88 research outputs found
PEMANFAATAN CANVA TERINTEGRASI TRI N UNTUK MENGEMBANGKAN KREATIVITAS SISWA PADA PEMBELAJARAN IPS SEKOLAH DASAR
This research aims to determine the use of the Canva application, which is integrated with Ki Hadjar Dewantara's teachings in the form of Tri N (niteni, niroake, and nambahake), in developing student creativity through social studies learning in elementary schools. This type of research is descriptive qualitative research with participants as many as 29 grade 6 students at SDN Karanganyar, Sleman Regency. The data collection technique is observation using observation sheets, creative attitude observation rubrics, interviews, and documentation. The data analysis technique uses Milles and Huberman analysis techniques, which consist of data reduction, data presentation, and drawing conclusions. The results of the research that has been carried out show that implementing the Tri N teachings in Grade 6 elementary school social studies lessons on ASEAN material through the use of the Canva application makes students have creativity. The use of learning media by utilizing the Canva application, which is integrated into the Tri-N steps, can be used as an alternative to increase student creativity in producing work in the learning process
PENGGUNAAN MEDIA POSTER DAN CROSSWORDS UNTUK MENINGKATKAN HASIL BELAJAR IPS PADA MATERI NEGARA-NEGARA ASEAN
This subject has the main aim of introducing students to various aspects of society, culture, geography, history, and government, so that they can understand the world around them more comprehensively. Social studies learning is able to make students understand the environment and surrounding phenomena better. Thus, social studies learning needs to be improved. The aim of this research is to improve social studies learning outcomes through the use of crossword and poster media. The research included classroom action which was carried out in two cycles. Data collection techniques use test techniques. Before the treatment a pretest was given and a posttest was given after the treatment. The subjects of this research were 6th grade students at Klaci State Elementary School, Seyegan. The criteria for success in this study is a class average of ≥70. Based on the results of research conducted on the pretest, the class average was 60.70. After getting this, cycle I was carried out and got an average score of 66.25. Even though this result has increased, it still has not reached the research success rate. Researchers carry out evaluations and improvements. In cycle II the average student learning outcome score was 73.25. These results met the criteria for research success, so the research was stopped. Through the combination of crossword media and posters, students not only learn about social studies concepts, but also practice their ability to solve problems, increase vocabulary, and deepen their understanding
PEMANFAATAN CANVA TERINTEGRASI TRI N UNTUK MENGEMBANGKAN KREATIVITAS SISWA PADA PEMBELAJARAN IPS SEKOLAH DASAR
This research aims to determine the use of the Canva application, which is integrated with Ki Hadjar Dewantara's teachings in the form of Tri N (niteni, niroake, and nambahake), in developing student creativity through social studies learning in elementary schools. This type of research is descriptive qualitative research with participants as many as 29 grade 6 students at SDN Karanganyar, Sleman Regency. The data collection technique is observation using observation sheets, creative attitude observation rubrics, interviews, and documentation. The data analysis technique uses Milles and Huberman analysis techniques, which consist of data reduction, data presentation, and drawing conclusions. The results of the research that has been carried out show that implementing the Tri N teachings in Grade 6 elementary school social studies lessons on ASEAN material through the use of the Canva application makes students have creativity. The use of learning media by utilizing the Canva application, which is integrated into the Tri-N steps, can be used as an alternative to increase student creativity in producing work in the learning process
PENERAPAN MODEL ROLE PLAYING PADA MATERI SEJARAH KEMERDEKAAN UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS V SD NEGERI KEPUHARJO
This research aims to improve Social Sciences (IPS) learning outcomes through a role playing learning model for fifth grade students at Kepuharjo State Elementary School, Cangkringan. The research subjects were 21 students in class V of Kepuharjo State Elementary School, consisting of 12 male students and 9 female students. The type of research used is classroom action research using the Kemmis & Mc Taggart model. Data collection techniques in this research are tests and observations. The research instruments were test questions and observation sheets. The data analysis techniques used are qualitative descriptive and quantitative descriptive. The results of the research show that there is an increase in Social Sciences (IPS) learning outcomes through the role playing learning model for class V students at Kepuharjo State Elementary School. Based on tests in cycle I after using the learning model role playing, the average score increased from 52 to 72 with learning completion also increasing from 19% to 76%. In cycle II, with improvements in cycle I, an average score of 83 was obtained with learning completeness being 100%
PEMANFAATAN CROME BOOK DALAM PEMBELAJARAN MATA PELAJARAN IPS MATERI KERAJAAN NUSANTARA DI SD NEGERI CANGKRINGAN 1
Elementary 4th grade social studies learning focuses on material related to the social, cultural and economic environment. These materials can be studied in a more interesting and interactive way by using a Chromebook. Chromebooks are light and portable computer devices, so they are easy to carry anywhere. Chromebooks are also equipped with various applications and features that can support social studies learning. The following are several examples of using Chromebooks for 4th grade elementary school social studies learning: (1) Studying material about the social environment. Chromebooks can be used to study material about the social environment, such as natural features, artificial features, and social life. (2) Study material about culture. Chromebooks can be used to study material about culture, such as customs, arts, and regional languages. (3 ) Study material about economics. Chromebooks can be used to study material about economics, such as economic activities, natural resources, and trade. Teachers can also use the Google Slides application to make presentations about economic material. With the proper use of Chromebooks, learning social studies for grade 4 elementary school can be more interesting, interactive, and fun for students
PEMANFAATAN CROME BOOK DALAM PEMBELAJARAN MATA PELAJARAN IPS MATERI KERAJAAN NUSANTARA DI SD NEGERI CANGKRINGAN 1
Elementary 4th grade social studies learning focuses on material related to the social, cultural and economic environment. These materials can be studied in a more interesting and interactive way by using a Chromebook. Chromebooks are light and portable computer devices, so they are easy to carry anywhere. Chromebooks are also equipped with various applications and features that can support social studies learning. The following are several examples of using Chromebooks for 4th grade elementary school social studies learning: (1) Studying material about the social environment. Chromebooks can be used to study material about the social environment, such as natural features, artificial features, and social life. (2) Study material about culture. Chromebooks can be used to study material about culture, such as customs, arts, and regional languages. (3 ) Study material about economics. Chromebooks can be used to study material about economics, such as economic activities, natural resources, and trade. Teachers can also use the Google Slides application to make presentations about economic material. With the proper use of Chromebooks, learning social studies for grade 4 elementary school can be more interesting, interactive, and fun for students
MODEL ICM (INDEX CARD MATCH) UNTUK MENGEMBANGKAN KREATIVITAS DAN MENINGKATKAN HASIL BELAJAR IPS SISWA SEKOLAH DASAR
Social studies lesson content is a lesson that requires memorizing the material. Memorizing material is a challenge in itself for students, especially class II children at SDN Ngemplak 1. ICM learning media is a critical aspect in increasing the effectiveness of learning social studies subjects, especially in class II. This research aims to analyze the role of ICM learning media as a support in increasing students' understanding and involvement in social studies learning in elementary schools.
The use of ICM learning media can increase students' interest and motivation towards social studies subjects. The use of ICM media in collaboration with games provides variation in the delivery of material, so that students are more actively involved in the learning process. Apart from that, ICM learning media is able to visualize abstract concepts into concrete ones, this helps students to understand the material better.
Teacher-centered learning, especially social studies subjects, where teachers still mostly use the lecture method, by using ICM learning media, learning can be changed to student-centered learning.
After implementing social studies learning using the ICM model, the author found that the social studies learning process and outcomes of class II students on document material and collections of valuable objects increased. Better than previous learning. The author concludes this successful ICM learning practice as a best practice (good practice) for HOTS-oriented learning with the ICM model.
Keywords: Learning outcomes, Index Card Matc (ICM), Social Sciences, Creativit
EKSPLORASI POTENSI PEMBELAJARAN BERBASIS GAME DALAM MENINGKATKAN PRESTASI PEMBELAJARAN IPS KELAS 5 DI SEKOLAH
Improving the achievement of Social Studies learning at the elementary school level is a challenge that continues to be faced in an effort to improve the quality of education. One of the innovations that can be applied is game-based learning. This research aims to explore the potential of game-based learning in improving the achievement of grade 5 social studies learning in elementary schools. The main problem faced is the low interest and motivation of students towards social studies learning, as well as the lack of active involvement in the teaching-learning process. The purpose of this study is to identify the impact of using game-based learning on social studies learning achievement, as well as measuring the level of student interest and motivation towards the learning. This research methodology uses a quantitative approach with a pretest-posttest control group experimental design. The research sample consisted of two 5th grade classes at an elementary school, one class as the experimental group that received game-based learning, and one class as the control group that received conventional learning. The results showed a significant increase in social studies learning achievement in the experimental group compared to the control group. In addition, there was an increase in students' interest and motivation towards social studies learning through game-based approach. The implication of this study is that game-based learning can be an effective strategy to improve social studies learning achievement and increase student engagement in the learning process. The findings provide a basis for the development of more innovative and interesting learning methods in order to improve the quality of social studies learning at the elementary school level
PERAN MODEL PEMBELAJARAN PJBL BERBANTUAN APLIKASI COMICA DALAM PEMBELAJARAN IPS UNTUK MENANAMKAN KETERAMPILAN SOSIAL PESERTA DIDIK DI SEKOLAH DASAR
The development of science and technology has an impact on changes in various forms of life. Not only economic aspects, but also social, cultural and moral aspects. The emergence of attitudes that show a vacuum of social values ​​in everyday life is a matter of concern. This research aims to find out and describe the PJBL learning model assisted by the Comica application in social studies learning to instill social skills in students in elementary schools. The subjects in this research were class V students at SDN Ngangkrik consisting of 26 students. Data collection techniques use observation, interviews and documentation. The method in this research is qualitative case study research. The results of this research show that the PJBL learning model assisted by the Comica application in social studies learning can instill social skills in students in elementary schools. Apart from that, the results of class observations show that students look more active in the learning process. This research emphasizes the importance of integrating social studies learning as a form of student character with collaborative learning in the classroom to instill social skills in students
PENGGUNAAN MEDIA POSTER DAN CROSSWORDS UNTUK MENINGKATKAN HASIL BELAJAR IPS PADA MATERI NEGARA-NEGARA ASEAN
This subject has the main aim of introducing students to various aspects of society, culture, geography, history, and government, so that they can understand the world around them more comprehensively. Social studies learning is able to make students understand the environment and surrounding phenomena better. Thus, social studies learning needs to be improved. The aim of this research is to improve social studies learning outcomes through the use of crossword and poster media. The research included classroom action which was carried out in two cycles. Data collection techniques use test techniques. Before the treatment a pretest was given and a posttest was given after the treatment. The subjects of this research were 6th grade students at Klaci State Elementary School, Seyegan. The criteria for success in this study is a class average of ≥70. Based on the results of research conducted on the pretest, the class average was 60.70. After getting this, cycle I was carried out and got an average score of 66.25. Even though this result has increased, it still has not reached the research success rate. Researchers carry out evaluations and improvements. In cycle II the average student learning outcome score was 73.25. These results met the criteria for research success, so the research was stopped. Through the combination of crossword media and posters, students not only learn about social studies concepts, but also practice their ability to solve problems, increase vocabulary, and deepen their understanding
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