/index.php/IBTIDAIYAH/about/editorialTeam
Location
Kota padangsidimpuan,
Sumatera utara
INDONESIA
Dirasatul Ibtidaiyah
ISSN : 27974588     EISSN : 27972410     DOI : https://doi.org/10.24952/ibtidaiyah/
Core Subject : Education,
DIRASATUL IBTIDAIYAH adalah jurnal yang berfokus pada studi kritis tentang pendidikan dasar. Menyelidiki dinamika pembelajaran siswa di jenjang pendidikan dasar / madrasah ibtidaiyah (sekolah dasar islam). Selain fokus pada pengembangan pengajaran di pendidikan dasar. Fokus dan ruang lingkup DIRASATUL IBTIDAIYAH dapat dilihat secara detail di sini DIRASATUL IBTIDAIYAH diterbitkan oleh Program Studi Pendidikan Guru Madrasah Ibtidaiyah Fakultas Tarbiyah dan Ilmu Keguruan Universitas Islam Negeri Syekh Ali Hasan Ahmad Addary Padangsidimpuan. Terbit dua kali dalam setahun, yaitu Edisi 1 pada bulan Juni dan edisi 2 pada bulan November Tahun 2021. Jurnal Dirasatul Ibtidaiyah telah memiliki nomor registrasi p-ISSN: 2797-4588 dan e-ISSN:2797-2410 diterbitkan oleh Lembaga Ilmu Pengetahuan Indonesia (LIPI).
Arjuna Subject : Umum - Umum
Articles 117 Documents
PENGGUNAAN METODE PERMAINAN KARTU KATA BERGAMBAR DALAM PENINGKATAN MINAT BELAJAR SISWA Sabri Sabri; Mandasari Dalimunthe
DIRASATUL IBTIDAIYAH Vol 1, No 1 (2021): DIRASATUL IBTIDAIYAH
Publisher : Pendidikan Guru Madrasah Ibtidaiyah Institut Agama Islam Negeri Padangsidimpuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (463.441 KB) | DOI: 10.24952/ibtidaiyah.v1i1.3719

Abstract

AbstractThis study aims to determine whether the use of the picture word card game method can increase the interest in learning Citizenship Education in class IV MIN 2 Padangsidimpuan students. This research is a classroom action research. This study uses a qualitative method. The subjects in this study were class IV A with 38 students. The data collection instruments used were questionnaires and observations. Data analysis used a quantitative approach with statistical methods. Based on the research carried out, it was concluded that the interest in learning Citizenship Education in class IV A students could be increased by using the picture word card game method. This increase can be seen from the results of questionnaires and observations. The results of the action using a questionnaire in cycle I with an average value of 97.31, cycle II 104.86, and cycle III 113.65. While the results of the action using observations in the first cycle was 86.83%, the second cycle was 91.44%, and the third cycle was 95.39%. Judging from the results of the action cycle I to cycle III there is an increase in the number of values which indicates an increase in interest in learning Citizenship Education. Keywords: Picture Word Card Game Method; Interest to learn; Citizenship Education
APLIKASI RUANG GURU UNTUK PEMBELAJARAN DI ERA COVID-19 Suriani, Irda; Marini, Yushita; Marina, Nisha; Nasution, Muhammad Muslim; Lubis, Maulana Arafat
DIRASATUL IBTIDAIYAH Vol 1, No 2 (2021): DIRASATUL IBTIDAIYAH
Publisher : Pendidikan Guru Madrasah Ibtidaiyah Institut Agama Islam Negeri Padangsidimpuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2081.794 KB) | DOI: 10.24952/ibtidaiyah.v1i2.4752

Abstract

AbstractThe COVID-19 era requires the world of education to transform its learning system towards application-based digitalization. The current learning application that is widely discussed is Ruangguru. Ruangguru is an application that is intended to help students learn because the content is based on subjects by the curriculum in Indonesia. This study aims to explore the effectiveness of the Ruangguru application for learning, especially in the scope of elementary schools. This research method is descriptive quantitative through the survey. The population of this study were elementary/MI students in the city of Padangsidimpuan, North Sumatra. The sampling technique used in this study is probability sampling which includes simple random sampling, so the number of students who respond is 81 people. Data collection techniques using a Google Form-assisted questionnaire. Analysis of research data using descriptive statistics assisted by STATCAL software. The results of this study found data that the Ruangguru application seemed to be effectively used for learning for SD/MI students in the Padangsidimpuan City area of North Sumatra Province during the COVID-19 pandemic with an average percentage of 80.25%. Keywords: Ruangguru application; Learning; COVID-19 AbstrakEra COVID-19 menuntut dunia pendidikan bertransformasi sistem pembelajarannya menuju digitalisasi berbasis aplikasi. Aplikasi pembelajaran saat ini yang banyak diperbincangkan ialah Ruangguru. Ruangguru adalah aplikasi yang diperuntukkan membantu siswa dalam belajarnya karena isinya berdasarkan mata pelajaran yang sesuai kurikulum di Indonesia. Penelitian ini bertujuan untuk menelusuri keefektifan aplikasi Ruangguru untuk pembelajaran khususnya di lingkup sekolah dasar. Metode penelitian ini adalah kuantitatif deskriptif melalui survei. Populasi penelitian ini adalah siswa SD/MI yang berada di wilayah Kota Padangsidimpuan, Sumatera Utara. Teknik sampelyang digunakan dalam penelitian ini ialah probability sampling yang meliputi simple random sampling, jadi siswa yang merespon berjumlah 81 orang. Teknik pengumpulan data menggunakan kuesioner berbantuan Google Form. Analisis data penelitian memakai statistik deskriptif berbantuan software STATCAL. Hasil penelitian ini menemukan data bahwa aplikasi Ruangguru terlihat efektif digunakan untuk pembelajaran bagi siswa SD/MI di wilayah Kota Padangsidimpuan Provinsi Sumatera Utara selama masa pandemi  COVID-19 dengan memiliki rata-rata persentase 80,25%. Kata kunci: Aplikasi Ruangguru; Pembelajaran; COVID-19
PENINGKATAN MOTIVASI BELAJAR SISWA MELALUI MEDIA PERMAINAN DAKON MATERI OPERASI BILANGAN BULAT MATA PELAJARAN MATEMATIKA Rina Juliana; Rini Agustini; Dedi Yuisman
DIRASATUL IBTIDAIYAH Vol 1, No 2 (2021): DIRASATUL IBTIDAIYAH
Publisher : Pendidikan Guru Madrasah Ibtidaiyah Institut Agama Islam Negeri Padangsidimpuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1316.067 KB) | DOI: 10.24952/ibtidaiyah.v1i2.4718

Abstract

Abstrack There are problems related to not optimal student learning outcomes of subject matter, especially integer operation material, so the researcher tries to provide a solution by offering interesting learning media as an alternative learning media. The media referred to in this research is the dakon game media. The problem in this study is how to improve student learning outcomes by using dakon playing media on integer operations in Mathematics? The purpose of this study was to determine the improvement of student learning outcomes by using dakon playing media on integer operations in Mathematics. This type of research is Classroom Action Research (PTK), with the type of PTK collaboration with subject teachers. The selection of this type of research is based on the problems to be studied, namely those related to learning activities using the dakon game media in increasing student learning motivation, the field of mathematics studies. Based on the results of this study it can be concluded that the use of dakon game media can improve learning outcomes in mathematics subjects. The data displayed shows a significant change in student learning outcomes. At the end of Cycle I, as many as 12 students or 60.86% succeeded in achieving the set KKM. In Cycle II, 18 students or 82.60% succeeded in achieving the KKM and exceeding the indicators set. Keywords: Motivation to Learn, Media and Games Dakon AbstrakAdanya permasalahan terkait belum optimalnya motivasi belajar siswa terhadap materi pelajaran khususnya materi Operasi bilangan bulat, maka peneliti mencoba memberikan solusi dengan menawarkan media pembelajaran yang menarik sebagai salah satu alternatif media pembelajaran. Media yang dimaksud dalam penelitian ini yaitu media permainan dakon. Permasalahan pada penelitian ini ialah bagaimana peningkatan motivasi belajar siswa dengan menggunakan media permainan dakon pada materi operasi bilangan bulat mata pelajaran Matematika? Tujuan penelitian ini adalah untuk mengetahui peningkatan motivasi belajar siswa dengan menggunakan media permainan dakon pada materi operasi bilangan bulat mata pelajaran Matematika. Jenis penelitian ini adalah Penelitian Tindakan Kelas (PTK), dengan jenis PTK kolaborasi dengan guru mata pelajaran. Pemilihan jenis penelitian ini didasarkan pada permasalahan yang akan diteliti yakni yang berkaitan dengan aktifitas belajar dengan menggunakan media permainan dakon dalam meningkatkan motivasi belajar siswa, bidang studi matematika. Berdasarkan hasil penelitian ini dapat disimpulkan bahwa Penggunaan media permainan dakon dapat meningkatkan motivasi belajar pada mata pelajaran matematika. Data-data yang ditampilkan menunjukkan perubahan yang signifikan terhadap motivasi belajar siswa. Pada akhir Siklus I sebanyak 12 siswa atau  60,86% berhasil mencapai KKM yang ditetapkan. Pada Siklus II sebanyak 18 siswa atau 82,60% berhasil mencapai KKM dan melebihi indikator yang ditetapkan. Kata Kunci: Motivasi Belajar, Media dan Permainan Dakon 
RESPON MAHASISWA PGMI TERHADAP PLATFORM WAKELET UNTUK PEMBELAJARAN ONLINE DI MASA PANDEMI COVID-19 Nashran Azizan; Maulana Arafat Lubis; Prana Ugiana Gio; Marhamah Marhamah
DIRASATUL IBTIDAIYAH Vol 1, No 1 (2021): DIRASATUL IBTIDAIYAH
Publisher : Pendidikan Guru Madrasah Ibtidaiyah Institut Agama Islam Negeri Padangsidimpuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1018.04 KB) | DOI: 10.24952/ibtidaiyah.v1i1.3567

Abstract

The COVID-19 pandemic has caused many changes in various aspects of life, including in the education sector and the learning system. The application of learning and teaching from home policies for students and lecturers alike changes the face-to-face learning perspective online by utilizing various applications and platforms. This study aims to determine the effectiveness of Wakelet for higher education and the benefits of Wakelet in online learning. This research method is descriptive quantitative through a survey. The population of this study was students of the PGMI IAIN Padangsidimpuan study program semester 6. The sampling technique used in this study was probability sampling which included simple random sampling. The sample was determined based on the Slovin formula assisted by Microsoft Excel software, so the sample was 94 respondents. The data collection technique used a questionnaire by Google Form. Analysis of research data using descriptive statistics assisted by STATCAL and EAVIS software. The results showed that the Wakelet platform was categorized as effective and efficient for use in the university environment, especially in the PGMI IAIN Padangsidimpuan Study Program based on student responses at a percentage of 78.72%. The Wakelet platform is also easily accessible and innovative, varied, and creative based on student responses, which are 80.85%. Besides having an attractive appearance, the Wakelet platform also has benefits, including bringing together all types of student work collected, such as videos, article texts, images, PDF files of papers/e-books / e-journals / e-proceedings, sharing web links, media links,social media and others.
PENERAPAN METODE BERCERITA DALAM MENINGKATKAN HASIL BELAJAR ILMU PENGETAHUAN SOSIAL (IPS) SISWA KELAS V SDN 3 LANGSA ACEH Inge Ayudia
DIRASATUL IBTIDAIYAH Vol 2, No 1 (2022): DIRASATUL IBTIDAIYAH
Publisher : Pendidikan Guru Madrasah Ibtidaiyah Institut Agama Islam Negeri Padangsidimpuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (450.987 KB) | DOI: 10.24952/ibtidaiyah.v2i1.5623

Abstract

AbstrackThis is presumably because the learning process is monotonous, uninteresting learning, does not provide motivation to students so that the learning carried out does not attract, and use of less learning methods. This research is classroom action research using two cycles, and each cycle has two meetings. One cycle consists of planning, action, observation and reflection. The subject of this research is class V SDN No. 100116 Sigumuru, academic year 2021 which consists of 20 students.Based on the results of the research conducted, it can be concluded that the application of the storytelling method can improve student learning outcomes for social studies subjects for class V at SDN No. 100116 Sigumuru West Angkola District South Tapanuli Regency. This is evidenced by the initial test the percentage of classical learning completeness is 30% (6 students) finished and 70% (14 students) not finished, the first cycle of meeting 1 the percentage of classical learning completeness is 35% (7 students) finished and 65% (13 students) not finished. In the first cycle of meeting 2 the percentage off classical learning completeness was 45% (9 students) finished and 55% (11 students) not finished. There was difference of 10% increase. While in the second cycle of meeting 1 the percentage of classical learning completeness was 55% (11 students) finished and 45% (9 students) not finished and in the second cycle of meeting 2 the percentage of classical learning completeness was 80% (16 students) finished and 20% (4 students) not finished. From cycle II the data abtained has reached the expected value with the highest percentage of 80%, so this research can be stopped with a satisfactory value. The difference in the percentage increase between cycle I and cycle II was 35%.  Keywords: Storytelling Method, Learning Outcomes, Social Studies AbstrakLatar belakang masalah penelitian ini adalah rendahnya hasil belajar siswa pada mata pelajaran Ilmu Pengetahuan Sosial di kelas. Hal ini karena proses pembelajaran yang monoton, tidak melibatkan siswa dalam pembelajaran, kurangnya perhatian siswa, tidak memberikan motivasi kepada siswa sehingga pembelajaran yang dilaksanakan tidak menarik, dan penggunaan metode pembelajaran yang kurang bervariasi. Penelitian ini adalah Penelitian Tindakan Kelas dengan menggunakan dua siklus dan setiap siklus 2 kali pertemuan.Satu siklus terdiri atas perencanaan (planning), tindakan (action), pengamatan (observation), dan refleksi (reflection). Subjek penelitian adalah siswa kelas V SDN No. 100116 Sigumuru, tahun ajaran 2021 yang terdiri dari 20 orang siswa. Berdasarkan hasil penelitian yang dilakukan, dapat disimpulkan bahwa penerapan metode bercerita dapat meningkatkan hasil belajar siswa mata pelajaran IPS kelas V SDN No. 100116 Sigumuru Kecamatan Angkola Barat Kabupaten Tapanuli Selatan.Hal ini dibuktikan dengan pada tes awal presentase ketuntasan belajar secara klasikal sebesar 30% (6 siswa) yang tuntas dan 70% (14 siswa) yang tidak tuntas.Siklus I pertemuan 1 presentase ketuntasan belajar klasikal sebesar 35% (7 siswa) tuntas dan 65% (13 siswa) tidak tuntas. Pada siklus I pertemuan 2 presentase ketuntasan belajar klasikal sebesar 45% (9 siswa) yang tuntas dan 55% (11 siswa) yang tidak tuntas, terdapat selisih peningkatan 10%. Sedangkan pada siklus II pertemuan 1 presentase ketuntasan belajar klasikal sebesar 55% (11 siswa) yang tuntas dan 45% (9 siswa) yang tidak tuntas. Pada siklus II pertemuan 2 presentase ketuntasan belajar klasikal sebesar 80% (16 siswa) yang tuntas dan 20% (4 siswa) yang tidak tuntas. Dari siklus II, data yang diperoleh sudah mencapai nilai yang diharapkan dengan presentase paling tinggi yaitu 80%, maka penelitian ini dapat dihentikan dengan nilai yang memuaskan. Selisih peningkatan antara siklus I dengan siklus II adalah 35%. Kata Kunci: Metode Bercerita, Hasil Belajar, IPS.
GURU SEBAGAI PROFESI PADA PENDIDIKAN DASAR Lis Yulianti Syafrida Siregar
DIRASATUL IBTIDAIYAH Vol 1, No 1 (2021): DIRASATUL IBTIDAIYAH
Publisher : Pendidikan Guru Madrasah Ibtidaiyah Institut Agama Islam Negeri Padangsidimpuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24952/ibtidaiyah.v1i1.3720

Abstract

AbstractBase of education is one of effort for develop potential from human with professional. Substantially, reformation of education in now days is for making education back to education’s character. Teacher is an actor in education. Up till now, teacher have been made as profession but treatment to teacher not reflect that job as a teacher is profession Keywords: education, profession, teacher.
IMPLEMENTASI MODEL PEMBELAJARAN POE DI SEKOLAH DASAR Salsabila Salsabila; Nisha Marina; Marhamah Marhamah
DIRASATUL IBTIDAIYAH Vol 2, No 1 (2022): DIRASATUL IBTIDAIYAH
Publisher : Pendidikan Guru Madrasah Ibtidaiyah Institut Agama Islam Negeri Padangsidimpuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (402.888 KB) | DOI: 10.24952/ibtidaiyah.v2i1.5615

Abstract

AbstractActiveness during the learning process occurs when the teacher can create a lively learning atmosphere. Students can easily understand the material presented by the teacher by applying a learning model, so that learning outcomes can be achieved based on the learning objectives set. This study aims to improve the thematic learning outcomes of fourth-grade students using the POE model and find out their responses to using the model. The sample of this study amounted to 26 students consisting of 9 boys and 17 girls. The research design uses Kurt Lewin's classroom action research model to plan, implement, observe, and reflect. They were collecting data using observation, tests, and interviews. Data were analyzed descriptively with qualitative and quantitative approaches with the help of STATCAL software. The results showed that the pre-cycle learning completeness score was 7,7%, increased in the first cycle to 46,1%, and increased again to 88,4% in the second cycle. The minimum criteria for student completeness are 75, and the classical percentage is 80. The POE model can make students active in their learning. Students' responses in the interview were happy to learn because the teacher provided motivation and rewards, thus creating enthusiasm always to compete to be the best. Meanwhile, the teacher's response stated that POE could be used as a practical learning model to improve student learning outcomes because the steps stimulate students to think critically in predicting, observing, and explaining from observations.Keywords: Learning Model, POE (predict-observe-explain), Thematic Learning Outcomes.AbstrakKeaktifan pada saat proses pembelajaran terjadi apabila guru mampu membuat suasana pembelajaran hidup dan siswa dapat memahami dengan mudah materi yang disajikan guru dengan menerapkan model pembelajaran, sehingga hasil belajar dapat tercapai berdasarkan tujuan pembelajaran yang telah ditetapkan. Penelitian ini bertujuan untuk meningkatkan hasil belajar tematik siswa kelas IV-C menggunakan model POE dan mengetahui respon mereka dalam penggunaan model tersebut. Sampel penelitian ini berjumlah 26 siswa yang terdiri dari 9 laki-laki dan 17 perempuan. Desain penelitian menggunakan penelitian tindakan kelas model Kurt Lewin yang terdiri dari perencanaan, pelaksanaan, observasi, dan refleksi. Pengumpulan data menggunakan observasi, tes, dan wawancara. Data dianalisis secara deskriptif dengan pendekatan kualitatif dan kuantitatif dengan bantuan software STATCAL. Hasil penelitian menunjukkan bahwa nilai ketuntasan hasil belajar prasiklus sebesar 7,7%, dan mengalami peningkatan pada siklus I menjadi 46,1% dan meningkat lagi menjadi 88,4% pada siklus II. Kriteria minimal ketuntasan persiswa adalah 75 dan persentase klasikal adalah 80. Model POE dapat membuat siswa aktif dalam belajarnya. Respon siswa pada saat wawancara mereka senang belajar karena diberikan motivasi serta reward, sehingga menimbulkan semangat untuk selalu berlomba-lomba menjadi yang terbaik. Sedangkan respon guru mengatakan bahwa POE bisa dijadikan model pembelajaran yang jitu untuk meningkatkan hasil belajar siswa karena langkah-langkahnya merangsang siswa untuk berpikir kritis dalam memprediksi, mengamati, serta mampu menjelaskan dari hasil pengamatan.Kata Kunci: Model Pembelajaran, POE (predict-observe-explain), Hasil Belajar Tematik
PENERAPAN MODEL INDEX CARD MATCH DALAM UPAYA MENINGKATKAN PEMAHAMAN KONSEP PERKALIAN DENGAN BANTUAN MEDIA Almira Amir
DIRASATUL IBTIDAIYAH Vol 1, No 2 (2021): DIRASATUL IBTIDAIYAH
Publisher : Pendidikan Guru Madrasah Ibtidaiyah Institut Agama Islam Negeri Padangsidimpuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1269.72 KB) | DOI: 10.24952/ibtidaiyah.v1i2.4724

Abstract

AbstractThe background of this research is the low understanding of students' concepts in mathematics for multiplication material. Students find it difficult to understand the concept of multiplication and apply it in everyday life. Inappropriate learning strategies and the absence of media use are one of the causes of students' low understanding of the concept of multiplication material. The purpose of this study was to improve students' conceptual understanding of multiplication material by applying the Index Card Match model with the help of learning media at MIN 2 Padangsidimpuan. The learning media used is the rule of thumb. This research is a classroom action research which consists of two cycles and each consists of four main activities, namely planning, action, observation, and reflection. The subjects of this study were students of class IV MIN 2 Padangsidimpuan, totaling 30 people. The instrument for collecting data was a test sheet to measure students' conceptual understanding and an observation sheet to observe learning activities using the Index Card Match model with the help of learning media. Based on the results of the study, it was found that students' conceptual understanding increased in multiplication material through the Index Card Match learning model with the help of learning media, this can be seen from the increase in students' concept understanding test results where the average test increased, namely in the initial test 54.67 increased to 55.17 in the first cycle test 1 meeting and 59.33 in the first cycle test meeting 2. In the second cycle there was an increase of 65.00 in the second cycle meeting 1 and increased to 71.83 in the second cycle meeting 2. Keywords: Concept Understanding, Index Card Match Learning Model, Learning Media. AbstrakPenelitian ini dilatarbelakangi oleh rendahnya pemahaman konsep siswa pada materi perkalian. Siswa kesulitan memahami konsep perkalian dan menerapkannya dalam kehidupan sehari-hari. Strategi pembelajaran yang tidak tepat dan tidak adanya penggunaan media menjadi salah satu penyebab rendahnya pemahaman siswa terhadap konsep materi perkalian. Tujuan penelitian ini adalah untuk meningkatkan pemahaman konsep siswa pada materi perkalian dengan menerapkan model Index Card Match dengan bantuan media pembelajaran di MIN 2 Padangsidimpuan. Media pembelajaran yang digunakan adalah rule of thumb. Penelitian ini merupakan penelitian tindakan kelas yang terdiri dari dua siklus dan masing-masing siklus terdiri dari empat kegiatan utama, yaitu perencanaan, tindakan, observasi, dan refleksi. Subyek penelitian ini adalah siswa kelas IV MIN 2 Padangsidimpuan yang berjumlah 30 orang. Instrumen pengumpulan data berupa lembar tes untuk mengukur pemahaman konsep siswa dan lembar observasi untuk mengamati aktivitas pembelajaran menggunakan model Index Card Match dengan bantuan media pembelajaran. Berdasarkan hasil penelitian diketahui bahwa pemahaman konsep siswa meningkat pada materi perkalian melalui model pembelajaran Index Card Match dengan bantuan media pembelajaran, hal ini terlihat dari peningkatan hasil tes pemahaman konsep siswa dimana rata-rata tes meningkat yaitu pada tes awal 54,67 meningkat menjadi 55,17 pada tes siklus I pertemuan 1 dan 59,33 pada tes siklus I pertemuan 2. Pada siklus II terjadi peningkatan 65,00 pada siklus II pertemuan 1 dan meningkat menjadi 71,83 pada pertemuan siklus II. Kata Kunci: Pemahaman Konsep, Model Pembelajaran Index Card Match, Media Pembelajaran
VALIDITAS PERANGKAT PEMBELAJARAN KOOPERATIF TIPE JIGSAW DALAM MENUMBUHKAN MOTIVASI, SELF-EFFICACY DAN HASIL BELAJAR SISWA Marzuki Marzuki Ahmad; Dwi Putria Nasution; Toharuddin Harahap
DIRASATUL IBTIDAIYAH Vol 1, No 2 (2021): DIRASATUL IBTIDAIYAH
Publisher : Pendidikan Guru Madrasah Ibtidaiyah Institut Agama Islam Negeri Padangsidimpuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24952/ibtidaiyah.v1i2.4658

Abstract

AbstractThe purpose of this study was to describe the validity of learning tools in fostering students' motivation, self-efficacy and mathematics learning outcomes through jigsaw cooperative learning. Learning tools consist of syllabus, lesson plans, student activity sheet, learning motivation questionnaire, self-efficacy questionnaire and learning outcomes tests which include pretest and posttest. This type of research is descriptive. The research instrument is a learning device validation sheet. The research subject is a learning device. The object of research is the level of validity of the learning device. The results showed that the validated learning tools obtained a validity index in the valid category where the syllabus was 0.78, lesson plan was 0.80, student activity sheet was 0.79, Learning Motivation Questionnaire was 0.85, Learning self-efficacy questionnaire was 0.84. , test (Pre-test) learning outcomes of 0.80, test (post-test) Learning Outcomes of 0.84, the total average value of learning devices is 0.81. Based on the results of the study, it was concluded that the Jigsaw type cooperative learning tool in fostering motivation, self-efficacy and student learning outcomes was valid. Keywords: Validity, Cooperative tipe Jigsaw, Motivation, Self-efficacy, Learning Outcomes AbstrakTujuan penelitian ini adalah untuk mendeskripsikan validitas perangkat pembelajaran dalam menumbuhkan motivasi, self-efficacy dan hasil belajar matematika siswa melalui pembelajaran kooperatif tipe jigsaw. Perangkat pembelajaran terdiri dari Silabus, RPP, LAS, Angket motivasi belajar, Angket Self-efficacy dan tes hasil belajar yang meliputi pretes dan postes. Jenis penelitian ini adalah deskriptif.  Instrumen penelitian adalah lembar validasi perangkat pembelajaran. Subjek penelitian adalah perangkat pembelajaran. Objek penelitian adalah tingkat validitas perangkat pembelajaran. Hasil penelitian menunjukkan bahwa perangkat pembelajaran yang divalidasi memperoleh indeks validitas dalam kategori valid dimana Silabus sebesar 0,78, RPP sebesar 0,80, LAS sebesar 0,79, Angket Motivasi Belajar sebesar 0,85, angket self-efficacy Belajar sebesar 0,84, tes (Pretes) hasil belajar sebesar 0,80, tes (postes) Hasil Belajar sebesar 0,84, nilai rata-rata total dari perangkat pembelajaran sebesar 0,81. Berdasaikan hasil penelitian disimpulkan bahwa perangkat pembelaajaran kooperatif tipe Jigsaw dalam menumbuhkan motivasi, self-efficacy dan hasil belajar siswa adalah valid. KataKunci: Validitas, Kooperatif tipe Jigsaw, Motivasi, Self-efficacy, Hasil Belajar
UPAYA MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI KEGIATAN EKONOMI DI SEKOLAH DASAR Hasibuan, Sulhan Efendi; Harahap, Asriana; Harahap, Maisah Fitri
DIRASATUL IBTIDAIYAH Vol 2, No 1 (2022): DIRASATUL IBTIDAIYAH
Publisher : Pendidikan Guru Madrasah Ibtidaiyah Institut Agama Islam Negeri Padangsidimpuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (374.059 KB) | DOI: 10.24952/ibtidaiyah.v2i1.5626

Abstract

Abstract The background of this research problem is the low student learning outcomes in learning Social Sciences (IPS) in the classroom. The formulation of the problem in this research is whether through the Snowball Throwing learning model can improve student learning outcomes in Social Sciences (IPS) subjects on economic activity in class V in SDN 200508 Sihitang. While the research objective is to determine the extent to which the application of the Snowball Throwing learning model can improve learning outcomes in Social Sciences (IPS) class V SDN 200508 Sihitang. The type of research used is Classroom Action Research using two cycles, and each cycle of 2 meetings. One cycle consists of planning (planning), action (action), observation (observasing), and reflection (reflection). Based on the results of the research conducted, it can be concluded that the Snowball Throwing learning model can improve student learning outcomes in the material of economic activities in Indonesia in class VA SDN 200508 Sihitang. From the second cycle the data obtained has reached the expected value with the highest percentage, namely 81.48%, so this research can be stopped with a satisfactory value. Keywords: Learning Outcomes, Students, Economic Activities.

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