Publication Search

64,628 articles from 527 journals · 1,699 citations tracked

Showing 1-12 of 12

Analytics

Dhiya Haniffasary; Meilantifa Meilantifa; Ida Nur Azizah

Jurnal Ilmu Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

The low level of student activity in their numeracy skills is a problem in the Mathematics learning process. Research conducted at SDN Jajar Tunggal III/452 Surabaya showed the results that interactive media in learning was very influential in the students' learning process. The use of Puzzle Math interactive media aims to increase the activity of class 1 students who are in the transition phase from PAUD to play while playing. The data collection technique uses the Classroom Action Research (PTK) method which is carried out in 2 cycles, from the results of observations, written tests and student activity during the learning process.

Dewi, Ratih Puspita; Musiyam, Muhammad; Wibowo, Yunus Aris; Pambudi, Wulansari Dwi; Santoso, Dimas

Adi Widya: Jurnal Pengabdian Masyarakat 2024 Lembaga Penelitian dan Pengabdian Masyarakat

An earthquake is a type of natural disaster which occurs due to the movement of tectonic plates. The time and location of an earthquake cannot be predicted, so people living in earthquake-prone areas should have good knowledge of earthquake disasters as capital in anticipating earthquake disasters. Various efforts need to be made to increase knowledge about earthquake disasters, one of which is through education. In the education sector, efforts to increase knowledge about earthquake disasters can be done through the integration of game-based learning in schools. One of the schools that is vulnerable to earthquakes is SMP Negeri 1 Polanharjo, Klaten Regency. This school is one of the schools that was affected by the earthquake disaster in Klaten Regency in 2006. The aim of this activity is to (1) increase knowledge about earthquake disasters through the implementation of game-based learning media (disaster SOS and puzzles) for social studies teachers and students at SMP Negeri 1 Polanharjo and (2) increase the capacity of teachers and students in dealing with earthquake disasters. The targets of this activity are social studies teachers and OSIS administrators at SMP Negeri 1 Polanharjo. The implementation method is through socialization and practice in using game-based learning media, namely disaster SOS and puzzles. The results of the activity showed that (1) the implementation of game-based learning media (disaster SOS and puzzles) can increase the motivation of teachers and students in studying earthquake disasters and (2) this media can increase the capacity of teachers and students regarding earthquake disasters.

Sjaipul Kori; M Iqbal Arrosyad; Gatot Afrianto

Jurnal Ilmu Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

This study aimed to improve the learning outcomes of sixth-grade students at SD Negeri 59 Pangkalpinang by implementing the Decision Making learning method using map puzzles of Sumatera. The research employed a Classroom Action Research (CAR) methodology, conducted in two cycles, each consisting of two sessions. In the first cycle, the application of this method resulted in a classical completeness rate of 71%, indicating a need for improvement. However, after applying the method in the second cycle, a significant increase was observed, with the completeness rate reaching 87%. Data were collected through learning outcome tests and analyzed descriptively to assess the effectiveness of the method and media used. The findings demonstrate that the Decision Making method, when combined with map puzzles, effectively enhances student learning outcomes, showing notable improvement from the first to the second cycle. This study suggests the use of similar methods in different contexts to further evaluate their success and effectiveness.

Lina Herlina

Jurnal Miftahul Ilmi: Jurnal Pendidikan Agama Islam 2024 STIKes Ibnu Sina Ajibarang

Teaching using effective learning strategies is very necessary to improve student learning outcomes in the learning process. Educators need to choose interesting strategies so that students do not feel bored and learning remains active and enjoyable. One strategy that can be applied is Crossword puzzles, which allows students to learn in a fun way without reducing the essence of learning, thereby increasing their enthusiasm and enthusiasm. This study aims to determine the application and effect of the Crossword puzzle learning strategy on the learning outcomes of grade III students on theme 6 subtheme 1 at MI Al Hikmah Jatiasih. This study uses a quantitative approach with a Quasi Experiment design and a Non-equivalent control group design model. The research sample consisted of 70 grade III students. The results of the descriptive analysis showed that the average post-test score in the experimental class was 81.56, while in the control class it was 72.15, which showed a significant difference in results. The independent sample t-test showed a significance value (2-tailed) of 0.007, which was smaller than 0.05, so it can be concluded that there was a significant difference between student learning outcomes in the experimental class and the control class.

Fara Fatika Maharani; Putri Jenar Mahesa Ayu; Nur Kusuma Astuti; Diana Ermawati

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Lower elementary school students usually have difficulty solving arithmetic puzzles. This is caused by variables inhibiting students, including lack of focus and low motivation to learn. This research was conducted to determine the proficiency of class II students at SD 1 Selojari in answering addition and subtraction questions through the use of narrative questions. The aim of the qualitative method of this research which uses a qualitative descriptive approach is to characterize mathematical problem solving abilities. The technique for selecting subjects in this research is using a purposive sampling technique, which is a technique for determining samples with various specific considerations using 11 class II students at SD 1 Selojari. The data collection techniques used were interview, observation and documentation methods. The data analysis technique uses data collection, data reduction, and drawing conclusions.  The mathematical problem solving ability of second grade elementary school students in addition and subtraction material is quite high, namely 90%, as seen in the students' ability to work on the questions given and get high scores. The results of this research show that one in three students are still unable to solve problem questions and still need help.

Setiawati Setiawati; Aryanti Wardiyah; Linawati Novikasari; Dewi Kusumaningsih; Eka Yudha Chrisanto +8 more

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

Fine motor skills are movements carried out by the fingers with a central nervous cell arrangement that regulates the use of small muscle groups such as the fingers and hands, and often require precision and coordination with the hands. One type of game that can optimize children's fine motor development is puzzle games. Puzzles are a type of game that improves thinking skills, makes it easier to remember and understand concepts, and increases creativity. Puzzle games are simple games that are played in pairs and require precision because children are trained to focus their minds so they can concentrate. The aim of this activity is to improve fine motor development in children through puzzle play therapy. It was found that respondents were very enthusiastic about carrying out play therapy. The conclusion from this activity is that fine motor development in children can be trained using puzzle play therapy.

Fitakhu Khoirul Ilmiah; Duwi Andinis; Nensy Megawati Simanjuntak

Jurnal Riset sosial humaniora, dan Pendidikan (Soshumdik) 2024 LPPM Universitas 17 Agustus 1945 Semarang

Learning media plays a very important role in the learning process, namely as a means of increasing students' understanding of the subject matter. Homonym puzzles are a learning medium that can increase students' interest in learning and also creativity, because in homonym puzzles there are various activities that require students to be active and think critically in solving problems. This research aims to describe the influence of homonym puzzles as a medium for developing students' creativity in language. This research includes qualitative research using an experimental approach. The data source used is primary data, namely students of Clear IV UPT SDN 205 Gresik. Data collection methods are through observation, tests and documentation.The results of this research show that with the presence of homonym puzzles there is a significant increase in students' understanding and development of creativity in language. This can be seen from students' ability to think critically and actively, thereby helping them to develop better language skills.

Muhammad Syaiful Anwar; Noor Hujjatusnaini

Manfaat : Jurnal Pengabdian Pada Masyarakat Indonesia 2024 Asosiasi Riset Ilmu Tanaman Dan Hewan Indonesia

Biology learning, particularly the topic of the classification of living organisms, is often considered difficult and boring by some students. To address this challenge, a more engaging and interactive approach is needed. One effective solution is to utilize game-based technology, such as Wordwall, which allows students to actively learn through various educational games. This study aims to enhance student engagement in learning the classification of living organisms using interactive Wordwall games. Through a community service method, this activity involved teachers and students from several schools to integrate Wordwall as a learning tool. The interactive games provided by Wordwall include various types of activities, such as puzzles, quizzes, and matching games, designed to help students better understand the concepts of classification of living organisms. The implementation of this program is expected to improve student motivation, involvement, and understanding of the material. Furthermore, it is hoped that the use of this technology will provide a more enjoyable learning experience and increase the effectiveness of classroom learning. The evaluation conducted shows a significant improvement in student engagement, as well as a better understanding of the material compared to traditional teaching methods.

Arfian Suryasuciramdhan; Galang Ramadhan; Dhiyandra Prasetya Gusti; Hocky Nis Kharisma Dewi; Gisella Aisyah

Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

The Nun is technically a prequel to the ever-expanding Conjuring Universe. This film tells the story of the origins of VALAK, the super scary demon nun from The Conjuring 2. Synopsis The Nun is set in 1952, at the Carta Monastery in Romania which is known to be haunted and cursed by local residents. This film tells the story of the investigation carried out by Father Burke, Sister Irene and Frenchie into the suicide of one of the nuns in the convent. In their investigation they find out that something is wrong with the place and they have to solve the puzzles one by one. In film this involves the collection and analysis of non-numerical data, such as text, images, or audio recordings. Researchers can use this method to explore the researcher's experience of watching the film, our perceptions of the characters and themes, and the impact of the film on moral beliefs and values. Unlike in the film The NUN, Valak in Christian demonology is actually a demon in the form of a small angel who rides a two-headed dragon, and is considered the commander of 38 legions of evil spirits. Some life lessons that can be taken from this film are obeying God, obeying his commands and staying away from his prohibitions.

Akramul Insan Zaer; M. Habibirrahim; Gusmaneli Gusmaneli

Jurnal Inovasi Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

Education as an Equal Right without Discrimination Education is considered a right that must be obtained by every individual regardless of background, economic status or physical condition. Within the framework of the national education system regulated by Law Number 20 of 2003, education is fully guaranteed without any form of discrimination. This encourages the importance of implementing inclusive education evenly at all elementary school levels. This article aims to outline creative learning strategies in the context of inclusive education, especially at the elementary school level, using a literature review as a basis. This research explores various library sources through search engines. The article explains that learning for students with special needs in elementary schools does not only focus on developing motor skills, but also on the ability to interact in a social environment. Teachers who implement creative learning strategies can increase the effectiveness of learning objectives, materials, media, teaching methods, evaluation, and student learning environments. Several learning strategies that can be applied to students with special needs in elementary schools include remedial teaching, deductive, inductive, heuristic, expository, classical, cooperative and behavior change strategies. To support this need, it is recommended that teachers explore the use of learning media that are friendly for students with special needs, such as puzzles, to create an inclusive learning environment and support optimal development for all students.

Giska Medita Putri

Jurnal Hasil Kegiatan Bersama Masyarakat 2024 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

This research is an implementation activity of the independent curriculum using outdoor learning to increase student literacy. Outdoor learning is learning that is carried out outside the classroom. One of the activities carried out in this learning is word relay, creative wall art, learning tours, word puzzles and many more. The learning carried out aims to hone students' abilities in the field of literacy and increase students' enthusiasm and enthusiasm for learning. The research method used was a mixture/combination. Data collection was carried out using a written test before and after outdoor learning was carried out. This activity was carried out during the Class 6 Teaching Campus assignment period.

Opi Andriana; Aulia Miftahul Janna; Putri Wahyuni

Populer: Jurnal Penelitian Mahasiswa 2024 Universitas Maritim AMNI Semarang

The aim of this research is to find out what media can improve the thinking abilities of slow learner ABK students. The method used in this research design is a literature review study. Literature study is a form of research used to collect data sources related to a topic found in the field. Data collection for literature studies was carried out using the Google Scholar search tool. The screening results matched the required data, there were 7 national journal articles based on the articles found and analyzed. The results of this research are the discovery of media that are suitable and can support the success of slow learner ABK students in improving their thinking abilities, namely bussy box media, stamp game media, and puzzles.