Kajian Literatur Tentang Kreativitas Belajar Siswa Sekolah Dasar dengan Menggunakan Model Pembelajaran Number Head Together

PALAPA ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. 199-209
Author(s):  
Nurhayati Mardhatilla ◽  
Ramdhan Witarsa ◽  
Nurhaswinda Nurhaswinda

This study aims to determine and described the learning creativity of elementary school students using the number head together learning model. This research method is a literature review research method. The stages of this literature review are data collection, data reduction, data display, discussion, and conclusions. The results showed that from 17 articles published from 2010-2020 about the number head together learning model and learning creativity of elementary school students, there were 2 articles that matched these variables. The number head together learning model can increase the learning creativity of elementary school students. The novelty of this research is the connection between one article and another that discusses the same topic. The impact of the results of this study is the increasing number of literature review studies to reinforce existing theories.

2020 ◽  
Vol 4 (2) ◽  
pp. 152-157
Author(s):  
Faizal Chan ◽  
Agung Rimba Kurniawan ◽  
Siti Kalila ◽  
Fiki Amalia ◽  
Devi Apriliani ◽  
...  

Abstract The purpose of this study is to describe the impact of bulliying on the confidence of elementary school students ". The impact of bullying can affect students' psychological development. Another impact of victims of bullying can be an offender for others. The research method used in this study is qualitative. This type of research used in this study is a purposive study because researchers feel the sample taken is most knowledgeable about the problem to be examined by the researcher. Based on the results of the study it can not be seen directly the impact of victims of bullying, but psychologically the victims of this bullying experience pressure. Even in some cases, victims of bullying do not have confidence. 


2020 ◽  
Vol 7 (2) ◽  
pp. 121-128
Author(s):  
Arief Cahyo Utomo ◽  
Zaenal Abidin ◽  
Henry Aditia Rigianti

This study aimed to find out the different of efectiveness of Think Pair Share (TPS) and Jigsaw learning model on problem solving ability of 6th grade students. This study compared which has a greater effect on problem solving ability of 6th grade students. This study was a quasy experiment. The subjects of this study were 6th grade elementary school students in Ngadirojo Kidul, Wonogiri, Indonesia. Data collection used were pretest and post test technique. Data analysis used was Anova with T-test where previously preceded by prerequisite test (homogenity test and normality test). The result of this study is there is difference between TPS learning model and Jigsaw learning model. TPS learning model has a greater influence in improving problem solving ability of 6th grade elementary school students.


Author(s):  
Makiyah Inaya ◽  
Dona Katarina ◽  
Siti Julaeha

Pakaian adat merupakan pakaian tradisional yang masih ada saat ini dan melambangkan kebudayaan atau ciri khas masyarakat setempat, pakaian adat memiliki kekurangan berupa terbatasnya tampilan pakaian adat secara visual sehingga berkurangnya daya tarik masyarakat khususnya peserta didik. Metode penelitian yang dilakukan adalah grounded research yaitu suatu metode penelitian yang mendasarkan diri kepada fakta dan menggunakan Analisa perbandingan yang bertujuan untuk mendapatkan konsep-konsep, membuktikan teori dan mengembangkan teori dimana pengumpulan data dan Analisa data berjalan pada waktu yang bersamaan. Tujuan penelitian ini adalah untuk merancang aplikasi edukasi pakaian adat tradisional indonesia berbasis android yang dilengkapi dengan kuis untuk menjadi sebuah wadah atau tempat untuk berbagi pengetahuan mengenai kebudayaan di Indonesia yang dikemas secara menarik sehingga dapat memunculkan daya tarik bagi masyarakat indonesia khususnya peserta didik sekolah dasar. Hasil penelitian ini menghasilkan aplikasi edukasi pakaian adat tradisional Indonesia berbasis android. Traditional clothing is traditional clothing that still exists today and symbolizes the culture or characteristics of the local community, traditional clothing has disadvantages in the form of limited visual appearance of traditional clothing so that it reduces the attractiveness of the community, especially students. The research method used is grounded research, which is a research method that is based on facts and uses comparative analysis which aims to obtain concepts, prove theories and develop theories where data collection and data analysis are carried out at the same time. The purpose of this research is to design an educational application for traditional Indonesian traditional clothing based on android which is equipped with a quiz to become a place or place to share knowledge about culture in Indonesia which is packaged attractively so that it can create an attraction for Indonesian society, especially elementary school students. The results of this study produce an educational application for traditional Indonesian traditional clothing based on android.


BUANA ILMU ◽  
2020 ◽  
Vol 5 (1) ◽  
pp. 92-105
Author(s):  
Yulistina Nur DS ◽  
Harmawati ◽  
Siti Nurhabibah

Tujuan penelitian ini adalah untuk mengetahui dampak penggunaan gadget pada kemampuan interaksi sosial siswa kelas V Sekolah Dasar Desa Kondang Jaya RT 54 / RW 06 Kecamatan Karawang Timur Kabupaten Karawang. Adapun penelitian yang digunakan yaitu deskriptif kualitatif dengan angket sebagai instrumen penelitian dan 10 orang siswa kelas V sebagai responden. Teknik pengumpulan data untuk perhitungan angket dilakukan dengan sakala Guttman yang mempunyai rentang skala presentase antara 0% sampai 50%, 50%, 50% sampai 100% dengan hasil presentase titik kesuaiannya di atas 50% yaitu 66.5%. Hasil penelitian menunjukan sebanyak 66.5% penggunaan gadget mendekati berdampak pada kemampuan interaksi sosial siswa kelas V Sekolah Dasar di Desa Kondang Jaya RT 54 / RW 06 Kecamatan Karawang Timur Kabupaten Karawang. Kata kunci:  Dampak penggunaan gadget, interaksi sosial The purpose of this study was determine the impact of the use of gadgets on the sosial interaction abilities of 5th grade elementary school student Desa Kondang Jaya RT 54 / RW 06 Kecamatan Karawang Timur Kabupaten Karawang. The research used is descriptive qualitative with a questionnaire as a research instrument and 10 fifth grade elementary school students as respondents. Data collection techniques for qustionare calculations performed with the Guttman skala has a percentage scale ranging from 0% to 50%, 50%, 50% to 100% with results of the percentage point of conformity above 50% that is 66.5%. The results showed as much as 66.5% of the use of gadgets could have an impact on the ability of social interaction grade 5 elementary school students in Desa Kondang Jaya RT 54 / RW 06 Kecamatan Karawang Timur Kabupaten Karawang. Keywords : the impact of gadget usage, social interaction capabilities


2021 ◽  
Vol 2123 (1) ◽  
pp. 012045
Author(s):  
Jusmawati ◽  
Satriawati ◽  
R Irman ◽  
Abdul Rahman ◽  
Nurdin Arsyad

Abstract This study aims to know the impact of the Creative Problem Solving learning model based on android on the learning outcomes of elementary school students. The numbers population was all students of SD Tunas Bangsa. The technique of determining the sample used simple random sampling. This research used pre-experimental with One Group Pretest-Posttest Design. Data collection techniques used learning outcomes tests to measure the student’s learning outcomes both before and after being given treatment, documentation, and observations about student learning activities and teacher observations regarding the implementation of the model during the learning process. Descriptive statistical analysis data described the students’ mathematics learning outcomes. Inferential statistical analysis to test the hypothesis using the dependent t-test or Paired-Sample T-Test with SPSS 21.0 version. The results of the research showed that there was an impact of the Creative Problem Solving learning model based on android towards learning outcomes. This is evidenced by the results of the pretest in the less category experienced an increase in posttest learning outcomes in the good category. It can be concluded that there is an the impact of Creative Problem Solving learning model based on android towards learning outcomes of elementary school students.


2017 ◽  
Vol 1 (2) ◽  
pp. 180
Author(s):  
Sita Ratnaningsih ◽  
Ressa Carera ◽  
Maifalinda Fatra

This study to improve the ability to solve word math  through discovery learning model in the elementary school students. This research method using Classroom Action Research method. The result showed that students’ ability to solve word problems through a model of discovery learning has increased. Increase students ability to solve word problems can be seen in the first cycle obtained 68,6 and an average increase incycle II to 83,5. Incerased ability to sove word problem are also characterized by increased activity of the students, the average of the first cycle of 70,8% of the student activity increased by 15,7% in the second cycle becomes 86,5%. The positive response of student towards learning discovery learning model in the first 71,2%, also an increase of 13,5% from 84,7% in the first cycle to second cycle.


2019 ◽  
Vol 8 (2) ◽  
pp. 138
Author(s):  
Abdillah Abdillah

<p align="center"><strong>Abstrak</strong></p><p> </p><p>Penelitian ini bertujuan untuk mengembangan model pembelajaran motorik berbasis permainan dan mengetauhui bagaimanakah kelayakan model pembelajaran motorik berbasis permainan pada siswa Sekolah Dasar, Sampel dalam Penelitian ini adalah siswa sekolah dasar negeri 08 Sungai Kakap Kabupaten Kubu Raya. Penelitian ini adalah penelitian pengembangan (Research and Development/RD). Sampel dalam penelitian ini adalah seluruh siswa siwa kelas 1 Sekolah Dasar Negeri 08 Kecamatan Sungai Kakap Kabupaten Kuburaya yang berjumlah 25 siswa. Teknik pengumpul data dalam penelitian in yaitu teknik komunikasi langsung,  Alat pengumpul data dalam penelitian ini yaitu panduan wawancara, yang digunakan untuk mendapatkan data validasi dari ahli motorik, serta lembar validasi ahli yang dipergunakan untuk melakukan validasi terhadap model pembelajaran motorik berbasis permainan. Berdasarkan hasil uji coba skala besar dari guru terhadap model permainan sentuh bola terlihat bahwa hasil yang didapat menunjukan nilai maksimal yaitu 100%. dengan hasil tersebut dapat disimpulkan bahwa model permainan ini sangat baik untuk digunakan dalam pembelajan motorik.</p><p align="center"> </p><p align="center"> </p><p>            Kata Kunci : Pembelajaran, Motorik, Berbasis, Permainan</p><p> </p><p align="center"><strong><em>Abstract</em></strong></p><p><em> </em></p><p><em>This study aims to develop a game-based motor learning model and know how the feasibility of a game-based motor learning model in elementary school students. The sample in this study is state elementary school students 08 Sungai Kakap Kubu Raya Regency. This research is a research and development (Research and Development / RD). The sample in this study were all students of grade 1 State Elementary School 08 Sungai Kakap Subdistrict, Kuburaya Regency with a total of 25 students. Data collection techniques in this research are direct communication techniques. Data collection tools in this study are interview guides, which are used to obtain validation data from motorists, as well as expert validation sheets which are used to validate game-based motor learning models. Based on the results of large-scale trials of the teacher on the model of the game touch the ball it appears that the results obtained show a maximum value of 100%. with these results it can be concluded that this game model is very good for use in motor learning.</em></p><p><em> </em></p><p><em> </em></p><p><em>            </em><em>Keywords: Learning, Motor, Based, Games</em><em></em></p>


Author(s):  
Liftahul Sekar Aji ◽  
Sugiharti Sugiharti ◽  
Moh Salimi

<em>Students are more proficient in foreign languages and Indonesian, this can be seen from everyday conversations that rarely use Javanese. This study aims to determine the vocabulary mastery of Javanese language in elementary school students. This research method uses qualitative descriptive research method. The subjects of this study were the fifth grade students of Kutosari 7 State Elementary School and Pekunden Elementary School. Data collection was carried out using questionnaire instruments and tests in the form of student worksheets. The results of this study indicate that elementary school students lack mastery of Javanese language.</em>


PSYCHE 165 ◽  
2020 ◽  
pp. 154-160
Author(s):  
Arina Isyalhana ◽  
Farida Kurniawati

Dyslexia is the most common specific learning disorder. Around 5% - 15% of elementary school students have dyslexia (APA,2013). Children with dyslexia might appear different at school and tend to get lower academic scores in comparison with theirpeers. Hence, this may increase the possibility for the children with dyslexia to have low self-esteem (Mash & Wolfe, 2016)because their peers’ opinions about them play an important role in affecting their self-esteem (Veenstra et al., 2007, dalamTaylor, Hume, & Welsh, 2010). The aim of this study is to give a representation about the effect of dyslexia to the self-esteemof elementary school students with the expectance to increase the awareness to detect and give early intervention to dyslexicchildren. The research method is literature review using articles obtained online from several databases. There were 5 selectedresearch articles with the criteria of the participants in the study aged between 6 – 12 years old, and the used the instrumentsto measure specific learning disorder and also self-esteem. The result of this literature review shows that dyslexia can affectthe self-esteem of elementary school students.


2021 ◽  
Vol 10 (1) ◽  
pp. 51-60
Author(s):  
Ari Metalin Ika Puspita ◽  
Udin Syaefudin Saud ◽  
Vismaia S Damaianti ◽  
Yeti Mulyati

The purpose of this study is to determine the effectiveness of the ider-ider learning model based on Javanese local wisdom on humanistic literacy. The research method in this research is quantitative method, while the research design uses Quasi Experimental Design. The data collection technique in this study is to use a questionnaire sheet. Data analysis in this study used a comparative test. the results of the comparison test with the Wilcoxon formula obtained a significance value of 0.001 (<0.05). These results indicate that there is a difference between humanistic literacy before and after the application of the Ider-Ider Learning Model Based on Local Wisdom. This model will be able to provide understanding to students about the value of togetherness or humanism. Based on the results of the study showed that the ider-ider learning model based on Javanese local wisdom was effective in improving the humanistic literacy of elementary school students.


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