scholarly journals PENGEMBANGAN MEDIA SCRABBLE UNTUK MENDUKUNG KETERAMPILAN BERBICARA BAHASA JAWA KRAMA SISWA KELAS 5 SD NEGERI 2 PETIR BANTUL

2018 ◽  
Vol 1 (2) ◽  
pp. 151
Author(s):  
Ulfie Fajri Febriawati ◽  
Suharsimi Arikunto

This study aims to develop Javanese learning media for Krama Language material to support speaking skills that can help teachers deliver the material. This research is a research and development (R&D) using the 4D (four-D) development model. This research was conducted on fifth-grade students at SD Negeri 2 Petir Bantul. The product trial subjects are six students, and the trial run is 18 students. This study used instruments in the form of questionnaires and oral tests. The analysis of this research is qualitative and quantitative analysis. The results of the study from expert validation got an average value of 88.76 (Very Good). Product trials were obtained from the responses of teachers and students with grades of 96.88 (Very Good) and 93.33 (Very Good). Students' oral test scores before using the media are 60 (good); then, after using get a value of 95 (Very Good) trial use of the response of teachers and students get a value of 96.63 (Very Good); and 96.97 (Very Good). The oral test of students before using the media is 48.89 (less); after using get a value of 86.11 (Very Good). Overall, data from all assessments of the quality and feasibility of Kramaic Scrabble media are included in the category of Very Good (SB).

2020 ◽  
Vol 5 (1) ◽  
pp. 24-34
Author(s):  
Nur Agus Salim ◽  
Siska Oktaviani ◽  
Tria Yuliani

This study intended to improve learning outcomes of events in life themes using make a match method for fifth grade students at SDN 020 Samarinda Utara in 2018/2019 academic year. The type of research used is CAR that is carried out in II cycles and each cycle consists of 3 meetings. The results showed that (1) The application of the make a match method in learning can increase the activities of teachers and students. The results reveal from the observations of teacher activity in the first cycle scored 58.8 to 78.8 in the second cycle. It was also proved by the results which getting a value of 60 in cycle I, increasing in cycle II with a value of 86.6. (2) The learning outcomes on theme 7 of the social studies subject matter have increased after taking action. It can be seen from the average class in the first cycle of 71.33 with a percentage of completeness that is 33.3%, in the second cycle to 80.83 with a percentage of completeness of 83.3%. (3) students' skills in making mind maps increased in cycle I gained an average value of 68.8, p and in cycle II scored 80.2.


2021 ◽  
Vol 8 (4) ◽  
pp. 586
Author(s):  
Winarni Winarni

This study aims to improve the learning outcomes of the squat-style long jump through the application of media box tools for students of SDN 30 Mataram. This research method uses classroom action research. The subjects of this study were 15 fifth grade students at SDN 30 Mataram. The research instrument uses observation, tests, and questionnaires. The data analysis technique of this research used descriptive qualitative and quantitative analysis. The results showed that the squat style long jump learning through the use of boxed media could increase students' focus and activeness as well as a pleasant learning atmosphere, so that it was proven to improve student learning outcomes.


2021 ◽  
Vol 2 (1) ◽  
pp. 9-14
Author(s):  
Visca Elya Anastasya ◽  
Ristiyani Ristiyani ◽  
Nur Fajrie

The purpose of this study iwas to analyze the ludo game as an effort to improve the creative thinking skills of elementary school students. Research conducted using classroom action research. The study was conducted in two cycles. The subject of research is the fifth grade students of SDN Jakenan with 24 students. Data colectiontechniques used are observation, interviews, evaluation test and documentation. The validity of the data used expert judgment techniques. Analysis of the data used is the analisysis of qualitative and quantitative data.Based on the aspect of creative thinking the value in the cycle I obtained an average of 76,79 in Indonesia content and IPS content an average of 79,37. Cycle II the value of Indonesian Content gained an average of 81 and the IPS content obtained an average value of 86,37. Whereas the ludo game obtained an average in cycle I of 74% and cycle II gained an average of 82%.


2019 ◽  
Vol 1 (2) ◽  
pp. 106
Author(s):  
Usi Usmarani ◽  
Muhammad Ragil Kurniawan

Many students experience emotional intelligence problems. This is seen in students who prefer to disturb their friends during the learning process, are angry with the teacher when given advice. Many also cannot regulate their moods like often shouting in class, so they cannot control their emotions when they are angry and upset both at their friends and their teachers. The application of the Teams Games Tournament (TGT) is expected to increase children's emotional intelligence, therefore this study aims to determine the increase in emotional intelligence using the application of the Teams Games Tournament (TGT) in fifth grade students of SD Muhammadiyah Ambarketawang 2. This research was included in a class action research consisting of two cycles. The subject of this study was fifth grade students of Muhammadiyah Ambarketawang Elementary School 2. The object of this research was SD Muhammadiyah Ambarketawang 2. This data collection technique was in the form of observation, questionnaires, and documentation. Data analysis used qualitative and quantitative analysis. The results showed that there was an increase in children's emotional intelligence using the Teams Games Tournament (TGT) method. Increased emotional intelligence can be seen from the acquisition of the pretest percentage score of 43.75%, after the action results of the percentage score of the first cycle to 68.75%, while the results of the percentage cycle II score to 81.25% included in the excellent category. Students can understand and be able to manage emotions well, there is mutual respect between friends, there is an increase in motivation in students, and students can establish good relations with others. The results of this study indicate that emotional intelligence can be improved through the Teams Games Tournament (TGT) method.


2019 ◽  
Vol 9 (3) ◽  
pp. 275-284
Author(s):  
Mustarikoh ◽  
Bustanul Arifin

This study aims to improve student learning achievement in the subject of the Qur'an Hadith at MI Bustanul Athfal Pojok District of Garum, Blitar Regency in the academic year 2019/2020 with realistic models and poetry media. The form of this research is Classroom Action Research (CAR) conducted in two cycles. Each cycle consists of four phases: planning, implementation, observation, and reflection. The subjects of the study were fifth-grade students of MI Bustanul Athfal Pojok, Garum sub-district, Blitar district, totalling 19 students consisting of 8 male students and 11 female students. Data sources come from teachers and students. Data collection techniques used were interviews, observation, tests, and documentation. The results of the study carried out the initial conditions before student learning increased only reached mastery of 8 students (42.1%), while 11 students (57.89%) had not yet reached accuracy with an average value of 65. In the first cycle, a realistic model and media of poetry were implemented increasing student learning outcomes reached the completeness limit of 8 students (42.1%), while 11 students (57.89%) had not reached accuracy with an average value of 69.86. At this stage, the second cycle of 19 students who achieved mastery of 18 students (94.73%) who had not completed 1 student (5.26%) and the average value of KKM science subjects was 74.79. Judging from the improvement cycle I and cycle II can conclude that this research was successful and does not need to continue the next cycle.


2018 ◽  
Vol 3 (2) ◽  
pp. 31-35
Author(s):  
Rini Utari ◽  
Ichyatul Afrom

This study aims to improve learning outcomes and find out how the activities of students during the learning process using the Think Pair Share model with Audio Visual media. The type of this research is class action research (PTK) with research subjects all of the fifth-grade students of the Langkai Palangkaraya SDN-3 totaling 30 students. Data collection of this study uses observation and tests and data analysis using qualitative and quantitative data analysis. The results of the study: (1) The activity of students is good which is shown by the acquisition of the results of observations, namely in the first cycle the number of scores 46 with an average value of 3.06. (2) The learning outcomes of students are increased as indicated by the acquisition of an average value of 74.3 in cycle I. The completeness of learning in a classical manner also increases with a value of 100%.


2021 ◽  
Vol 5 (3) ◽  
pp. 387
Author(s):  
Karina Balqis ◽  
Mulyadi Eko Purnomo ◽  
Santi Oktarina

The lack of learning media that facilitates students causes students to experience difficulties in learning. In addition, teachers still have difficulty presenting material for writing fantasy story texts and teachers use learning only to provide material, not at the evaluation stage. This has an impact on students' lack of understanding. This study analyses the validity of the learning media based on the alpha test, the practicality of the learning media and the effectiveness of the learning media. This type of research is development research. The model used to develop the media is Alessi and Trolip (2001), consisting of planning, design and development stages. Data was collected through expert review, interviews, and tests. The research subjects were nine experts, which included media experts, material experts, and linguists. The product trial subjects were 32 students. The technique used to analyze the data is descriptive qualitative and quantitative analysis. The alpha test results showed the validity of the learning media of 92.50% with a very appropriate category. Beta test results show the practicality of the product is 85.49%, with an excellent category. It can be concluded that scientific-based learning media plus using adobe flash can be applied in learning to write fantasy story texts. This research implies that teachers in learning can use the developed media.


Author(s):  
Shanta Rezkita ◽  
Latifatun Mukaromah

<em>Education in the era of disruption must maintain the value of the nation's character. Ecotourism Pancoh has the potential as an educational space for environmental character. The packaging in comics is useful for civilizing literacy. This study aimed to describe the way of developing and knowing the quality and feasibility of ecotourism-oriented thematic strip comics. This study was research and development by adapting the model of Borg &amp; Gall. The data were collected by observation, unstructured interviews, and questionnaires. The comic trials were conducted for fifth grade students of Bhayangkara Elementary School, Yogyakarta. The data were analyzed by using qualitative and quantitative techniques. The assessment score of the media expert validation was 92,11 (very good), material expert was 95,33 (very good), teacher was 95,50 (very good), and student responses were 100 (very good). Thus the Pancoh ecotourism-oriented thematic strip comic was very feasible as a learning resource for elementary school students.</em>


Author(s):  
Siti Aisyah ◽  
Vani Nurasyiah

This study aims to determine the cognitive achievement of students before using cooperative learning model Numbered Heads Together (NHT) and to know the learning activities undertaken by teachers and students using the NHT model on science subjects. The research describing the picture of the process of learning science by using cooperative learning model NHT, and describe the cognitive learning outcomes of students after using NHT. The methodology in this research is the Classroom Action Research comprising the steps of planning, implementation, observation, and reflection that lasted for two cycles, with the subject of fifth-grade students of Islamic primary school Sirojul Subang district West Java Indonesia with 27 students, consisting of 13 girls and 14 boys. Based on the results of research analysis that the implementation of NHT model is well-implemented student cognitive learning outcomes in the first cycle obtained an average value of 76 with 74% learning completeness and in cycle II obtained an average value 91 with 100% complete learning. Thus there is a significant improvement in the learning process using cooperative learning model type Numbered Heads Together on science subjects.


2019 ◽  
Vol 2 (1) ◽  
pp. 243
Author(s):  
Suanah Suanah

Education has a major influence on the formation of character and human personality, so that the quality of human resources is determined by the level of education pursued by students. Elementary School Mathematics Lesson V in the perception of most students is still considered difficult because it is abstract with calculation formulas and must use logic to analyze it. The purpose of the study was to develop Wix web-based learning media design material for elementary class V Mathematics space. Research design was development research carried out based on 6 stages of the process namely concept, design, material collection, manufacture, testing and publication. The subject of the study consisted of media experts, material experts and sample classes consisting of 29 fifth grade students at SD 1 Babakan Elementary School in Parungkuda District. Data collection techniques were carried out through the media expert test questionnaire and material expert test and user response questionnaire conducted by students. The results of the development of instructional media are based on the assessment of media experts and material experts, namely the need for improvement for the scope of the material presented is more complete and more interactive to facilitate material search. The criteria for the assessment of product trial instruments carried out by students get an average score of facilitation aspects of 2.753, the attractiveness aspect is 2.697 and the benefit aspects of the product are 2.583 so that based on the assessment indicators the product is in good criteria.


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