Journal Universitas Pasundan
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UPAYA MENINGKATKAN MINAT BELAJAR SISWA DENGAN MEDIA BELAJAR BENDA KONKRET KELAS 3 PADA MATA PELAJARAN MATEMATIKA DI UPTD SD NEGERI 2 METRO TIMUR
This study aims to enhance the interest and learning outcomes of third-grade students at SD Negeri 2 Metro Timur in Mathematics through the use of concrete objects as learning media. The research employed a Classroom Action Research (CAR) method conducted collaboratively n two cycles. Data were collected through observations and tests (pre-test and post-test) and analyzed using descriptive quantitative and qualitative approaches. The results showed a significant improvement in students' learning outcomes. The pre-test average score was 60.41, with a mastery percentage of 41.6%, where as the post-test average increased to 81.87, with a mastery percentage of 83.3%. The use of concrete objects proved to be effective in increasing students' interest in learning, positively impacting their understanding of the material and academic performance. Therefore, innovative learning media such as concrete objects can serve as a solution to improve classroom learning qualit
PENGARUH MODEL CIRCUIT LEARNING TERHADAP KEMAMPUAN MENULIS TEKS NARASI BERBANTUAN MEDIA MIND MAPPING PADA SISWA KELAS IV MADRASAH IBTIDAIYAH DARUL FALAH SELAKAU
This research aims to: 1) determine differences in students' narrative writing abilities. 2) to find out how big the influence of the circuit learning model assisted by mind mapping media is. The type of research design used is a Pre-Experimental design, namely One Group Pre-test Posttest design. The population in this study was all class IV students of Madrasah Ibtidaiyah Darul Fallah Selakau, consisting of 30 class A students and 30 class B students, so a total of 60 people. The sample in this research is a population that is part of the number and characteristics of that population." A good sample is a sample that is representative (represents) the population, so that the conclusions can be applied to the entire population. This research technique uses instruments that support and strengthen information for research, including test questions. The form of this research instrument is in the form of guidelines, including test guidelines which are written down in note form to obtain accurate information. The test for skills in writing narrative text in the form of an essay, data analysis was carried out using the prerequisite tests used in this research, namely the normality test, homogeneity test, hypothesis test and effect size. Based on the data results, it can be concluded that: 1) there is a difference in the ability to write student narratives between students who apply the circuit learning model assisted by mind mapping media and students who do not use the circuit learning model assisted by mind mapping in class IV students at MI Darul Falah Selakau. This difference is marked by the value of t_(count <) t_table, namely 7.66 >28. 2) the influence on the ability to write narratives of students at IV MI Darul Falah Selakau obtained an Effect Size (E_s) value of 86.46, which is classified as high
PENGARUH KETERAMPILAN MANAJERIAL KEPALA SEKOLAH, MOTIVASI KERJA, DAN BUDAYA ORGANISASI TERHADAP KINERJA GURU SD KECAMATAN TEMANGGUNG
ABSTRAK: Kinerja guru dapat dipengaruhi oleh beberapa faktor, diantaranya keterampilan manajerial kepala sekolah, motivasi kerja, dan budaya organisasi. Tujuan penelitian ini adalah untuk mengetahui (1) pengaruh keterampilan manajerial kepala sekolah terhadap kinerja guru, (2) pengaruh motivasi kerja terhadap kinerja guru, (3) pengaruh budaya organisasi terhadap kinerja guru, dan (4) pengaruh keterampilan manajerial kepala sekolah, motivasi kerja, dan budaya organisasi secara bersama-sama terhadap kinerja guru. Populasi dalam penelitian ini adalah seluruh guru SD Kecamatan Temanggung yang berjumlah 248 orang, dengan sampel penelitian 153 orang. Pengumpulan data melalui kuesioner. Analisis data menggunakan analisis deskriptif, uji prasyarat, uji hipotesis, dan uji regresi yang diolah dengan SPSS 26 for windows. Hasil penelitian menunjukkan (1) keterampilan manajerial kepala sekolah terhadap kinerja guru berpengaruh signifikan sebesar 45,6% (2)motivasi kerja terhadap kinerja guru berpengaruh signifikan sebesar 38,9%. (3)budaya organisasi terhadap kinerja guru berpengaruh 37,4%(4) Keterampilan manajerial kepala sekolah,motivasi kerja dan budaya organisasi berpengaruh signifikan terhadap kinerja guru sebesar 62,6% dengan persamaan regresi Ŷ = 83,461 + 0,196X1 + 0,155X2 + 0,250X3. Dari hasil tersebut diperoleh kesimpulan bahwa (1) Terdapat pengaruh positif dan signifikan keterampilan manajerial kepala sekolah terhadap kinerja guru(2) Terdapat pengaruh positif dan signifikan motivasi kerja terhadap kinerja guru(3) Terdapat pengaruh positif dan signifikan budaya organisasi terhadap kinerja guru 4) Terdapat pengaruh positif dan signifikan keterampilan manajerial kepala sekolah, motivasi kerja, dan budaya organisasi secara bersama-sama terhadap kinerja guru. Disarankan kepada 1) Guru SD, agar:selalu update dan mengikuti perkembangan zaman.2) Kepala sekolah, agar:meningkatkan peran sebagai edukator membimbing guru.
Kata kunci: Keterampilan Manajerial Kepala Sekolah, Motivasi Kerja, Budaya Organisasi, dan Kinerja Guru
PENGEMBANGAN FLASHCARD “SPOKEN” UNTUK MENINGKATKAN KETERAMPILAN MENULIS KALIMAT AKTIF SISWA KELAS II SEKOLAH DASAR
The habit of communicating with English in daily life causes a decrease in students' ability to speak Indonesian. This research aims to develop Flashcard "SPOKEN" can improve the ability to write active sentences in grade 2 students in learning Indonesian at SD Karunia Global School Jambi. The method used in this study is Research and Development (RnD) which is adapted from Sukmadinata with the ADDIE (Analysis, Design, Develop, Implement & Evaluate) research and development model. Flashcard "SPOKEN" is used in Indonesian for grade 2 in active sentence material. The design uses cards containing words equipped with elegance and images. Flashcards contain sentence elements, namely Subject, Predicate, Object, and Description (SPOK). A validation score of 93% was obtained from media experts with the category of "Very Valid". From material experts, a validation score of 80% was obtained with the criteria of "Valid". Meanwhile, for linguists, a validation score of 80% was obtained with the criterion of "Valid". From the results of this percentage, the flashcard learning media "SPOKEN" can be declared feasible to be tested on a limited basis. The results of the questionnaire obtained from student responses averaged 91% with the category "Very Interesting". Meanwhile, the results of the teacher response questionnaire received a percentage of 100% with the category "Very Valid". The average score obtained by students was 64.18 and the posttest score obtained was 85.39. The results of the T Test showed that the significance value (Sig) of the measurement data was 0.000 < 0.05
PENGARUH METODE HYPNOTEACHING TERHADAP KEMAMPUAN IMAJINASI DALAM MENULIS PUISI SISWA KELAS V SD
This study focuses on students who have difficulty starting to write poetry. The main factor causing this is the difficulty in conveying their feelings and ideas through writing. Using a quantitative experimental method, the purpose of this study was to determine whether the hypnotaching method affects the imagination ability of fifth grade students in writing poetry better. The experiment was designed with a one group pretest posttest design. Normality, homogeneity, and paired simple t-test hypothesis tests were used. With a Sig. value (2 tailed) of 0.000 <0.005, the results of the study indicate the influence of the hypnosis learning method. It is expected that students can use their imagination to create writings and works poetry
PENGEMBANGAN ASESMEN APLIKASI QUIZIZZ BERBASIS PENDEKATAN TEACHING AT THE RIGHT LEVEL PADA PEMBELAJARAN MENGIDENTIFIKASI IDE POKOK TEKS INFORMATIF SISWA KELAS IV SD NEGERI DELES KABUPATEN BATANG
Latar belakang penelitian ini adalah rendahnya kemampuan pemahaman membaca siswa dalam mengidentifikasi ide pokok pada teks informatif akibat kurang optimalnya asesmen pembelajaran. Penelitian ini bertujuan untuk mendeskripsikan desain, mendeskripsikan hasil validasi uji kelayakan, dan mendeskripsikan keefektifan asesmen aplikasi quizizz berbasis Teaching at the Right Level (TaRL) dalam pembelajaran mengidentifikasi ide pokok teks informatif siswa kelas IV. Metode yang digunakan adalah Research and Development (RnD) dengan model Borg & Gall, melibatkan siswa kelas IV SD Negeri Deles 03 (9 siswa) untuk uji coba kelompok kecil dan SD Negeri Deles 01 (26 siswa) untuk uji coba kelompok besar. Desain pengembangan asesmen aplikasi tersebut dikembangkan berdasarkan kebutuhan guru dan siswa dalam pembelajaran. Asesmen tersebut berupa integrasi konten kearifan lokal dalam teks informatif yang dipadukan dengan instrumen asesmen aplikasi quizizz yang menggabungkan budaya, tradisi, dan cerita rakyat. Hasil validasi menunjukkan asesmen ini sangat layak digunakan dengan skor kelayakan 88,5 dari ahli media dan 89,7 dari ahli materi. Keefektifan asesmen dibuktikan dengan peningkatan nilai rata-rata pretest 37,69 menjadi 86,19 pada posttest serta peningkatan ketuntasan siswa dari 0% menjadi 100%. Uji Paired Sample T-Test dan Wilcoxon menunjukkan perbedaan signifikan sebelum dan sesudah penggunaan asesmen, sementara uji N-Gain menghasilkan skor 0,827908 (kategori tinggi), membuktikan efektivitasnya dalam meningkatkan pemahaman membaca siswa. Dengan teknologi, gamifikasi, dan pendekatan pedagogis yang tepat, asesmen ini tidak hanya sebagai alat evaluasi tetapi juga mendorong keterlibatan siswa secara aktif, sehingga efektif digunakan dalam pembelajaran membaca
ANALISIS BUDAYA ORGANISASI BOARDING SCHOOL MADRASAH ALIYAH NEGERI INSAN CENDEKIA SAMBAS
This study aims to determine the analysis of organizational culture at the Boarding School of MAN IC Sambas. The form of research is a qualitative approach. The research participants numbered 9 people consisting of 7 men and 2 women with the criteria of the principal, vice principal (waka), TU, teachers, and students aged 17-52 years. The research participants were determined by purposive sampling. The research method is descriptive with observation, interview, and documentation techniques. Data collection tools include observation, interview guidelines, and documents. Data analysis goes through three stages, namely data collection, data reduction, and conclusions. The main findings of this study: The level of artifacts in the form of symbols that look like logos, quotations from the Qur'an and wise words, building architecture combined with local wisdom, and verbal and nonverbal language used to communicate; The applicable norms in the form of unwritten and written regulations are stated in the School Guidelines and Regulations book; The values adopted contain five important values, namely professionalism, integrity, cooperation, responsibility, and discipline; The basic beliefs and assumptions applied are in the form of statements stating that education plays a role as a means of forming good character and morals. The conclusion of this study is in the form of an analysis of organizational culture in madrasahs which is quite good. The implication of this study is that with a good organizational culture, it is expected to be able to maximize the quality of education at MAN IC Samba
PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE JIGSAW BERBASIS GEOGLE SITE TERHADAP HASIL BELAJAR MATEMATIKA SISWA KELAS IVSD NEGERI 16 PASARAN 1 NAINGGOLAN
This research aims to determine the effect of the Google Site-based jigsaw type cooperative learning model on the mathematics learning outcomes of fourth grade elementary school students Negeri 16 markets 1 nainggolan 2023/2024 academic year. The research method used is an experimental method with a quantitative research type. To obtain the data required a test instrument of 30 questions. The total research sample was 26 students based on Random Sampling techniques. To determine students' initial abilities, the research conducted a Pre Test with an average score of 57.76 which was included in the poor category. The results of the Posttest have improved from the Pretest results given previously with the students' average score reaching 86.26 in the good category and the average score from the questionnaire being 83.42. It can be said that students' speaking skills have improved as evidenced by the results of the correlation coefficient test calculation, which obtained r_count ≥r_tabel with results of 0.722 ≥ 0.388. Next, hypothesis testing compares the t_count ≥t_table value. Obtained t_count value ≥t_table (5.115 ≥ 2.048) then H_a is accepted and H_o is rejected. Through the t-test, it can be concluded that there is a significant positive influence between the Role Playing method (X) on students' speaking skills (Y)
PENGARUH MEDIA KARTU BERGAMBAR TERHADAP KETERAMPILAN MENULIS PERMULAAN SISWA KELAS 1 SEKOLAH DASAR
This study is based on the large number of students who struggle with writing fluency and have low writing skills. The research was conducted to identify the effects of picture card media on the early writing ability of first-grade students at SDN Keboananom Sidoarjo. The study uses a quantitative approach with a quasi-experimental design and a posttest-only control design. All first-grade students at SDN Keboananom Sidoarjo are included in the population of this study. The sampling technique used is purposive sampling, with class I B as the experimental group and class I C as the control group. The data collection method applied is a posttest, which will be analyzed numerically using normality tests, homogeneity tests, and t-tests. Based on the research findings, it is concluded that the use of picture card media has an impact on the early writing skills of first-grade students at SDN Keboananom Sidoarjo. The analysis results show a sig. (2-tailed) value < 0.000, which means H0 is rejected and H1 is accepted
PENGGUNAAN MEDIA AUDIO VISUAL ANIMASI KARTUN UNTUK MENUMBUHKAN MOTIVASI BELAJAR SISWA KELAS 3 SEKOLAH DASAR
Learning is influenced by various factors, one of which is student motivation. Many students struggle with abstract subjects like mathematics due to unengaging teaching methods. Using audiovisual media, particularly animated cartoons, can capture students' attention and enhance their learning motivation. This study aims to examine the effect of using animated cartoon audiovisual media on the learning motivation of third-grade elementary school students in mathematics. The research employs a qualitative approach with a case study method conducted at SDN Waru. Data were collected through observations, interviews, and documentation, then analyzed using data triangulation techniques. The findings indicate that students show increased enthusiasm and engagement in mathematics learning after the implementation of animated cartoon audiovisual media. Teachers report that students who were previously passive become more active and interested in learning. Additionally, parents note that their children demonstrate greater enthusiasm for studying at home. Despite these benefits, challenges such as infrastructure limitations and teachers’ proficiency in using media still exist. This study concludes that animated cartoon audiovisual media can be an effective tool to enhance students’ motivation, provided that adequate facilities and teacher training are in place