Journal On Education (Faculty of Education University of Pahlawan Tuanku Tambusai)
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    6031 research outputs found

    Enhancing Science Learning in Grade III: a Classroom Action Research on the Impact of Demonstrative Teaching Methods in Exploring Properties of Matter

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    This research intends to analyze the impact of introducing the display method in natural science (science) learning for grade III students in an elementary school. The demonstrative technique is used as a strategy to strengthen students' grasp of the subject matter, notably the qualities of objects. The research was conducted through a classroom action research approach with two cycles. The research results reveal a considerable boost in student learning outcomes along with the deployment of the demonstration approach. From the pre-cycle which attained 38% classical learning completeness, this level grew to 90.5% in cycle II. These data give proof that the demonstration technique has a positive impact on students' achievement of learning mastery. In addition, the favorable response from teachers and students to the presentation technique shows that it is not only helpful in reaching academic goals, but also produces a joyful and fascinating learning experience. Student involvement in direct observation, filling in observation tables, and group discussions suggests student interest for this method

    Enhancing Multiplication Memorization in Elementary School: A Cooperative Learning Approach with Kalino Cards

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    This research analyzes the usefulness of cooperative learning, specifically deploying kalino cards, in boosting multiplication memorization skills among third-grade pupils in an elementary school context. The study employs an iterative strategy, implementing two cycles of intervention with continual refinement based on reflective observations and feedback. Traditional teaching techniques, characterized by lectures and restricted interactive media, exhibited inadequacies in supporting successful multiplication memorization, as evidenced by pre-test results. The inclusion of cooperative learning, integrating kalino cards, resulted in a considerable improvement in post-test scores. The iterative design stressed the necessity of constant reflection, resolving difficulties identified in the first cycle and associating favorably with improved outcomes in the second cycle. Qualitative findings from interviews indicated significant relationships between cooperative learning and increased student involvement and motivation. The usage of score sheets for evaluation also linked positively with student motivation, underscoring the relevance of effective instructional medium. In conclusion, this research demonstrates that cooperative learning with kalino cards holds significant potential for enhancing multiplication memorization skills among elementary school students, contributing valuable insights for educators seeking innovative and collaborative instructional methods

    Enhancing Student Participation and Learning Interest in Social Studies: A Classroom Action Research on the Implementation of Active Learning Methods in Grade V

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    This research intends to assess the deployment of active game approaches in social studies learning in class V and its impact on student actions. The research was carried out through a classroom action research approach with two cycles, involving Class V pupils consisting of 24 students. Data was acquired through observation of student activities, analysis of daily test outcomes, and teacher feedback. The results of the investigation demonstrate that the deployment of active gaming approaches offers a positive contribution to student activities. In cycle I, improvements were noted although there were still impediments such as student activity which was not yet optimal. Through reflection in cycle I, changes and adjustments were made in cycle II, which resulted in more significant improvements. The problems experienced, such as low student involvement and a shortage of social studies textbooks, can be solved with help from the school and curricular revisions. Nevertheless, this research presents a good image of the potential of active game methods in improving student engagement and activity in social studies learning. The outcomes of this research can be a reference for teachers and connected parties in establishing creative and responsive learning approaches. Education that is centered towards active student participation can build an exciting and effective learning environment

    The Effect of Project Based Learning Combined with Digital English Book on Students’ Speaking Skill

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    This study aims to find out the effectiveness of Project Based Learning as a tool combined with Digital English Book. This research focused exploration of the problem of students speaking skill, strives to know about the method and the media that can use to see what extent it assist  on students' speaking skill. This research will be conducted at MA Miftahul Huda Bulungan Jepara involving two classes from grade ten. Through saturated sampling, 80 students are selected to be involved in being a research sample by contributing to a project to see the development of students' speaking skills. In this research, pre-test and post-test research methods were used to compare students' speaking skills before and after being given treatment. The result is using Project Based Learning combined with Digital English Book is proven to be effective in learning because there is a significant increase in students' speaking skills. The analysis result by using the independent sample T-test is indicate that the T-test was higher compared to T-Table score (3,013>1665). It means that the alternative hypothesis is accepted and the null hypothesis is rejected. In conclusion, the effect of Project Based Learning that combined with Digital English Book is effective to improve students’ speaking skill

    Unveiling Classroom Dynamics: Exploring Teaching and Learning Strategies through Interactional Features in ESP Classes

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    This study aimed to look into the teaching and learning strategies used by three participant classes, especially lecturers’ level of interaction with students which was observed through classroom observations. This also aimed to discover whether classroom interaction are effective in facilitating students learning. During the course of this study, the researcher observed three lessons of three different English for Specific Purpose classes, recorded them on video and transcribed, and analysed them using Walsh’s Self Evaluation Teacher Talk (SETT) framework. The researcher found out that classroom interaction fell into three categories: pre, side, and insertion sequences. Unfortunately, these sequences of interaction went not smooth in some sections.  In addition, the interactional features in the classroom played an important role in ensuring that the interaction ran smoothly. Moreover, the data revealed 12 interactional features were found, they were scaffolding, direct repair, content feedback, extended wait time, referential question, display question, seeking clarification, confirmation check, extended learner’s turn, teacher echo, extended teacher’s turn, and form-focused feedback. As the result, the dynamic interaction in classroom could shape overall discourse which attempted to maintain the effective language use. Moreover teacher talk significances in fostering an optimal learning environment for students in ESP classes

    The Use of Google Translate on Writing Assignments of English for IT Professional Class

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    This study aims to investigate the way in which Google Translate is used in practice by university students in the Information and Technology (IT) context. The research method used in this study is a descriptive design with a qualitative approach. 24 first-year students of non-English department taking English for IT Professional class are involved in this study. The tools used in this study were questionnaires and interviews. The results showed that students found Google Translate useful to support their academic studies, especially in doing writing assignments. However, they always needed to refine the grammar and logical structure of the translation. They sometimes also encounter difficulties in translating technical terms of the IT context. Google Translate has several roles in supporting students' writing skills with several positive and negative effects that affect their writing activities. In conclusion, the findings suggest that students use the technology of Google Translate in strategic ways to enhance their abilities in the English language

    Eksplorasi Etnobiologi Kerinci Untuk Meningkatkan Pemahaman Literasi Sains Mahasiswa

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    Kerinci is a tribe in Kerinci Regency in Jambi Province, Indonesia. The Kerinci tribe has various customs that are passed on from generation to generation. The Kerinci area has very interesting natural resources and unique cultural traditions that attract foreign tourists. However, in the current technological era, many millennials and generation Z do not know the customs of the Kerinci tribe because there is no appropriate platform to teach them. This can be seen from the low scientific literacy abilities of current students so that their ability to solve problems is difficult, especially in lectures. In fact, prospective teacher students must be able to dig deeper into their existing competency abilities. Lecturers as teaching staff must of course be able to develop their skills in how to make lessons interesting so that prospective teacher students love and understand the cultural traditions around them which are also related to the lecture material. One of the traditions of the Kerinci community is reflected in the art of dance called the rangguk dance. The rangguk dance is usually performed during large traditional events such as the Sko kenduri event. The ranggung dance has a basic movement, namely nodding and a main movement that depicts the activity of farming in the rice fields in a cooperative manner. The stages of this research are still in the initial stages, namely preliminary and planning, such as literature studies, interviews and discussions with several experts about the need for detailed ethnobiological exploration to increase students' scientific literacy. Furthermore, observations were also made of the scientific literacy activities of lecturers and students in general biology courses. In order to support the research data, a questionnaire was distributed to students to find out their responses about ethnobiology in Kerinci. From data analysis, it was found that learning that includes ethnobiology in the learning process is highly recommended by several experts as an alternative model and also an interesting learning resource for increasing students' scientific literacy

    Sustainable Event Management: Penggunaan Teknologi Digital untuk Meningkatkan Keberlanjutan dalam Pengelolaan Acara

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    This study aims to explore sustainable event management through the use of digital technology, with a focus on how technology can enhance sustainability in the event industry. The methods used in this study include literature analysis and case studies of various events that have implemented sustainable practices. The sample involved includes event organizers, attendees, and other stakeholders in the MICE (Meetings, Incentives, Conferences, and Exhibitions) sector. The findings show that digital technologies, such as cloud-based management systems and data analytics, can significantly reduce environmental impacts, improve operational efficiency, and strengthen community engagement. However, challenges such as cybersecurity and the environmental impact of the technology itself also need to be addressed. Recommendations for future studies include further research on the long-term impact of digital technology in event management and the development of better planning guidelines. This study is expected to contribute to a better understanding of how technology can be used to achieve sustainability in event management

    Analisis Strategi Pemasaran pada PT Astra Internasional TBK

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    This research aims to determine the analysis of marketing strategies at PT Astra Internasional Tbk. In this research we will carry out an analysis of the company so that we can analyze how marketing from Pt Astra Internasional Tbk. The type of research used is quantitative research using secondary data where we take existing marketing data. The result is to create statistics regarding previous marketing analysis at Pt Astra Tbk so that we can make decisions on future sales. With this research, it is hoped that it can provide motivation to employees to increase sales and support the company's existence

    Efektivitas Pembelajaran Kooperatif Tipe Team Games Tournament Berbantuan Crossword Puzzle terhadap Hasil Belajar Siswa pada Pembelajaran IPA di SDN Triwung Lor 2

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    This study aims to determine the effectiveness of cooperative learning type Team Games Tournament assisted by crossword puzzle on students’ learning outcomes in science learning at SDN Triwung Lor 2. The use of learning models through educational games is designed so students are able to improve their questioning, writing, discussion, and collaboration skills. This study used a quantitative approach with a pre-experimental research method and a one group pretest-posttest research design, the research subjects amounted to 10 students determined by purposive sampling. The research data analysis was carried out by paired samples t-test on the SPSS 26 program, the results of the study can be concluded that the cooperative learning model Team Games Tournament assisted by crossword puzzle is quite effective to be used to improve student learning outcomes in science learning at SDN Triwung Lor 2

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    Journal On Education (Faculty of Education University of Pahlawan Tuanku Tambusai)
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