7 research outputs found

    PENERAPAN MEDIA TEKA-TEKI PINTAR (TTP) UNTUK MENINGKATKAN AKTIVITAS DAN HASIL BELAJAR MATEMATIKA PADA PERKALIAN DAN PEMBAGIAN KELAS 3 SD NEGERI DRINGU

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    This study aims to determine the Increase in Activity and Learning Outcomes of Grade 3 Students of Dringu Public Elementary School in learning Mathematics in multiplication and division by using the Smart Puzzle (TTP) media. The number of grade 3 students consisted of 25 students with details of 10 male students and 15 female students. This type of research was Classroom Action Research which was carried out in 2 cycles while the stages in conducting this research included the planning stage, implementation, observation, and reflection. Data collection was obtained through interviews, observation, tests and documentation techniques. The data obtained in the Student Learning Outcomes study increased after applying the Smart Puzzle (TTP) media, which can be seen from the results of the students' pre-action, namely only 6 students (24%) got a complete score and 19 students (76%) got an incomplete score. In cycle 1 there was a slight increase, that is, 15 students (60%) got a complete score and 10 students (40%) got an incomplete score. The results of observations of teacher activities in cycle I obtained a value of 83.3 while the results of observations of student activities obtained a value of 79.5. In cycle 2 there was also an increase in learning outcomes, namely there were 22 students (88%) getting a complete score and 3 students (12%) getting an incomplete score. The results of observations of teacher activities in cycle II obtained a value of 97 while the results of observations of student activities obtained a value of 88.6. Thus it can be concluded that the Application of Smart Puzzle Media (TTP) can Increase the Activity and Learning Outcomes of Mathematics in the multiplication and division of Class 3 Students of SD Negeri Dringu.     Abstrak   Penelitian ini bertujuan untuk mengetahui Peningkatan Aktivitas dan Hasil Belajar Siswa Kelas 3 SD Negeri Dringu dalam pembelajaran Matematika pada perkalian dan pembagian dengan menggunakan media Teka-Teki Pintar (TTP). Adapun jumlah siswa kelas 3 terdiri dari 25 siswa dengan rincian siswa laki-laki berjumlah 10 dan siswi perempuan berjumlah 15. Jenis penelitian ini adalah Penelitian Tindakan Kelas (Classroom Action Research) yang dilaksanakan dalam 2 siklus adapun tahapan dalam melakukan penelitian ini meliputi tahap perencanaan, pelaksanaaan, observasi, dan refleksi. Pengumpulan data diperoleh melalui teknik wawancara, observasi, tes, dan dokumentasi. Data yang diperoleh pada penelitian Hasil Belajar Siswa setelah diterapkan media Teka-Teki Pintar (TTP) meningkat yaitu dapat dilihat dari hasil pratindakan siswa yaitu hanya 6 siswa (24%) mendapat nilai tuntas dan 19 siswa (76%) mendapat nilai belum tuntas. Pada siklus 1 mengalami sedikit peningkatan yaitu terdapat 15 siswa (60%) mendapat nilai tuntas dan 10 siswa (40%) mendapat nilai belum tuntas. Untuk hasil observasi aktivitas Guru pada siklus I memperoleh nilai sebesar 83,3 sedangkan hasil observasi aktivitas siswa memperoleh nilai sebesar 79,5. Pada siklus 2 juga mengalami peningkatan hasil belajar yaitu terdapat 22 siswa (88%) mendapat nilai tuntas dan 3 siswa (12%) mendapat nilai belum tuntas. Untuk hasil observasi aktivitas Guru pada siklus II memperoleh nilai sebesar 97 sedangkan hasil observasi aktivitas siswa memperoleh nilai sebesar 88,6. Dengan demikian dapat disimpulkan bahwa Penerapan Media Teka-Teki Pintar (TTP) dapat Meningkatkan Aktivitas Dan Hasil Belajar Matematika pada perkalian dan pembagian Siswa Kelas 3 SD Negeri Dringu

    Penerapan Pembelajaran Kooperatif Tipe NHT Ditinjau dari Kemampuan Pemecahan Masalah Matematis Siswa Sekolah Dasar

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    The background of this research is the importance of students' mathematical problem-solving abilities in learning mathematics. This study aims to determine how to increase elementary school students' mathematical problem solving abilities through the application of NHT type cooperative learning and to increase elementary school students' mathematical problem solving abilities through conventional (expository) learning. This research is a quasi-experimental research with Pretest-Postest Control Group design. The research instrument is a test of mathematical problem solving ability. This research was conducted at a public elementary school with A accreditation. The population of this study was students of SDN Kanigaran 3 Probolinggo, East Java, with two classes of fifth grade students as respondents. VA class students as the experimental class and VB class students as the control class. The data in this study were analyzed using descriptive statistics and inferential statistics. The results of this study indicate: (a) the average mathematical ability of elementary school students through NHT type cooperative learning is better than that of elementary school students through conventional (expository) learning, and (b) the improvement of elementary school students' mathematical abilities through cooperative learning type NHT is better than elementary school students through conventional learning (expository)

    PENGEMBANGAN KOMIK BAHASA INDONESIA (KOMINDO) UNTUKMENINGKATKAN KEMAMPUAN LITERASI SISWA KELAS IV SDI AINUR RAHMAH PROBOLINGGO

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    This study aims to develop Indonesian Language Comics (KOMINDO) media for Improving Students' Literacy abilities, as assessed through validation by experts and assessment through student response questionnaires. The type of research used is the Research and Development (R&D) ADDIE development model (Analyze, Design, Development, Implementation, Evaluation). The research was carried out at SDI Ainur Rahmah in class IV A as the experimental class and class IV B as the control class. The instruments used in this study were interviews, material expert validation questionnaires, media experts, and literacy skills tests. The results of this research and development indicate that Indonesian comics are categorized as very feasible through validation by material experts, who obtained a score of 68, and media experts, who obtained a score of 71 with revisions according to suggestions, while the results of the literacy test show an increase of 21% in the control class and the experimental class. It can be concluded that Indonesian comics to improve students' literacy skills are stated to be very suitable for use in the learning process in class.   Abstrak Penelitian ini bertujuan untuk mengembangkan media Komik Bahasa Indonesia (KOMINDO) dalam Meningkatkan Kemampuan Literasi Siswa dinilai melalui validasi oleh para ahli dan penilaian melalui angket respon siswa. Jenis penelitian yang digunakan yaitu Research and Development (R&D) model pengembangan ADDIE (Analyze, Design, Development, Implementation, Evaluation). Penelitian dilaksanakan di SDI Ainur Rahmah pada kelas IV A sebagai kelas eksperimen dan kelas IV B kelas Kontrol. Instrumen yang digunakan pada penelitian ini yaitu wawancara, angket validasi ahli materi, dan ahli media serta tes kemampuan literasi. Hasil penelitian dan pengembangan ini menunjukkan bahwa komik bahasa Indonesia dikategorikan sangat layak melalui validasi oleh ahli materi memperoleh skor 68 dan ahli media memperoleh skor 71 dengan revisi sesuai saran, sedangkan hasil tes kemampuan literasi terjadi peningkatan 21% pada kelas kontrol dan kelas eksperimen. Dapat disimpulkan bahwa komik bahasa Indonesia untuk meningkatkan kemampuan literasi siswa dinyatakan sangat layak digunakan pada proses pembelajaran di kelas

    PEMANFAATAN METODE KOMPETISI DALAM MENINGKATKAN MINAT BELAJAR BAHASA INGGRIS SISWA PENDIDIKAN ANAK USIA DINI

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    Metode kompetisi adalah metode pembelajaran yang memanfaatkan cara kompetisi atau lomba untuk meningkatkan minat belajar, dan mengukur tingkat keberhasilan pembelajaran yang telah dilakukan oleh siswa atau peserta didik. Tujuan kegiatan Pengabdian kepada Masyarakat ini adalah untuk meningkatkan minat siswa terhadap pembelajaran bahasa Inggris sejak usia dini di TK Tunas Harapan, Kota Probolinggo. Penetapan tujuan tersebut didasarkan pada pemahaman bahawa Bahasa Inggris merupakan lingua franca di era globalisasi. Oleh karena itu, pembelajaran bahasa Inggris perlu diberikan pada siswa sejak usia dini. Dari pelaksanaan kegiatan Pengabdian kepada Masyarakat tersebut ditemukan bahwa metode kompetisi dapat membuat siswa lebih bersemangat dalam belajar bahasa Inggris. Hal itu tampak dari antusiasme  dan keberanian siswa TK Tunas Harapan, Kota Probolinggo dalam evaluasi penilaian akhir yang diselenggarakan dengan model English Speaking Contest

    Assistance and Training in Using Scrapbook Media Based on Picture and Picture Models Oriented to Nationalism at SDN Kedungsupit, Wonomerto District, Probolinggo Regency

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    Community service carried out to teachers and principals of SDN Kedungsupit, Wonomerto District, Probolinggo Regency in the form of training and assistance in using scrapbook learning media based on picture and picture learning models oriented to nationalism. The purpose of this service is to improve the understanding and skills of teachers in the use of scrapbook media based on picture and picture learning models oriented towards national insight to improve educational services and improve student learning processes and outcomes. The implementation method is in the form of activity planning, activity implementation, implementation techniques, monitoring and evaluation. The results and discussion of this service is an increase in enthusiasm in the process of understanding the use of scrapbook media based on picture and picture learning models oriented to nationalism so that it can improve educational services and processes and student learning outcomes at SDN Kedungsupit, Wonomerto District, Probolinggo Regency

    Assistance Of Primary School Age Children (6-12 Years) Education And Capacity Building In The Village Dringu

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    The aims of program to technical assistance to of primary school age children. By the presence of assistance is expected to increase the motivation of students to study. This devotion activities will be integrated with children for the empowerment activities conducted by lecturers and students from Universitas Panca Marga. The goal is to combine the resources and information to unite of motion in the program activities cooperation and complement each other in empower Dringu children. This activities devotion will be more efficient in terms of time and more to. The original target of activities are children devotion elementary school that is in assistance to the teams. It would build a devotion awareness of children and their parents will be the importance of the education of their children. The children will be eager to study and developing themselves. The results of devotion to explain the dynamics of flanking process includes: variety of the activities that were undertaken, forms the action of technical or stunt the program to break u

    The Implementation of Educational Games as a Digital Learning Culture in Elementary School Learning

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    Learning with technology content, including computer science or informatics, is a very crucial topic at this time. Unfortunately, there are still many schools that have not adapted to this digitalization culture. There are many factors behind schools not starting a digitalization culture, such as facilities and infrastructure and human resources that are not ready yet. One school that has not implemented digitalization in learning is SDN Kedungdalem. This school still does not have digital-based learning media, most of the learning activities are carried out using books and worksheets. This situation makes students not excited about learning because it is not interesting for students. The aim of this research is to analyze the description of the results of students' academic responses to ICT learning and educational games that have been given. The research method used in this activity is a qualitative approach with rural operations. The subjects of this research were 5th grade students at SDN Kedungdalem. The research results showed that students really liked the educational games provided because the games were funny, exciting and fun
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