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    IMPLEMENTASI MODEL ATIK UNTUK MENINGKATKAN LITERASI NUMERASI PADA ANAK USIA 5-6 TAHUN DI TK MAMBAUL ULUM

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    Through the use of the ATIK Observe, Imitate, and Do Model, this study seeks to improve children's numeracy literacy, especially in understanding the symbols of numbers 1–10. Based on the results of observations, students' numeracy literacy in understanding the symbols of numbers 1–10 is still low, namely sometimes they are still wrong in writing or calculating numbers, such as writing them backwards, making it difficult to distinguish one number symbol from another. "Two cycles of Arikunto's design and classroom action research (CAR) were used in this project. Each cycle consisted of two meetings. This study involved 12 children of Mambaul Ulum Kindergarten Group B, 6 boys and 6 girls." Documentation and observation sheets were used. The results of the study showed an increase in understanding the symbols of numbers 1–10. Before receiving the Action, only 17% of children in group B were able to understand the symbols for numbers 1–10. Two meetings after the implementation of the ATIK model in Cycle I resulted in a 50% increase in ability. In other words, an increase of 33% from the pre-cycle at the first meeting to the second meeting in cycle I, which is in the very good category, and 17% for the good category. The increase increased to 85% in the very good category at the end of cycle II. If 85% of students achieve achievement in the good category, it is a criterion for learning success

    PENERAPAN PEMBELAJARAN BERBASIS GAME WORDWALL GUNA MENINGKATKAN KOGNITIF ANAK TK B USIA 5-6 TAHUN

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    This study examines how Wordwall game-based evaluation improves cognitive development in 5–6-year-olds in TK B at TK Al Hikmah Puger.  The study highlights the lack of engaging and interactive learning approaches in early childhood education, which hinders cognitive progress.  We'll explain how Wordwall works as an assessment tool in daily learning.  Qualitative descriptive data were collected from students and teachers through observation, interviews, and recording.  The results show that Wordwall games improve children's memory, problem-solving, and active engagement.  The results imply that game-based evaluation makes learning more fun and effective, encouraging children to participate.  In conclusion, this study proposes game-based learning assessments like Wordwall in early childhood education to encourage cognitive growth and help teachers create creative and dynamic learning experiences

    PENGARUH MODEL KNISLEY BERBASIS MEAS TERHADAP PEMECAHAN MASALAH DAN NUMERASI SISWA DITINJAU DARI SELF-REGULATED LEARNING

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    This study aims to analyze the effect of the Knisley learning model based on Model Eliciting Activities (MEAs) on students’ problem-solving and numeracy skills, while also examining the contribution of Self-Regulated Learning (SRL) to these outcomes. The research employed a quantitative approach with a 2×3 factorial design under a quasi-experimental method. The sample consisted of 60 eighth-grade students divided into an experimental class (taught using the Knisley model with MEAs) and a control class (taught using conventional teacher-centered methods). Data were collected through problem-solving and numeracy tests, along with an SRL questionnaire. The results showed that the Knisley learning model with MEAs significantly improved students' problem-solving and numeracy abilities compared to conventional methods. The average posttest scores in the experimental group were 83.87 for problem-solving and 79.73 for numeracy, both higher than the control group. Additionally, students with high SRL levels performed better across both domains. However, no significant interaction effect was found between the learning model and SRL levels. These findings suggest that problem-based learning approaches such as MEAs and independent learning strategies like SRL contribute separately to improved student learning outcomes. The study recommends implementing contextual, activity-based learning models alongside SRL reinforcement to enhance mathematics instruction

    PENERAPAN PERMAINAN TRADISIONAL KERAPAN SAPI UNTUK MENINGKATKAN MOTORIK KASAR PESERTA DIDIK KELAS III SD NENGRI PAKIS 1/368 SURABAYA

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    This Classroom Action Research was conducted with the aim of determining the improvement of gross motor skills in children by implementing the bull racing game through the PTK classroom action research method in grade III students at SD NENGRI PAKIS 1/368 SURABAYA, Jl Pakis Tirtosari VIII/14, Sawahan District. This study used two cycles, namely cycle 1 and cycle 2. The data collection techniques used were tests, documentation, and observation. This study used the PTK method to improve gross motor skills in children in the bull racing game of grade III students at SD NENGRI PAKIS 1/368 SURABAYA, Jl Pakis Tirtosari VIII/14, Sawahan District. From the results of the study, there was an increase in the results of motor tests in children from cycle I to cycle II, both from the improvement of gross motor skills in children. The completion of learning outcomes in cycle I was (63%) and in cycle II (96%), so that the increase from cycle I to cycle II was (33%)

    PROBLEMATIKA ANAK SEKOLAH DASAR DALAM BERKOMUNIKASI MENGGUNAKAN BAHASA INDONESIA

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    The ability to communicate effectively in Indonesian should ideally begin to develop at the elementary level. However, many primary school students still struggle to express themselves fluently. This study aims to explore the underlying factors contributing to communication difficulties among students, including internal aspects such as linguistic background and external influences like teaching methods and digital media exposure. A descriptive qualitative approach was applied, involving students from grades three to six at a public school in a semi-urban area. Data were gathered through participatory observation, in-depth interviews, and document analysis. The findings reveal various challenges, including unstructured sentence construction, code-mixing with local dialects, influence from informal digital language, and a lack of supportive environments for practicing formal communication. These insights highlight the urgency of redefining pedagogical strategies and creating language-rich settings that empower children to express themselves confidently in Indonesian within appropriate contexts

    PENINGKATAN HASIL BELAJAR PESERTA DIDIK PADA PEMBELAJARAN PENDIDIKAN PANCASILA DENGAN MODEL KOOPERATIF TIPE INDEX CARD MATCH DI KELAS IV UPTD SDN 02 KOTO TUO KABUPATEN LIMA PULUH KOTA

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    This research is motivated by the low student learning outcomes in Pancasila Education Learning. This study aims to describe the improvement of student learning outcomes in Pancasila education learning using the cooperative model type index card match in Class IV UPTD SDN 02 Koto Tuo, Lima Puluh Kota Regency. The method used is Classroom Action Research (CAR), employing a qualitative and quantitative approach, conducted in 2 cycles, namely cycle I (2 meetings) and cycle II (1 meeting), carried out in four stages: planning, implementation, observation, and reflection. The subjects of this research are the teachers and students of class IV UPTD SDN 02 Koto Tuo, Lima Puluh Kota District, with a total of 20 students consisting of 10 boys and 10 girls. The results of the research conducted show that Pancasila Education learning using the Index Card Match cooperative model can improve students' learning outcomes in Pancasila Education in Class IV UPTD SDN 02 Koto Tuo, Lima Puluh Kota Regency)

    PENERAPAN MODEL PEMBELAJARAN TEAMS GAMES TOURNAMENT DENGAN BERBANTUAN MEDIA DADU BERGAMBAR DAN PIRAMIDA KERAGAMAN PADA MATA PELAJARAN PENDIDIKAN PANCASILA GUNA MENINGKATKAN HASIL BELAJAR SISWA KELAS III SD 2 SINGOCANDI

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    The purpose of this study was to improve students' learning outcomes in the cognitive domain in the Pancasila Education subject by implementing the Teams Games Tournament learning model assisted by dice media with pictures and pyramids of diversity in grade III students of SD 2 Singocandi in February 2025 with the material Different is Beautiful. The research method used in this study is classroom action research which is carried out in two cycles, with each cycle consisting of four stages, namely the planning, implementation, observation, and reflection stages. The subjects in this study were 31 grade III students of SD 2 Singocandi consisting of 19 male students and 12 female students. Data collection techniques in this study include interviews, observations, tests, and documentation. Student learning outcomes in the cognitive domain in cycle I increased with an average percentage of 64%, and in cycle II increased with an average percentage of 77%. Based on these results, it can be concluded that the application of the Teams Games Tournament learning model assisted by dice media with pictures and pyramids of diversity can improve the learning outcomes of Pancasila Education in grade III students

    PENERAPAN MODEL KOOPERATIF TIPE TEAMS ASSISTED INDIVIDUALIZATION (TAI) UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS X 3 SMAN 7 MALANG

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    ABSTRACT Education constantly evolves alongside technological advancements and social transformation. In such a context, selecting the appropriate teaching model is crucial to the success of the teaching and learning process. The aim of this study is to examine how the implementation of the Cooperative Learning Model of Team Assisted Individualization (TAI) can improve student learning outcomes in Digital Literacy material for Grade X students at SMAN 7 Malang. This study employed Classroom Action Research (CAR) conducted in two cycles, each consisting of planning, action, observation, and reflection stages. Data were collected through observation sheets, documentation, student activity records, and learning outcome tests. The findings indicate that the TAI model enhances both student achievement and participation. In the first cycle, 51% of students achieved the minimum mastery criteria (KKM), and this figure increased to 96% in the second cycle. The results show that cooperative learning using the TAI model can foster cognitive development and social interaction among students, making it an effective strategy for significantly improving digital literacy outcomes.   ABSTRAK Pendidikan selalu berubah seiring kemajuan teknologi dan transformasi sosial. Dalam keadaan seperti ini, pemilihan model pengajaran yang tepat sangat penting untuk keberhasilan proses belajar-mengajar. Tujuan dari penelitian ini adalah untuk melihat bagaimana penerapan Model Pembelajaran Kooperatif tipe tim yang dibantu individualisasi (TAI) dapat meningkatkan hasil pembelajaran siswa pada materi Literasi Digital di kelas X di SMAN 7 Malang. Dalam penelitian ini, Penelitian Tindakan Kelas (PTK) dilakukan dalam dua siklus. Tahap perencanaan, tindakan, pengamatan, dan refleksi termasuk dalam masing-masing siklus. Data dikumpulkan melalui lembar observasi, dokumentasi, aktivitas siswa, dan tes hasil belajar. Temuan penelitian menunjukkan bahwa model TAI meningkatkan pencapaian dan partisipasi siswa. Pada siklus pertama, 51% siswa berhasil mencapai kriteria ketuntasan minila (KKM), dan pada siklus kedua, angka tersebut meningkat menjadi 96%. Hasil penelitian menunjukkan bahwa pembelajaran kooperatif dengan model TAI dapat meningkatkan perkembangan kognitif dan interaksi sosial siswa. Ini berarti bahwa ini adalah cara untuk meningkatkan hasil literasi digital yang luar biasa

    PENGARUH MODEL PEMBELAJARAN PROBLEM BASED LEARNING TERHADAP HASIL BELAJAR SISWA IPAS KELAS IV DI SD NEGERI 071218 FONDAKORAYA KABUPATEN NIAS SELATAN

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    This research aims to determine the influence of the Problem Based Learning model on the science learning outcomes of fourth-grade students at SD Negeri 071218 Fondakoraya, South Nias Regency, for the 2024/2025 academic year. This research employed a quantitative research method and a pre-experimental research design. The population of this research was all fourth-grade students at SD Negeri 071218 Fondakoraya. The sample was selected using saturated sampling, where all 30 fourth-grade students at SD Negeri 071218 Fondakoraya were included as the sample. To ascertain the students' initial abilities, the researcher conducted a pre-test with an average score of 45.56, which falls into the "needs guidance" category. Following the implementation of the Problem Based Learning model, the students' learning outcomes showed an improvement in the post-test, with an average score of 82.93, categorized as "good." The increase in the level of success of students' learning outcomes was evidenced by the correlation test result, which yielded a value of 0.975, indicating a very strong correlation, meaning that rcount​ (0.975) ≥ rtable​ (0.361). Furthermore, the hypothesis testing (t-test) showed that tcount​ ≥ ttable​, specifically 23.442 ≥ 1.697, thus indicating that the alternative hypothesis (Ha) was accepted and the null hypothesis (Ho) was rejected. This demonstrates that there is an influence of the Problem Based Learning model on the science learning outcomes of fourth-grade students at SD Negeri 071218 Fondakoraya

    PENGEMBANGAN VIDEO INTERAKTIF BERORIENTASI MASALAH PADA MATA PELAJARAN PENDIDIKAN PANCASILA DI KELAS V SEKOLAH DASAR

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    Penelitian ini dilatarbelakangi oleh perlunya pengembangan media pembelajaran video interaktif berorientasi masalah pada mata pelajaran Pendidikan Pancasila di kelas V Sekolah Dasar. Penelitian ini bertujuan untuk mengetahui apakah video interaktif berorientasi masalah layak digunakan untuk media pembelajaran di kelas V Sekolah Dasar. Penelitian ini menggunakan metode Research and Development (RnD) dengan model ADDIE (Analyze, Design, Develop, Implement, dan Evaluate). Subjek penelitian ini yaitu 1 guru kelas V dan 38 siswa kelas V Sekolah Dasar Negeri Lenteng Agung 01. Teknik pengumpulan data pada penelitian ini menggunakan observasi, angket dan wawancara. Berdasarkan hasil penelitian, ditemukan bahwa siswa mengalami kesulitan dalam memahami materi norma dalam kehidupanku dalam mata pelajaran Pendidikan Pancasila. Oleh karena itu, siswa memerlukan media pembelajaran yang inovatif dan menyenangkan untuk membantu mereka dalam proses belajar. Kesimpulan dari penelitian ini menunjukkan bahwa pengembangan video interaktif berorientasi masalah layak digunakan sebagai media pembelajaran yang membantu siswa dalam memahami materi. Penelitian ini diharapkan dapat memberikan panduan yang bermanfaat dalam merancang, mengembangkan, dan menerapkan media pembelajaran yang sesuai dengan kebutuhan dan lingkungan siswa   Kata Kunci: Video Interaktif, Pendidikan Pancasil

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