scholarly journals Analisis Motivasi Belajar Siswa SD Albarokah 448 Bandung dengan Menggunakan Media ICT Berbasis For VBA Excel Pada Materi Garis Bilangan

2019 ◽  
Vol 3 (1) ◽  
pp. 220-226
Author(s):  
Siti Romlah ◽  
Nurlela Nugraha ◽  
Wahyu Setiawan

The purpose of this study was to describe the learning motivation of Albarokah 448 Elementary School students using ICT based media for excel VBA on the number line material. The research method used is descriptive qualitative method. The research subjects were conducted on 35 students of Albarokah Elementary School 448 Bandung class VI. The instruments provided were questionnaires on the student learning motivation scale consisting of 20 statements and 4 answer choices, namely 1. Strongly Agree (SS), 2. Agree (S), 3. Disagree (TS), 4. Very Disagree (STS. The learning motivation questionnaire related to ICT-based VBA excel media consists of 4 indicators.The results of the study show that the learning motivation of students at Albarokah Elementary School 448 Bandung using ICT-based media for VBA excel on the number line material as a whole is very good and there are 3 indicators that enter the criteria are very good, for indicators of confidence in using mathematics (very good), flexible indicators in doing mathematical work (very good), voluntary indicators leaving other obligations or tasks, (very good). in working on mathematics (good), and can be seen the average overall percentage of all students included in the very criteria well. Keywords: Mathematics Learning Motivation, ICT based on Excel VBA, Outline. Abstrak Tujuan penelitian ini adalah untuk mendeskripsikan  motivasi belajar siswa SD Albarokah 448 Bandun dengan menggunakan  media ICT berbasis for VBA  excel pada materi garis bilangan. Metode penelitian yang digunakan adalah metode kualitatif deskriptif. Subjek penelitian yang dilakukan yaitu pada 35 siswa SD Albarokah 448 Bandung kelas VI. Instrumen yang diberikan berupa angket skala motivasi belajar siswa yang terdiri dari 20 pernyataan dan 4 pilihan jawaban yaitu 1.Sangat Setuju(SS), 2.Setuju(S), 3.Tidak Setuju (TS), 4.Sangat Tidak Setuju(STS. Angket motivasi belajar yang berhubungan dengan media ICT berbasis VBA excel terdiri dari 4 indikator. Hasil penelitian menunjukan bahwa motivasi belajar  siswa SD Albarokah 448 Bandung dengan menggunakan  media ICT berbasis for VBA  excel pada materi garis bilangan secara keseluruhan tergolong sangat baik  dan terdapat 3 indikator yang masuk kriteria baik sekali yaitu untuk indikator Percaya diri dalam menggunakan matematika(sanga baik), indikator Flekibel dalam melakukan kerja matematika (sangat baik); indikator Kerelaan meninggalkan kewajiban atau tugas lain,(sangat baik ). Terdapat 1 indikator yang masuk kriteria baik  yaitu indikator Ketekunan dalam mengerjakan matematika(baik). Dan dapat dilihat rata-rata persentase keseluruhan  semua siswa termasuk kedalam kriteria sangat baik.

2019 ◽  
Vol 2 (1) ◽  
pp. 81-92
Author(s):  
Sri Sulviani

This research is a Classroom Action Research (CAR) which is the main problem of the low level of mathematics learning outcomes of class III students of MI Datok Sulaiman Palopo City. The research subjects were MI Datok Sulaiman third grade students in the odd semester of 2018/2019 school year with 28 students. This study was carried out in two cycles with number line material. Data collection techniques used consist of tests, observations, and documentation. Data processing and analysis techniques used are quantitative data analysis and qualitative analysis. The results showed that the learning outcomes with the number line material obtained by the average learning outcomes of students in cycle I was 64.85 including the category of not achieving the KKM score (Minimum Completeness Criteria) with the number of students completing learning were 11 people with a percentage of 39%, and learning outcomes in the second cycle on average obtained 82.89 including very good category with the number of students completing 26 with a percentage of 93%. This research was declared successful with the use of concrete media to improve mathematics learning outcomes.


2019 ◽  
Vol 1 (2) ◽  
pp. 116-122
Author(s):  
Fahmi Rahman Iskandar ◽  
Syarip Hidayat ◽  
Nana Ganda

The impact of mobile games now has a major influence on elementary students' learning motivation. The impact varies based on the intensity playing the game. This study aims to determine the impact of the intensity of playing a mobile legend game on the learning motivation of elementary school students in Bayongbong district. This research is a descriptive qualitative study with 10 students with high tendency of playing mobile legend games as research subjects Data was collected through interviews and FGD (forum group discussion) with students’ parents. The results were presented and grouped into three categories based on the intensity of playing time with the impact on learning motivation. The middle category (sometimes playing) resulted by 40% has no impact on learning motivation. The high intensity category (often playing) obtained 40% of respondents and the impact begins to decrease students’ learning motivation. The very high intensity category (always playing) gained 20 % and it make the respondents’ hav no learning motivation. This result showed that the intensity of playing mobile legend game has an impact on elementary school students' learning motivation. Teachers and parents should take this issue as relevant concern to guide their children achive better academic result.


2020 ◽  
Vol 2 (2) ◽  
pp. 117-124
Author(s):  
Nur Alfiyatur Rohmaniyah ◽  
Khamdun Khamdun ◽  
Eko Widianto

Student motivation mostly relies on the parenting style threaten by parents since parenting is a control in providing a positive influence on children. In providing better learning circumstance and motivation, the role of parents is very important because it is used as a reference by children to achieve their learning achievements. This study discussed parenting styles and their implications toward learning motivation of students of elementary school. It also try to find out what the most the influential type of parenting style in associated with learning motivation. This research used descriptive qualitative methods. This research was conducted in State Elementary School 1 of Pelemkerep Mayong Jepara. Students, parents and teachers were involved as the research subjects. This study uses data collection techniques that include observation, interview and documentation. The data analysis used was descriptive qualitative data analysis. There are four types of parenting found, namely permissive, democratic, authoritative, and neglected. The results obtained explained that the democratic parenting style becomes the most efficient parenting style than other types of parenting in order to support learning motivation. A total of 21 respondents used democratic parenting style as a pattern of parenting and influenced elementary school students' learning motivation. Positive parenting would encourage high motivation in learning for student. 


2019 ◽  
Vol 1 (1) ◽  
pp. 29-40
Author(s):  
Riani Ika Oktafianti ◽  
Riawan Yudi Purwoko ◽  
Erni Puji Astuti

The purpose of this study was to develop a culture-based mathematics learning model through traditional Javanese games and find out the feasibility so that it could be used for elementary school students. This development research uses the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Through these stages of development, it  produce culture-based mathematics learning model through traditional Javanese games products with the main products in the form of model books, student books, teacher books, syllabus, lesson plans, and student worksheets. The research subjects were 19 fourth grade students at Klegenwonosari Elementary School. The data collection techniques in this study were carried out test and non-test. The data analysis technique in this study was in scores and percentages. Starting from the needs analysis of learning models, culture-based needs analysis, and curriculum analysis it is known that the use of mathematical learning models through traditional games has been done but outside learning, students were lack of knowledge about the traditional Javanese culture games that were Gobag Sodor and Engklek. Based on the results of the study, the mathematical learning model through traditional Javanese games fulfills the valid criteria with an average score of 3.79 from the model expert's assessment. Fulfill the effective criteria by obtaining the results of completeness of students 84.21% and get very positive students responses with a percentage of 90.90%. Therefore, Culture-based Mathmatics learning model through traditional Javanese games is suitable for elementary students. Keywords: traditional Javanes games, mathematics models, ethnomatematics


2021 ◽  
Vol 6 (2) ◽  
pp. 391-400
Author(s):  
Umar M Sadjim ◽  
Ridwan Jusuf

This study aimed to assess local knowledge as one of the character formation values of Islamic elementary school students through Heutagogy and Cybergogy learning approach. The writers employed a qualitative method with a post-positivism interpretive phenomenology approach. The research subjects were the fourth, fifth, and sixth-grade teachers and students of SD (Elementary School) in Ternate. The writers collected the data through interviews, observation, and documentation and then analyzed the data using phenomenological data analysis. The results showed that the school applied Heutagogy and Cybergogy approaches in learning activities through online learning instructions combined with local wisdom. The values of local wisdom that supported the formation of student characters were tabea (respecting teachers and elders), dodara ngofa (a sense of love and affection with others), and fohaka biasa toma dodoto madaha (providing an example of habituation in education). These three dominant values formed the student characters.


2021 ◽  
Vol 5 (2) ◽  
pp. 337
Author(s):  
Ambros Leonangung Edu ◽  
Petrus Redy P. Jaya ◽  
Laurentius Ni

Learning motivation is one of the important things that can affect the student's learning process. This study aims to explore the phenomenon of learning motivation of elementary school students. This research is quantitative research using survey exploratory research. Subjects involved in this study amounted to 51 elementary school students. Data collection uses a questionnaire as a data collection instrument. The questionnaire was compiled based on four components of learning motivation, namely the drive for achievement, discipline in learning, readiness to overcome difficulties, and curiosity. The questionnaire uses a Likert scale with the categories "always", "often", "sometimes", and "never". The data collected were analyzed using descriptive statistics. The results showed that in general, the students had high motivation. However, this high motivation is not in line with concrete actions that show their enthusiasm for learning. This is because the motivation that develops is extrinsic. Students learn to get rewarded or to avoid punishment from teachers. Nevertheless, the students are aware of their obligations as students and believe in their abilities. This can be used as initial capital to encourage students to improve their learning achievement.


2021 ◽  
Vol 9 (2) ◽  
pp. 158
Author(s):  
Kurnia Puspita Sari ◽  
Yerizon Yerizon ◽  
Yanti Fitria ◽  
Desyandri Desyandri

<p>This study aims to describe a valid, practical and effective RME-based mathematics learning tool for increasing the ability to understand mathematical concepts of elementary school students. The research was conducted at SDN 41 Kinali, West Pasaman Regency. There were 27 grade students in grade IV as research subjects. This type of research is the development with the Plomp model. The validity level of the aspects of content, language, presentation by the validator is 90.09% with a very valid category. The practicality of the learning tools from the teacher's response was 97.3% and the response of students was 85.53% which means very practical. Then the average final test results of the students were 90.83. Thus it is known that the developed RME-based mathematics learning tool is suitable for use in grade IV SD.</p>


2020 ◽  
Vol 11 (1) ◽  
pp. 39-48
Author(s):  
Adi Setiawan ◽  
Soeharto Soeharto

Mathematics is an important lesson for elementary school students. However, mathematics is usually identified as difficult, unenjoyable and boring. Teachers need to motivate the students that mathematics can be fun. One media that could be used is Kahoot. This study aimed to apply Kahoot-based learning games. To improve mathematics learning motivation for the fourth-grade elementary school students. This study is classroom action research (CAR). It was carried out in two learning cycles using the Kemmis Taggart model. The subjects of this study were the fourth-grade elementary school students in the second semester of the 2018/2019 academic year consisted of 28 students. The research data were obtained through interviews, mathematics learning achievement tests, learning observation sheets, and field notes. Data analysis was carried out qualitatively and supplemented by quantitative analysis. The results showed that students' mathematics learning motivation could be improved through Kahoot-based learning games. Students’ test results showed an increase in learning motivation by 19.85 or 44.55%. The results of this study provide information for teachers, schools, and researchers to improve students’ learning motivation through Kahoot-based learning game.  


EDUKASI ◽  
2016 ◽  
Vol 14 (2) ◽  
Author(s):  
Hery Suharna ◽  
Agung Lukito Nusantara ◽  
I Ketut Budayasa

The research reveals a profile of reflective thinking of elementary school students in problem solving fractions based on his mathematical abilities. The instruments used in data collection is Test Problem Solving (TPM), interview. Selection of research subjects in a way given test is based on the ability of mathematics, namely mathematical skills of high, medium and low and further categorized and taken at least 2 people to serve as subjects. The research objective is: describe the profile of reflective thinking that math skills of elementary school students High, medium, and low. Based on the results of the study found reflective thinking profile and high ability students were as follows: (a) the step to understand the problems students have information/knowledge or data that is used to respond, comes from inside (internal) and can explain what has been done; (B) the planned step problem solving students have information/knowledge or data that is used to respond, comes from inside (internal) and can explain what has been done; (C) on measures to implement the plan in terms of information/knowledge or data used by students to respond, comes from inside (internal), could explain what has been done, realized the error and fix it, and communicate ideas with a symbol or image, and (d) the checking step back, namely information/knowledge or data that is used by students to respond, comes from inside (internal) and can explain what has been done. Profile of reflective thinking ability students lowly mathematics, namely: (a) at the stage of understanding the problem, students can determine known and asked in the problem, but the students' difficulties to explain the identification of the facts that have been done, the students explained the understanding vocabulary, and feel of existing data the matter is enough; (B) at the stage of implementing the plan, the students explained, organize and represent data on the issue, describes how to select the operation in solving a problem though students are not sure, and students' difficulty in explaining what he had done; (C) at the stage of implementing the plan, the student has information on calculation skills although the answer is not correct. Students difficulty in explaining about the skills calculations have been done, trying to communicate their ideas in the form of symbols or images, even if students rather difficult to describe, and realized there was an error when using a calculation skills and improve it; (D) at the stage of check, students' difficulties in explaining whether obtained estimates it approached, it makes senseKeywords: reflective thinking, problem solving, fractions, and math skills.


Author(s):  
Widyasari Widyasari ◽  
Hadi Sutopo ◽  
Murniati Agustian

Mathematics in elementary school is difficult to understand, boring, formal, theoretical, and book-based learning, which makes students tired of listening and paying attention. The purpose of this study is to create a learning prototype based on QR codes, especially mathematics learning in elementary schools. Using the QR code, students can access math games related to the course. This learning model could encourage students to learn mathematics. The research included seven steps in research and development named after Borg &amp; Gall, such as need assessment, plan, early product development, first test, revise early product, field test and revise product. The object of the research is QR code-based learning, and the respondents are elementary school students and teachers. After analyzing data in the first and field test, researchers found the result. QR code-based learning could support children for learning mathematics.


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