Jurnal Mahasiswa IKIP Siliwangi
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The Effectiveness of Using Drill Method for Mastering Self-Introduction to The Seventh Grade Students at SMPN 33 Barru
This study aims to evaluate the effectiveness of the drill method in improving speaking skills among 7th-grade students at SMPN 33 Barru, particularly in the context of self-introduction. The research employed a pretest-posttest design with a pre-experimental approach, involving 22 students. The results showed a significant increase in the students' overall average score, from 60 in the pre-test to 84.7 in the post-test, reflecting substantial improvement in their speaking ability. Improvements were also observed across all assessed aspects: Information (59.5 to 86.3), Grammar (59.3 to 82.2), Pronunciation (58 to 82.2), Fluency (58.8 to 82.2), and Confidence (64.3 to 86.3). These findings suggest that the drill method is effective in enhancing various speaking skills, including accuracy, fluency, and student confidence. Therefore, the drill method can be a beneficial teaching approach to improve English speaking skills, particularly for beginners
The Development of Taboo Game as Learning Media to Teach Speaking Skill in Eight Grade of Junior High School
This research focuses on developing engaging learning media to teach speaking skills to eighth-grade students at MTs Durriyyatina. Traditional English teaching methods often fail to engage students and encourage active speaking, resulting in limited progress. To address this issue, the study introduces the Taboo game as a language learning tool. The game helps with vocabulary mastery, boosts speaking confidence, and encourages active participation. An R&D approach, including a trial with 24 students, was used to assess the effectiveness of the game. Results showed that the Taboo game significantly improved learning, with a questionnaire score of 89.3%, categorized as very valid. The evaluation indicated that the game is a highly effective teaching medium. This research demonstrates that interactive games like Taboo can enhance students' speaking skills and create a more engaging learning environment. This approach is in line with modern education trends that emphasize interactive, student-centered learning. In conclusion, the Taboo game is an effective solution for teaching speaking skills and increasing student motivation
Rancang bangun multimedia interaktif pembelajaran IPS menggunakan model discovery learning berbantuan power point untuk meningkatkan kemampuan berpikir kreatif siswa sekolah dasar
This study aims to develop interactive multimedia proclamation of Indonesian independence assisted by power point class V elementary school. This type of research is development (Research and Development) following the steps of Borg and Gall. The subjects used in this study were grade V students at Setiawarga Elementary School, with a limited number of tests of 8 students and an extensive test of 34 students. The data analysis techniques used are qualitative and quantitative descriptive techniques. The results of this development research show that interactive multimedia assisted by power points is feasible to be used as a learning medium after carrying out material validation tests and media with results of 3.6 are included in the "very feasible" category, media experts the score obtained is 3.5 included in the "very feasible" category, and the validation results of limited trial practitioners are 37 included in the "feasible" category. The broad trial got an average score of 33.4 and fell into the "decent" category
Rancang bangun media interaktif diagram batang dengan menggunakan model group investigation berbantuan powerpoint untuk meningkatkan kemampuan pemahaman matematis siswa kelas IV SD
Rendahnya kemampuan pemahaman matematis siswa kelas IV pada materi statistika adalah hal yang melatarbelakangi penelitian ini. Karena hal tersebut peneliti bertujuan untuk mengembangkan sebuah media pembelajaran interaktif diagram batang dengan menggunakan model Group Investigation berbantuan powerpoint. Metode yang digunakan di dalam penelitian ini adalah metode research and development (R&D) tahapan Borg and Gall. Berdasarkan hasil dari validasi ahli materi, validasi ahli media dan validasi ahli praktisi terhadap media interaktif diagram batang ini mendapatkan skor diatas rata-rata degan kategori media valid dengan demikian media interaktif diagram batang layak digunakan. Pengembangan media interaktif diagram batang ini melalui dua tahap uji coba untuk mengetahui keefektifan media dalam meningkatkan kemampuan pemahaman matematis siswa. Pertama adalah uji coba terbatas kepada 10 siswa kelas IV dan yang kedua yaitu uji coba luas kepada 20 siswa kelas IV. Peningkatan kemampuan pemahaman matematis siswa setelah menggunakan desain penelitian one group design pretest-posttest pada uji terbatas dan uji luas terdapat perbedaan yang signifikan, dalam artian setelah menggunakan media interaktif diagram batang kemampuan pemahaman matematis siswa berkembang. Maka dari itu pengembangan media interaktif diagram batang dengan menggunakan model Group Investigation berbantuan powerpoint mampu meningkatkan kemampuan pemahaman matematis siswa kelas IV SD khususnya pada materi statistika.Kata Kunci: Media Pembelajaran Interaktif, Model Group Investigation, Kemampuan Pemahaman Matematis
Analisis hambatan pada penyelesaian soal perkalian dan pembagian bilangan cacah di kelas II sekolah dasar
This research aims to analyze students when solving multiplication and division of whole number problems. The subjects in the research focused on 24 class II students at SDN 3 Sukarindik, Kec. Bungursari, Tasikmalaya City. The data comes from students' answers after working on 5 essay questions on multiplication and division of whole numbers at easy, medium and difficult levels. The results of the research revealed the learning obstacles experienced in solving questions. It can be detailed as follows: (1) obstacles in understanding the concept of multiplication, (2) obstacles in understanding the concept of multiplication in story problems, (3) obstacles in understanding the concept of division, (4) obstacles in understanding the concept of division in story problems. This is shown by data from students who still have difficulty answering questions on multiplication and division of whole numbers, which reaches a percentage of 66.6%. The method used is a qualitative descriptive method and data collection techniques through interviews and test questions. 
Pengaruh media buaya pintar dan random name pickers terhadap hasil belajar matematika siswa SD Negeri 81 Palembang
Abstrak
Pembelajaran matematika dilakukan secara konvensional tanpa perantara media. Tujuan penelitian untuk mengetahui pengaruh media buaya pintar dan random name picker terhadap hasil belajar matematika siswa SD Negeri 81 Palembang. Rumusan masalah yaitu apakah ada pengaruh media buaya pintar dan random name picker terhadap hasil belajar matematika siswa SDN 81 Palembang. Penelitian menggunakan metode kuantitatif eksperimen dengan desain posttest only control group design, Populasi 203 siswa kelas II, sampel dalam penelitian ini menggunakan teknik purposive sampling yang terdiri dari 64 orang yaitu, kelas II C DAN II D. Teknik pengumpulan data yang digunakan adalah tes dan wawancara. Teknik analisis data yang digunakan yakni uji independent sample t-test. Hasil penelitian menunjukkan nilai sig (2-tailed) yang didapat sebesar 0,000 < 0,05 atau dengan thitung > ttabel yaitu 5.025 > 1,669 artinya H0 ditolak. Sehingga dapat disimpulkan bahwa terdapat pengaruh media buaya pintar dan random name picker terhadap hasil belajar matematika siswa SD Negeri 81 Palembang
Kata Kunci: Media Buaya Pintar, Random Name Picker, Hasil Belajar.
Abtract
Mathematics learning is carried out conventionally without media intermediaries. The aim of the research was to determine the effect of smart crocodile media and random name picker on the mathematics learning outcomes of students at SD Negeri 81 Palembang. The formulation of the problem is whether there is an influence of smart crocodile media and random name picker on the mathematics learning outcomes of students at SDN 81 Palembang. The research used a quantitative experimental method with a posttest only control group design. The population was 203 class II students. The sample in this study used a purposive sampling technique consisting of 64 people, namely, class II C AND II D. The data collection techniques used were tests and interviews. . The data analysis technique used is the independent sample t-test. The research results show that the sig (2-tailed) value obtained is 0.000 < 0.05 or with tcount > ttable, namely 5.025 > 1.669, meaning that H0 is rejected. So it can be concluded that there is an influence of smart crocodile media and random name picker on the mathematics learning outcomes of students at SD Negeri 81 Palembang
Keywords: Smart Crocodile Media, Random Name Picker, Learning Results
Analisis penggunaan media audiovisual dalam pembelajaran menulis puisi pada peserta didik kelas 4A SD Negeri Pandeanlamper 03 Semarang
Artikel ini ditulis bertujuan untuk menganalisis pembelajaran menulis puisi dengan menggunakan media audio visual guna mengembangkan kemampuan peserta didik kelas 4A SDN Pandeanlamper 03 Semarang. Penelitian ini merupakan jenis penelitian kualitatif dengan menggunakan metode deskriptif. Fokus kajian pada penelitian ini adalah peserta didik kelas 4A dengan kategori tinggi, sedang dan rendah. Subyek yang dilibatkan dalam penelitian ini ialah 3 subyek dari 28 peserta didik. Teknik pengumpulan data dengan observasi dan wawancara terhadap 3 subyek peserta didik kategori tinggi, sedang dan rendah. Penelitian ini mendeskripsikan penggunaan media audio visual dalam pembelajaran dan hasil evaluasi belajar setelah menggunakan media audiovisual. Hasil penelitian menunjukkan bahwa 3 subyek dengan kategori tinggi, sedang dan rendah mendapat hasil yang cukup baik, dapat diidentifikasi dari pengerjakan LKPD menulis puisi dan tes evaluasi. Kemampuan 3 subyek dari 28 peserta didik kelas 4A SDN Pandeanlamper 03 Semarang semakin berkembang dalam menulis puisi dengan berbantu media audiovisual. Kesimpulan dari penelitian ini adalah penggunaan media audiovisual dapat mengembangkan keterampilan menulis puisi dan meningkatkan hasil belajar peserta didik
Pengembangan media pembelajaran berbasis powtoon materi pecahan sederhana di kelas III sekolah dasar
As time goes by, teachers must innovate in learning media, to provide a classroom atmosphere that suits the needs of the times, technology must be applied in learning. This research aims to find out how to design PowerPoint-based video learning media for mathematics material about simple fractions in elementary schools, so that it can be a solution to problems related to interest in learning. This research uses the Research and Development (R&D) method with the ADDIE model which includes analysis, design, development, implementation and evaluation. The target of product trials is grade III elementary school students. This research was validated by material experts, media experts and pedagogy experts. The results obtained by Powtoon-based learning video media meet the suitability value for use as learning media. From the validation results, material experts showed an average score of 96% with very appropriate criteria, media experts showed an average score of 71% with appropriate criteria, and pedagogy experts showed an average score of 73% with appropriate criteria. The student response questionnaire showed an average score of 83% with very appropriate criteria and teacher responses showed an average score of 96% with very appropriate criteria. Based on these results, it can be concluded that the Powtoon-based learning video media on simple fractions material is said to be very suitable for increasing interest in learning for class III at SDN Cicariu.
Keywords: Media, Mathematics, Simple Fractions
Penguatan profil pelajar pancasila kelas 1 “aku cinta pancasila” melalui pendekatan project based learning berbasis media ular tangga digital
AbstrakPenelitian ini bertujuan untuk memperkuat profil Pelajar Pancasila pada siswa kelas 1 Sekolah Dasar melalui pendekatan Project Based Learning (PjBL) berbasis media ular tangga digital. Fokus penelitian ini adalah pada tema “Aku Cinta Pancasila” yang dirancang untuk menanamkan nilai-nilai Pancasila sejak dini secara kreatif dan interaktif. Penelitian kualitatif ini menggunakan desain studi kasus dengan melibatkan siswa kelas 1 SDN Sidokare 1. Data dikumpulkan melalui observasi, wawancara, dan analisis dokumen pembelajaran. Hasil penelitian menunjukkan bahwa implementasi pendekatan PjBL berbasis media ular tangga digital dapat meningkatkan pemahaman siswa terhadap nilai-nilai Pancasila, seperti gotong royong, cinta tanah air, dan toleransi. Aktivitas pembelajaran berbasis proyek mendorong siswa untuk berkolaborasi, berpikir kritis, dan menyelesaikan tugas dengan kreatif melalui media digital yang menarik. Selain itu, penggunaan media ular tangga digital memberikan pengalaman belajar yang menyenangkan dan relevan dengan kebutuhan anak-anak generasi digital. Kesimpulan penelitian ini mengindikasikan bahwa pendekatan PjBL berbasis media ular tangga digital merupakan strategi pembelajaran yang efektif untuk memperkuat profil Pelajar Pancasila pada siswa kelas 1 SD. Penelitian ini merekomendasikan pengembangan media pembelajaran digital lainnya untuk mendukung penerapan nilai-nilai Pancasila dalam pendidikan dasar.
Kata kunci: Profil Pelajar Pancasila, Project Based Learning, Media Ular Tangga Digita
PELATIHAN TATA BOGA DALAM PENINGKATAN KETERAMPILAN BAGI IBU RUMAH TANGGA DI PPKD JAKARTA PUSAT
Penelitian ini dilatar belakangi oleh adanya peningkatan ibu rumah tangga dalam pelatihan tata boga yang diselenggarakan oleh Pusat Pelatihan Kerja Daerah (PPKD) Jakarta Pusat di tahun 2023. Penelitian ini bertujuan untuk mengetahui bagaimana proses pelatihan tata boga dalam meningkatkan keterampilan ibu rumah tangga di PPKD Jakarta Pusat. Metode penelitian yang digunakan dalam penelitian ini adalah penelitian kualitatif dengan teknik pengumpulan data wawancara bersama peserta pelatihan tata boga. Hasil penelitian menunjukan pelatihan tata boga di PPKD Jakarta Pusat diselenggarakan dengan baik disertai adanya peningkatan keterampilan, inovasi, dan kreatifitas oleh ibu rumah tangga melalui materi dan pengalaman yang didapatkan selama pelatihan berlangsung dan mendapatkan sertifikasi atas keterampilannya.----This research is motivated by the increase in housewives in culinary training organized by the Central Jakarta Regional Job Training Center (PPKD) in 2023. This study aims to determine how the culinary training process in improving housewives' skills at the Central Jakarta PPKD. The research method used in this research is qualitative research with data collection techniques interviews with culinary training participants. The results showed that culinary training at PPKD Central Jakarta was well organized with an increase in skills, innovation, and creativity by housewives through the material as well as the experience gained during the training and getting certification for their skills