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Atika Rahmah; Yahfizham

Journal of Student Research 2024 Pusat Riset dan Inovasi Nasional

In the 21st century, technological development is increasingly rapid and tends towards digitalization, when compared to a few decades ago. So, if it is not utilized, it will be something in vain. Using technology-based learning media will facilitate the learning process, so that it can improve the quality of learning and can improve students' mathematical representation skills. One of the technology-based mathematics learning media that can help students in representing mathematical models/problems is GeoGebra Software. The purpose of this research activity is to find out whether the use of GeoGebra software  media can improve students' computational thinking skills in mathematics learning. Improving students' understanding of how to show a model or mathematical problem in graph form or vice versa is one of the benefits of research. The method used in this study is Systematic Literature Review (SLR). This research method is carried out by reviewing journals in a structured manner with predetermined steps. The result of this research activity is that GeoGebra can help students understand the concept of straight line graphs in more detail with a varied and attractive appearance. In addition, for teachers themselves, GeoGebra can be used as a mathematics learning tool to create interactive learning that allows students to explore various abstract mathematical concepts.  

Akbar hasan habibi; Israk Khadijah Riski lubis; Mirna Khairani; Sauwitri Pospos; Rina Mawaddah +4 more

Nusantara: Jurnal Pengabdian kepada Masyarakat 2024 Pusat Riset dan Inovasi Nasional

Interest in learning and lack of motivation are the main problems faced by students in Hambiri Village. It can be seen that children in Hambiri Village have a lack of awareness about education, therefore the importance of tutoring which will motivate students to be aware of the importance of education for the future. So we, KKN group 37 Stain Mandailing Natal students, aim to hold tutoring activities to increase interest in learning for elementary school age students in Hambiri Village. Tutoring is one of our work programs for the 37 Stain Mandailing Natal group, especially in the field of education. This service research focuses on students in Hambiri Village. The research method used is descriptive qualitative. Based on research results, this tutoring activity has had a significant impact in terms of general and religious knowledge, such as increasing children's understanding, growing children's awareness of learning, children being more active in discussing and asking questions about material they don't understand, and increasing interest in participating in activities. the study guidance.

Helda Nur Ariyanti; Ahmad Muhyani Rizalie

Jurnal Pendidikan, Bahasa dan Budaya 2023 Pusat Riset dan Inovasi Nasional

The problem in this study is the low activity and learning outcomes of students in IPS (Social Studies). This happens because the teaching method is only one-way, still using conventional methods, and students tend to be passive. The way to overcome this problem is through the use of Problem Based Learning (PBL), Group Investigation (GI), and Picture And Picture (PAP) models. The research aims to improve student activity and learning outcomes. This research focused on fifth grade students at SDN Teluk Tiram 2 Banjarmasin, which numbered 20 people, in the form of 12 boys and 8 girls. This research method applies a qualitative approach that uses the type of Classroom Action Research (CAR). Qualitative data were obtained from observations of educator and student activities, while quantitative data were obtained from individual written test results. The results of this study show that at the fourth meeting, the teacher's activity obtained a score of 26, rated as "Very Good". Student activity reached 100%, and learning outcomes met the success indicator (>81). In conclusion, PBL, GI, and PAP methods can make learning activities and results increase.

Muhammad Rafli Ridha; Ramadi Ramadi

Jurnal Pendidikan, Bahasa dan Budaya 2023 Pusat Riset dan Inovasi Nasional

In this research, there were obstacles or problems with students' activities and learning outcomes in less than optimal science content. The reason is due to a lack of skills in gathering information, still using conventional approaches, and one-way learning. The proposed solution is to apply a combination model of PBL, TGT, and Picture and Picture. The purpose of this research was to determine the activities and learning outcomes of grade 5 students at SDN Teluk Tiram 2 Banjarmasin, of which there were 20 students, including 7 boys and 13 girls. This research applies the PTK method and also uses qualitative and quantitative approaches. Qualitative data was obtained from teacher and student observations, while quantitative data came from personal written tests to evaluate student learning outcomes. The research results showed that teacher activity at meeting 4 reached 94% with the criteria "very good". Meanwhile, student activity reached 90% and student learning outcomes had reached the success indicator, namely a score of ≥81. Thus, this combination of models can effectively overcome this problem.

Tiana; Tika Puspita Widya Rini

Jurnal Pendidikan, Bahasa dan Budaya 2023 Pusat Riset dan Inovasi Nasional

The issue in this review is that low learning activity has an impact on low student learning results in class IV SDN Teluk Dalam 11. Through the Problem Based Learning Model, Think Pair Share, and Make A Match which is the best solution. The study aims to determine teacher activity, and to improve student learning results. This review utilized a subjective methodology with the sort of Homeroom Activity Exploration (Vehicle), which was completed in four gatherings. The subjects of the review were 4th grade understudies at SDN Teluk Dalam 11 Banjarmasin for the scholarly year 2022/2023, with a sum of 7 understudies. In this study, the data analysis used descriptive analysis techniques described from tables, graphs, and interpretations with percentages. The results of this study show that teacher activities at meeting I get a score of 20, meeting II get a score of 25, meeting II get a score of 26, and meeting IV get a score of 28. Student activities at meeting I get a percentage of 71.00%, meeting II get a percentage of 86.00%, meeting III and IV get a percentage of 100%. Student learning results at meeting II reached 86.00% and at meeting IV reached 100% (old style).

Hanifah Khairani; Darul Ilmi; Muhiddinur Kamal; Ulva Rahmi

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2023 Pusat Riset dan Inovasi Nasional

The background to this research is that students lack enthusiasm and are less active in the Fiqh subjects taught by the teacher during learning. Lack of cooperation can trigger students to be active and discuss learning with their friends. Based on this, the researchers tried to offer a Numbered Head Together (NHT) Cooperative learning model. The formulation of the problem in this research is how much influence the Numbered Head Together (NHT) Cooperative Learning Model has on student learning activities in the Class XI Fiqh subject at MAN 1 Bukittinggi City. This research aims to determine how much influence the Numbered Head Together (NHT) Cooperative Learning Model has on student learning activities in the Class XI Fiqh subject at MAN 1 Bukittinggi City. The type of research used in this research uses quantitative research methods with a quasi-experimental approach. In this study, a nonequivalent control group design was used. The population in this research were all class XI students at MAN 1 Bukittinggi City. Sampling was carried out randomly and class XI IPS 2 was selected as the control class and class XI IPS 3 as the experimental class. The results of this research can be explained that there is an increase in the learning activity of experimental class students with the Numbered Head Together (NHT) model compared to learning in the control class without any treatment. Based on hypothesis testing, it is known that there are differences in fiqh learning activities between experimental class and control class students, namely based on the t-test, tcount = 3.491 and ttable = 1.66. Based on the results obtained, the value tcount > ttable so that H0 is rejected and H1 is accepted. This means that the Numbered Head Together (NHT) learning model influences students' fiqh learning activities.

Norhamidah; Ahmad Muhyani Rizalie

Jurnal Pendidikan, Bahasa dan Budaya 2023 Pusat Riset dan Inovasi Nasional

The problems that occur in this study are the low activities and learning outcomes of Civics content, because learning is one-way, students have difficulty understanding the material, lack of activities that build a sense of cooperation, confidence and responsibility, lack of activities that require students to think critically, lack of student involvement actively in learning and the lack of learning activities that can develop student creativity. Efforts to overcome these problems are by using the PBL learning model, Hands On Activity and Talking Stick. The purpose of this research is to increase student learning activities and outcomes. The subjects of this study were fifth grade students at SDN Telaga Biru 6 Banjarmasin, which consisted of 30 students consisting of 12 boys and 18 girls. The method used is a qualitative approach with the type of PTK and using qualitative data obtained through observing the activities of educators and students, while quantitative data through student learning outcomes from individual written test results. These results show that the acquisition of educator activities at meeting IV obtained a score of 31 in the "Very Good" category. Student activity reaches 97% and learning outcomes have reached an indicator of success, namely ≥81. Based on the results of this study, it can be concluded that using a combination of Problem Based Learning, Hands On Activity, and Talking Stick can increase student activity and learning outcomes.

Sheila Adella Puteri; Ahmad Muhyani Rizalie

Jurnal Pendidikan, Bahasa dan Budaya 2023 Pusat Riset dan Inovasi Nasional

The problems that occur in this study are low activity and learning outcomes in Mathematics content, due to the use of limited learning media, learning is less interesting and less fun because learning models and methods are less varied, students are still hesitant in expressing opinions about the material. Efforts are made by implementing learning with a combination of PBL, TGT and Improve models. This study aims to increase the activity and student learning outcomes. This research was centered on fourth grade students at SDN Telaga Biru 6 Banjarmasin, totaling 25 students. The research method used is a qualitative approach with the type of Classroom Action Research (CAR). The data used are qualitative data obtained through observing the activities of teachers and students, while quantitative data is through student learning outcomes from individual written test results. The results showed that the combination of the PBL, TGT and Improve models at the fourth meeting showed that the teacher's activity obtained a score of 92 in the very good category. Student activities get a score of 91 in the very good category. Cognitive, affective and psychomotor completeness learning outcomes reached 88%. Based on the results showed that the combination of Problem Based Learning, Teams Games Tournament and Improve models could increase the activity of teachers, students, and student learning outcomes in Mathematics content.

Dewi Nur Inayah; Asrul Bahar; Ila Huda Puspita D; Lucia Tri Pangesthi

Jurnal Bintang Pendidikan Indonesia 2023 Pusat Riset dan Inovasi Nasional

This study aims to determine the effect of applying the problem-based learning model with the following research variables: (1) teacher activity; (2) student activities; (3) students' cognitive learning outcomes; and (4) students' responses by applying the Problem-Based learning model to the Basic Spices material and their Derivatives. This research was conducted in class X Culinary 3 SMKN 2 Mojokerto.             This type of research is quasi-experimental or quasi-experimental. This research was applied to class X Culinary 3 with a total of 33 students. The data in the study were obtained by several methods, namely: observation, written test (pre-test, post-test), and questionnaires. The data analysis technique used the Paired Sample T-Test.             The results of the study show: (1) the teacher's activities are in the very good category; (2) student activity is in very good category; (3) Resultspre-testand the student post-test with paired t test showed a significant value of 0.001 <0.005; (4) student responses are in very good category.

Suci Humairoh; Absharini Kardena; Rahmi Novianti

Jurnal Pendidikan, Bahasa dan Budaya 2023 Pusat Riset dan Inovasi Nasional

This research was conducted based on the problems found in the learning process about vocabulary. To understand language well, speak better, or good writing requires a good vocabulary to be successful in any of these areas. Teachers must be good at choosing methods or techniques in learning to be used in teaching, not all methods or techniques can be used, because learning methods are real forms in the form of steps for implementing a lesson in order to achieve learning goals. In this research to teach vocabulary, the researcher choose to use a game. Game is an activity that can help the process of learning and creating students are more active in learning because they feel happy and relaxed in learning. The purpose of this research is to find out whether the Simon Says game is effective or not for use in learning, especially vocabulary. Because what we are going to examine now is the effectiveness of the Simon Says game in increasing student vocabulary. The method used in this research is descriptive qualitative research. Which aims to describe or give an idea of how effective the Simon Says game is for students vocabulary in learning process. The researcher gave vocabulary from descriptive text material and asked students to memorize it. Then the vocabulary will be played in the Simon Says game. The results of this study indicate that the Simon Says game is very effective for teaching vocabulary. Because judging from the many changes after several meetings with students and playing this Simon Says game for learning.