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Contact Name
Gusti Handayani
Contact Email
syarifahrahmi1643@gmail.com
Phone
+6285270057856
Journal Mail Official
gustyharun02@gmail.com
Editorial Address
Gedung A Kampus Al-Hilal Sigli. Jalan Lingkar Keniree, Kecamatan Pidie, Kabupaten Pidie, Aceh. Kode Pos. 24151
Location
Kab. pidie,
Aceh
INDONESIA
JURNAL EKSPERIMENTAL : Media Ilmiah Pendidikan Guru Madrasah Ibtidaiyah
Core Subject : Education,
Jurnal Eksperimental merupakan media ilmiah pendidikan bagi guru madrasah ibtidaiyah yang diterbitkan pada Program Studi Pendidikan Guru Madrasah Ibtidaiyah STI Tarbiyah Al-Hilal Sigli. Jurnal ini terbit dua kali setahun yaitu pada bulan Juli dan Desember. Selanjutnya, jurnal ini diterbitkan dalam dua versi, yaitu cetak dan online. Fokus jurnal ini memuat artikel-artikel penelitian tentang Pendidikan Guru Madrasah Ibtidaiyah/Pendidikan Guru SD/MI/SD, seperti analisis kompetensi, strategi pembelajaran, teori pembelajaran, pengembangan pembelajaran, profesionalisme pendidik, dan hasil penelitian. Reviewer akan meninjau setiap makalah yang dikirimkan ke redaksi jurnal eksperimental.
Articles 6 Documents
Search results for , issue "vol. 12 no. 2 (2023): desember" : 6 Documents clear
PERMAINAN LACAK KARTU BILANGAN UNTUK MENINGKATKAN HASIL BELAJAR SISWA Junaidah; Anis Safira
JURNAL EKSPERIMENTAL : Media Ilmiah Pendidikan Vol. 12 No. 2 (2023): Desember
Publisher : Sekolah Tinggi Ilmu Tarbiyah Al-Hilal Sigli Aceh- Indonesia

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Abstract

This study aims to determine whether the number card tracking game can improve the learning outcomes of 3rd grade students at MIN 22 Pidie. The study employs a Classroom Action Research (CAR) design based on the Kurt Lewin model. The subjects consisted of 22 students (19 boys and 13 girls). Data collection was conducted through observation, tests/evaluations, and field notes. The results show that the average individual score was 69.86 with a mastery rate of 45.45% in Cycle I, and 76.68 with a mastery rate of 72.72% in Cycle II; an increase was observed in Cycle III, reaching an average score of 92.81 with a mastery rate of 100%. It can be concluded that the number card tracking game can improve the learning outcomes of 3rd grade students at MIN 22 Pidie.
PENGARUH APLIKASI MARBEL TERHADAP KEMAMPUAN MEMBACA PERMULAAN DI TK CINTA ANANDA Syifa Mardhiah
JURNAL EKSPERIMENTAL : Media Ilmiah Pendidikan Vol. 12 No. 2 (2023): Desember
Publisher : Sekolah Tinggi Ilmu Tarbiyah Al-Hilal Sigli Aceh- Indonesia

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Abstract

This research aims to determine the application of marble in developing early reading skills. This research is a type of quantitative research using an experimental approach used a pre-experimental research design, which used one group pre-test post-test design. The sample in this study were children aged 5-6 years in Kindergarten B class which are 6 girls and 7 boys. From the data analysis technique using the t-test, obtained the results of using the Marbel application to develop early reading skills for children as obtained from tcount > ttable, which is 8.882 > 1.782. The pre-test and post-test obtained scores that were far apart with the results of the pre-test obtaining an average value of x ̅=5.6, the results of the post-test obtaining x ̅=10.1. In this way the rejection of H0 and Ha is accepted, which means that there is a significant difference between the acquisition of pre-test and post-test scores. Therefore, it can be concluded that the marble application can develop early reading skills in Cinta Ananda Kindergarten.
PENGGUNAAN MEDIA POP-UP BOOK UNTUK MENINGKATKAN KOGNITIF SISWA KELAS V SD NEGERI DAMAI Nasri Diana; Siti Hajar
JURNAL EKSPERIMENTAL : Media Ilmiah Pendidikan Vol. 12 No. 2 (2023): Desember
Publisher : Sekolah Tinggi Ilmu Tarbiyah Al-Hilal Sigli Aceh- Indonesia

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Abstract

The aim of this research was to find out whether the use of pop-up book media could improved the learning outcomes of 5th grade. These research was classroom action research carried out in two cycles. Each cycle consists of four stages, which are planning, acting, observing and reflecting. The subjects of this research were 12 students consisting of 5 boys and 7 girls. Data collection methods were observation, test/evaluation and documentation. Student learning outcomes in cycle I obtained 58.33% of students who completed their studies with an average score of 70.83. And it increased in cycle II to 83.33% of students who completed their studies with an average score of 81.91. So it can be said that there is an increase in student learning outcomes using pop-up book media in class V of SD Negeri Damai.
PENERAPAN MODEL TWO STAY TWO STRAY UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS IV MIN 31 PIDIE Abdul Manaf; Syarifah Rahmi; Aminah
JURNAL EKSPERIMENTAL : Media Ilmiah Pendidikan Vol. 12 No. 2 (2023): Desember
Publisher : Sekolah Tinggi Ilmu Tarbiyah Al-Hilal Sigli Aceh- Indonesia

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Abstract

This study aims to determine the application of the cooperative learning model Type Two Stay Two Stray could improve student learning outcomes of 4th grade in MIN 31 Pidie. This type of research is classroom action research. With a KKM score of 70 for science subjects. The results of class action research cycle I obtained an average score of 63.00. In cycle II, the average value was 71.6. And in cycle III obtained an average value of 87. The completeness of student learning outcomes in cycle I which he assessed was above the KKM there were 5 students with a percentage of 25%. In cycle II, where the score is above the KKM, there are 10 students with a percentage of 50%. And in cycle III, where the score is above the KKM, there are 20 students with a percentage of 100%. So, it can be concluded that student learning outcomes improved following the implementation of the Two Stay Two Stray model.
INOVASI DALAM DUNIA PENDIDIKAN DI ERA DIGITAL Karnita Sartina
JURNAL EKSPERIMENTAL : Media Ilmiah Pendidikan Vol. 12 No. 2 (2023): Desember
Publisher : Sekolah Tinggi Ilmu Tarbiyah Al-Hilal Sigli Aceh- Indonesia

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Abstract

This study aims to analyze the role of digital technology innovation in enhancing educational quality and strengthening students' character. It also seeks to identify the challenges and opportunities in digital education transformation and evaluate the policies supporting the implementation of technology in education. The research method used is a literature review with a qualitative descriptive approach, where data is collected from various relevant sources, such as journals, academic books, and educational policy documents. Data analysis is performed using content analysis techniques to identify consistent thematic patterns. The results indicate that digital innovation plays a significant role in improving learning quality through online platforms, interactive applications, and blended learning, which also contributes to strengthening students' character. However, challenges such as the digital access gap and low digital literacy need to be addressed with progressive policies and continuous teacher training. The transformation of digital education should be implemented with an inclusive and sustainable approach.
PENGGUNAAN MEDIA INTERAKTIF DALAM MENINGKATKAN KEMAMPUAN LISTENING BAHASA INGGRIS Syarifah Siregar
JURNAL EKSPERIMENTAL : Media Ilmiah Pendidikan Vol. 12 No. 2 (2023): Desember
Publisher : Sekolah Tinggi Ilmu Tarbiyah Al-Hilal Sigli Aceh- Indonesia

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Abstract

This study aims to examine the effectiveness of using interactive media in enhancing students' listening skills in English. The research employs a library research method, which involves collecting and analyzing literature from journals, books, conference proceedings, and educational policy documents relevant to the topic. Data were collected from literature published in the last five years (2020–2023), focusing on interactive media, listening skills, and educational technology. The analysis reveals that the application of interactive media, such as videos, podcasts, and educational apps, significantly improves student engagement and motivation, while effectively enhancing listening abilities. Digital platforms, including podcasts and mobile apps, provide authentic, flexible learning experiences that are relevant to students' daily lives. Additionally, Android-based applications foster independent learning and enhance students' autonomy in managing their study time and environment. Based on these findings, it is recommended that educators integrate interactive media into the English curriculum to create a more engaging, effective, and technology-aligned learning environment.

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