Metta: Jurnal Penelitian Multidisiplin Ilmu
Metta : Jurnal Ilmu Multidisiplin adalah jurnal multidisiplin yang diterbitkan oleh melati institute. Metta : Jurnal Ilmu Multidisiplin terbit delapan kali setahun pada bulan januari, maret, April, juni, juli, Agustus, oktober, Desember adalah jurnal peer review, akses terbuka, ilmiah dan ilmiah yang menerbitkan makalah penelitian, makalah review, laporan kasus, studi kasus, resensi buku, skripsi, karya disertasi, dll. Fokus dan linkup jurnal : Humaniora: Seni, Sejarah, Bahasa, Sastra, Musik, Filsafat, Agama, Teater, dll. Ilmu Sosial: Geografi, Sosiologi, Pendidikan, Ilmu Politik, Hukum, Kebijakan, Tinjauan Sosial, Seni, Sejarah, Filsafat, Antropologi Manajemen: Perdagangan, Ekonomi, Keuangan, Akuntansi, Tata Kelola Perusahaan, Manajemen Sumber Daya Manusia, Manajemen Pemasaran, Pelatihan dan Pengembangan Manajemen Mutu Teknik: Teknologi Informasi, Aplikasi Komputer, Teknik Sipil, Teknik Machanical, Teknik Kimia, Teknik Elektro, Fisika Ilmu Kedokteran: Kedokteran, Kesehatan, Keperawatan, Penelitian Klinis, Farmasi, Farmasi, Farmakognosi, Farmakologi, Fitokimia Biologi: Botani, Biosains, Mikrobiologi, Bioteknologi, Biologi Klinis, Biologi Molekuler, Biokimia, Pertanian, Kimia, Lingkungan dan Ekologi, Ilmu Pangan, Nutrisi, Ilmu Tanaman, Entomologi, Zoologi, Perikanan Pendidikan Jasmani: Olahraga, Yoga, Fisioterapi, Fisiologi, Olahraga, Kesehatan
Articles
23 Documents
Search results for
, issue
"Vol 3 No 2 (2024): Agustus 2024"
:
23 Documents
clear
Mengembangkan Literasi Budaya melalui Permainan Ular Tangga: Sebuah Pendekatan Edukatif dan Menyenangkan
Purwati, Pipit;
Wakhyudin, Husni;
Nuruliarsih;
Prima, Filia
Jurnal Penelitian Multidisiplin Ilmu Vol 3 No 2 (2024): Agustus 2024
Publisher : Melati Institute
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
The snakes and ladders game, as a traditional board game, has great potential to be used as an educational tool in developing cultural literacy. Cultural literacy is the ability to understand, appreciate and interact with a variety of different cultures, which is becoming increasingly important in the current era of globalization. This research aims to explore how the snakes and ladders game can be modified and used to develop cultural literacy in fifth grade students at SDN Sambirejo 02. The methodology used is a qualitative approach with a descriptive research design. Data was collected through observation, interviews and data analysis during the implementation of activities. Data analysis was carried out descriptively to see changes in students' understanding and attitudes towards local culture after playing snakes and ladders. The research results show that the snakes and ladders game developed in this research is effective in increasing cultural literacy in elementary school students. Students who play this game show an increased understanding of regional culture in Indonesia, as well as a higher interest in studying Indonesian culture. Thus, integrating the traditional game snakes and ladders in learning can be an effective strategy in developing cultural literacy. The recommendation from this research is that educators consider the use of educational games in the curriculum to increase cultural literacy and build a fun learning environment.
Merangsang Literasi Baca Tulis melalui Permainan Kartu Suku Kata: Pendekatan Kreatif untuk Pembelajaran Bahasa Indonesia
Hildayanti, Mellinda Safitri;
Wakhyudin, Husni;
Mujilah;
Prima, Filia
Jurnal Penelitian Multidisiplin Ilmu Vol 3 No 2 (2024): Agustus 2024
Publisher : Melati Institute
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
This article discusses the use of syllable card games as a creative approach to improving literacy in Indonesian language learning. The game aims to make the learning process more fun and interactive, so that it can motivate students to be more active in learning to read and write. Through a case study at SDN SAMBIREJO 02, it was found that this method is effective in improving students' literacy skills. The article also describes the steps of implementing the syllable card game as well as its impact on students' language skills.
Pengaruh Model PBL Terhadap Kemampuan Literasi Siswa pada Materi Keberagaman Budaya Indonesia
Mawadah, Atik Nur;
Kusumaningsih, Widya;
Paryuni
Jurnal Penelitian Multidisiplin Ilmu Vol 3 No 2 (2024): Agustus 2024
Publisher : Melati Institute
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
This study aims to determine the effect of Problem Based Learning model on the material of Indonesian cultural diversity on literacy skills of Gajahmungkur 04 State Elementary School in Semarang City. This study used experimental research (Pre experiment Design) design one group pretest-posttest. The sample used was grade V students of Gajahmungkur 04 State Elementary School which amounted to 26 people. The instrument used to collect data is a test. The data analysis technique uses quantitative analysis by conducting paired sample tests. The prerequisite test uses a normality test with a significant value of 0.243> 0.05. So it can be interpreted that the data is normally distributed. The results showed that the paired sample t-test value was 21.779> 1.711 (t_hitung> t_tabel), so it can be concluded that the application of the problem-based learning model has a significant effect on the literacy skills of fifth grade students of Gajahmungkur 04 State Elementary School. Translated with DeepL.com (free version)
Analisis Karakteristik Gaya Belajar Siswa Pada Mata Pelajaran Matematika SDN Sendangmulyo 02 Semarang
Mahmudi, Eva Tri;
Ningsih, Widya Kusuma;
Nuriafuri, Rafika
Jurnal Penelitian Multidisiplin Ilmu Vol 3 No 2 (2024): Agustus 2024
Publisher : Melati Institute
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
This study aims to analyze the characteristics of learning styles of grade 4A students at SDN Sendangmulyo 02 Semarang to describe the tendency of learning styles possessed by grade 4A students at SDN Sendangmulyo 02 Semarang. The type of research used in this research is descriptive quantitative. Based on the results of research that has been conducted in class 4 SDN Sendangmulyo 02 Semarang, data on the learning styles of students are obtained, namely students with a visual learning style of 13 out of 25 total students with a percentage of 52%. Learners with auditory learning styles are 7 out of 25 total learners with a percentage of 15%. And students with kinesthetic learning styles amounted to 5 out of 25 total students with a percentage of 20%. Based on the research conducted, it shows that in class 4A there is a diversity of student learning styles. Through the acquisition of these data it can also be concluded that the majority of grade 4 students have a visual learning style.
Pengaruh Media Wordwall terhadap Kemampuan Numerasi Siswa Kelas 1 SDN Plamongansari 02 Semarang
Dyah Kusumaningrum, Thessa;
Lestyarini, Ikha;
Nuvitalia, Duwi;
Wikyuni, Sri
Jurnal Penelitian Multidisiplin Ilmu Vol 3 No 2 (2024): Agustus 2024
Publisher : Melati Institute
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
This study aims to examine the effect of using Wordwall educational media on improving student learning outcomes. This study used a quantitative method with a one-group pretest-posttest quasi-experiment design. The subjects were 25 first grade students at SD N Plamongansari 02 Semarang. Data analysis was conducted using normality test and paired sample t-test. The results showed that the average pretest score was 56.6 and the average posttest score was 82.4. Thus, there is an increase in pretest and posttest scores, showing a significant effect of Wordwall educational media on student numeracy skills in Mathematics subjects. This is evidenced by the significance value of 0.118; 0.130 ? 0.005.
Analysis of Illocutionary Act in The Movie “IT” (2017) English Subtitle
Alimah, Aulia Ulfatul
Jurnal Penelitian Multidisiplin Ilmu Vol 3 No 2 (2024): Agustus 2024
Publisher : Melati Institute
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
This research delves into the comprehensive analysis of illocutionary acts within the context of the movie “IT” (2017). By closely examining the film’s script, we identify five distinct categories of illocutionary acts: representative, directive, commissive, expressive, and declarative. Notably, directive acts emerge as the most prevalent, constituting 35% of the total occurrences. Our study contributes valuable insights to the understanding of speech acts in cinematic dialogue, with potential applications in linguistics, education, and even scriptwriting.
Integrasi Nilai Karakter Religius Siswa Melalui Pembiasaan Pembacaan Asmaul Husna di SD Supriyadi 02 Semarang
Septianingsih, Khoirunnisa;
Azizah, Mira;
Sofiati, Ranto Netty;
Nuroso, Harto
Jurnal Penelitian Multidisiplin Ilmu Vol 3 No 2 (2024): Agustus 2024
Publisher : Melati Institute
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
This study aims to determine the process of implementing the habituation of reciting asmaul husna and the supporting factors of the process of implementing asmaul husna habituation, in order to instill the religious character of students at SD Supriyadi 02 Semarang. The type of research used is field research with a qualitative descriptive approach. The data collection method was carried out in three stages, namely: Observation, interview and documentation. While the data analysis techniques are: Data reduction, data presentation, and conclusion drawing. The results of this study found that: 1) The formation of students' religious character in SD Supriyadi 02 Semarang is carried out by habituation of reciting asmaul husna every morning before learning begins 2) Supporting factors in the formation of students' religious character in SD Supriyadi 02 Semarang are: with adequate facilities, diligent and consistent teachers.
Penggunaan Media Papan Sebab Akibat untuk Meningkatkan Literasi Baca Tulis Kelas 5 SDN Panggung Lor
Mirawati, Diah;
Nuvitalia, Duwi;
Saputra , Henry Januar;
Prasetiawati, Catur
Jurnal Penelitian Multidisiplin Ilmu Vol 3 No 2 (2024): Agustus 2024
Publisher : Melati Institute
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
This study aims to determine the improvement of reading and writing literacy of 5th grade students of SDN Panggung Lor Semarang by applying the cause and effect board learning media. Using a descriptive quantitative method of one-group Pretest Posttest with a research population of 28 students. There are 16 female students and 12 male students. This study uses data collection techniques in the form of pretest and posttest sheets and observations during learning activities. In the initial condition, students were lazy to read during learning activities, causing low literacy, then by applying the learning media of the cause and effect board in Indonesian language learning activities, students became enthusiastic so that their learning scores increased. This was obtained through a paired sample t test of .000 <0.05, which means that there is a difference in the average value of students before and after using the cause and effect board media in learning. The pretest score has an average of 56.43 and the posttest has an average increase to 78.57. From these results it can be concluded that there is an increase in students' literacy through their learning outcomes by applying the cause and effect board learning media.
Tingkat Kecanduan Bermain Media Sosial Peserta Didik Kelas Xi SMKN 4 Semarang
Lestari, Eka;
Juliejantiningsih, Yovitha
Jurnal Penelitian Multidisiplin Ilmu Vol 3 No 2 (2024): Agustus 2024
Publisher : Melati Institute
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
Nowadays, social media is one of the common things to use, both at the age of children, adults, and the elderly. The world of education has also given freedom to students to utilize gadgets / smartphones for learning. Not a few social media are also used to find interesting references related to a learning material. However, there are also negative impacts related to this, a lot of students who cannot manage their time properly due to excessive playing social media. The same thing happens to students at SMK N 4 Semarang, especially class XI, they are often seen playing social media during class hours and outside of class hours. This study aims to determine the picture of addiction to playing social media by students. This study uses a quantitative approach with a survey method. This research was conducted at SMK N 4 Semarang with a total population of class XI of 612 students. The samples in this study were class XI Automotive 1, and class XI Mechanical Engineering 1, and XI Automotive 3 with a total of 108 students. Collecting research data using a social media addiction scale. The results obtained from this study are the level of addiction to playing social media in class XI SMK N 4 Semarang mostly in the low category with a percentage of 38%, followed by the medium category with a percentage of 35%, and high with a percentage of 27%.
Efektifitas Media Papan Huruf Terhadap Hasil Belajar Siswa Bahasa Indonesia Kelas 1 SDN Plamongansari 02 Semarang
Octina, Wibi Deta;
Agustini, Ferina;
Nuvitalia, Duwi;
Wikyuni, Sri
Jurnal Penelitian Multidisiplin Ilmu Vol 3 No 2 (2024): Agustus 2024
Publisher : Melati Institute
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
This activity aims to determine how effective the use of Letter Board media is on Indonesian language learning outcomes for grade 1 students of SDN Plamongansari 02 Semarang. This study used a quantitative pre-experimental method with a one group pretest-posttest design. Data was collected through instruments in the form of pretest and posttest questions given before and after the use of Letter Board learning media. Based on the results of research and analysis in the field regarding the use of Letter Board media as a learning tool on student learning outcomes, it can be concluded that this media shows significant effectiveness. During the activities at SDN Plamongansari 02 Semarang, there were changes in students who were initially unable to do subtraction to be able to do it.