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Showing 923 articles found for "Earning"

FORMATION OF PAIRS AND GROUP TO IMPROVE ENGLISH LANGUAGE SKILLS OF GRADE VI STUDENTS OF ELEMENTARY SCHOOL 060878

Eva Betty Simanjuntak, Dea Yuanita Nasution, Hiskia Rahmadani, Joy Gracia Pakpahan, Rizka Amelia, Winda Nainggolan
Abstract: This study aims to evaluate the effectiveness of group learning methods in improving the English skills of sixth-grade students at SD Negeri 060878. Using a qualitative approach involving direct interviews, questionnaires,… s, and documentation, this study identified three main problems that hinder the success of group learning: gender differences affecting group formation, difficulty ensuring the active participation of each member, and relatively long time for group management. The results of the study indicate that these problems cause group learning to be less effective and have an impact on the decline in students' English skills. Therefore, strategies such as forming inclusive groups, clear division of tasks, the use of participatory observation instruments, the utilization of technology, and the implementation of the Problem-Based Learning approach are recommended to improve the effectiveness of group learning and students' English skills. This study provides an important contribution to developing English teaching methods at the elementary school level by considering social aspects and more effective classroom management.

PENGARUH PENDEKATATAN PEMBELAJARAN JOYFUL LEARNING BERBANTUAN MEDIA DIGITAL TERHADAP MINAT BELAJAR SISWA PADA PEMBELAJARAN PENDIDIKAN AGAMA ISLAM DI SDN 178 TUBAN DAN UPT SP SDN 170 MULYASRI

Ayu Fitriani, Wahyu Musa, Arnanda Mardatillah
Abstract: Penelitian ini bertujuan untuk mengetahui pengaruh pendekatan pembelajaran Joyful Learning berbantuan media digital terhadap minat belajar siswa pada mata pelajaran Pendidikan Agama Islam di SDN 178 Tuban dan UPT SP SDN… 170 Mulyasri. Penelitian ini dilatarbelakangi oleh rendahnya minat belajar siswa dalam pembelajaran Pendidikan Agama Islam yang masih didominasi oleh metode konvensional dan kurangnya penggunaan media digital yang menarik. Jenis penelitian ini merupakan penelitian kuantitatif komparatif, dengan pendekatan eksperimen semu (quasi experiment). Populasi penelitian adalah seluruh siswa kelas V di kedua sekolah tersebut, sedangkan sampel penelitian diambil menggunakan teknik purposive sampling. Data dikumpulkan melalui angket minat belajar, observasi, dan dokumentasi, kemudian dianalisis dengan uji validitas, reliabilitas, dan uji-t (independent sample t-test) untuk melihat perbedaan minat belajar antara kelompok yang menggunakan dan tidak menggunakan pendekatan Joyful Learning berbantuan media digital. Hasil penelitian menunjukkan bahwa terdapat perbedaan signifikan minat belajar siswa antara pembelajaran yang menggunakan pendekatan Joyful Learning berbantuan media digital dengan yang tidak menggunakan. Siswa yang mengikuti pembelajaran dengan pendekatan Joyful Learning menunjukkan tingkat antusiasme, perhatian, dan keterlibatan yang lebih tinggi dibandingkan dengan siswa pada pembelajaran konvensional. Dengan demikian, dapat disimpulkan bahwa pendekatan Joyful Learning berbantuan media digital berpengaruh positif terhadap peningkatan minat belajar siswa pada mata pelajaran Pendidikan Agama Islam di sekolah dasar. Penelitian ini merekomendasikan agar guru PAI lebih mengintegrasikan unsur pembelajaran yang menyenangkan dan berbasis teknologi digital agar proses belajar menjadi lebih interaktif, menarik, dan bermakna.

ANALISIS FAKTOR-FAKTOR RENDAHNYA MINAT BELAJAR SISWA PADA MATA PELAJARAN IPAS KELAS IV DI SD 190 PALEMBANG

Waiz Alkarni, Faipri Selegi, Susanti, David Budi Irawan
Abstract: This research is descriptive research and uses qualitative methods. This research aims to analyze the factors of students' low interest in learning in grade IV science and science subjects at SD 190 Palembang, totaling 16… 16 students. The sampling technique in this research uses the proportional sampling method, In this study, the data taken was in the form of interview data, questionnaires and documentation in carrying out this research. The first step taken by the researcher was distributing questionnaires to students. The questionnaire was closed with 5 answer choices, namely strongly agree, agree, neutral, disagree and strongly disagree. agree, the questionnaire instrument consists of 21 statement items. Next, carry out the interview stage which is carried out after giving a questionnaire consisting of 10 questions and then carry out the documentation stage which shows that there are several students whose scores are below the Kkm, namely 75. So the indicator that can be concluded is the feeling of happiness indicator which is 12.79%, while The indicator of student interest was 13.21%, then the indicator of student attention was 14.5%, then the indicator of student involvement was 20.95%. In terms of indicators of student interest in science and science subjects, the percentage results were 13.21% with poor criteria.  

PENGEMBANGAN BAHAN AJAR BERBASIS CERITA BERGAMBAR UNTUK MENINGKAT PEMAHAMAN BELAJAR BAHASA INDONESIA PADA KELAS II DI SD NEGERI 95 PALEMBANG

Yuyun Desti, Liza Murniviyanti, Aldora Pratama
Abstract: The development of illustrated story-based teaching materials to improve understanding of learning Indonesian in class II, has the goal of knowing the development of understanding of learning Indonesian that is valid, practical… actical and effective. The type of research used by researchers in developing teaching materials based on picture stories is research and development, development refers to the ADDIE model consisting of analysis design, development, implementation, and evaluation. The research subjects were class IIA and IIB students of Public Elementary School 95 Palembang with a total of 36 students. The data collection techniques used in the study were questionnaires and documentation, based on the results of expert validator research from the three fields, namely media, material, and language where the validator in In this development, there are 2 validators covering the three fields, so the validator percentage results from the two experts are 3.80 which are categorized as "valid". Then the teacher's response practicality test obtained a percentage result of 87.49%, categorized as "very practical", then the one to one trial obtained a percentage value of 87.49% categorized as very practical, then the small group trial obtained a percentage value of 79.27 %. And the last test of the potential effect test obtained a percentage value of 90.00% which was categorized as very effective.  

PENGEMBANGAN MEDIA INTERAKTIF BERBASIS PBL UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH MATEMATIKA FASE B

Helsa Qaira Sukmarani, Rosiana Mufliva, Riyadi, Diki, Isna Soffi Aristin Rohiman
Abstract: Problem-solving ability is a skill that every individual must possess. Mathematical problem-solving is one of the skills that must be mastered in everyday life. This research aims to develop interactive learning media based… sed on PBL to enhance students' mathematical problem-solving abilities. This research uses the Design and Development (D&D) method with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The data collection technique in this study used a questionnaire with a Likert scale. The research results indicate that the PBL-based interactive media is suitable for use, with validation from subject matter experts at 97.2%, media experts at 97.6%, and product trials at 87.5%. The improvement in problem-solving skills was also measured through the N-Gain test, with an N-Gain result of 1, indicating a high criterion. The improvement in students' mathematical problem-solving skills increased after using PBL-based interactive media. This demonstrates the importance of media in delivering education. Media designed according to students' needs effectively and efficiently can enhance students' interest, motivation, and understanding in learning.

PEMBERDAYAAN GURU PAUD MELALUI KEMITRAAN LITERASI DAN MEDIA PEMBELAJARAN BERBASIS DEEP LEARNING

Kurnia Rahayu, Mega Endang Sari, Dian Nur Rachmawati, Indri Ristiani, Anisya Fitria Sari, Erna Budiarti, Debie Susanti
Abstract: Kegiatan Pengabdian kepada Masyarakat (PKM) ini bertujuan untuk meningkatkan kompetensi guru Pendidikan Anak Usia Dini (PAUD) melalui penguatan literasi dan pengembangan media pembelajaran berbasis deep learning. Program… dilaksanakan dalam bentuk pelatihan, pendampingan, dan praktik pembuatan media pembelajaran berupa buku cerita anak yang kreatif dan edukatif. Permasalahan utama yang dihadapi mitra adalah rendahnya kreativitas guru dalam mengembangkan media pembelajaran literasi serta minimnya kolaborasi antara guru, sekolah, dan orang tua dalam mendukung pembelajaran anak usia dini. Metode pelaksanaan kegiatan menggunakan pendekatan andragogi melalui model Project Based Learning (PBL) dan pendampingan intensif (coaching clinic). Tahapan kegiatan meliputi In-Service Training, On-the-Job Learning, implementasi pembelajaran di kelas, serta evaluasi hasil kegiatan melalui pre-test dan post-test. Peserta kegiatan berjumlah 38 guru PAUD dengan 32 responden yang mengisi instrumen evaluasi. Hasil kegiatan menunjukkan adanya peningkatan pemahaman peserta setelah mengikuti pelatihan. Nilai rata-rata pre-test sebesar 10,3 meningkat menjadi 11,8 pada post-test. Selain itu, peserta mampu menghasilkan produk media pembelajaran berupa buku cerita anak yang sesuai dengan karakteristik anak usia dini dan mengintegrasikan unsur kreativitas, kolaborasi, serta nilai edukatif dalam pembelajaran. Kegiatan ini juga meningkatkan pemahaman guru mengenai penerapan deep learning, pemanfaatan media pembelajaran inovatif, serta penggunaan teknologi dan AI secara bijak dalam pendidikan. Dengan demikian, kegiatan PKM ini berhasil meningkatkan kompetensi guru PAUD dalam pengembangan literasi dan media pembelajaran berbasis deep learning. Program ini diharapkan dapat mendukung terciptanya ekosistem pembelajaran yang kreatif, kolaboratif, dan bermakna bagi anak usia dini.

PENDAMPINGAN PEMANFAATAN ARTIFICIAL INTELLIGENCE DALAM PENULISAN KARYA ILMIAH BERBASIS AL-QUR’AN

Ahmad, Rabya Mulyawati, Salem, Muh Amirrudin, Parera, Moh Mul Akbar Eta, Guhir, Asliat Hingi, Laba, Abdul Syukur
Abstract: Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan pemahaman dan keterampilan mahasiswa dalam memanfaatkan Artificial Intelligence (AI) pada penulisan karya ilmiah berbasis Al-Qur’an secara efektif dan… dan etis. Metode yang digunakan adalah pendekatan Service Learning yang mengintegrasikan pembelajaran konseptual dengan praktik langsung, melibatkan 30 mahasiswa sebagai peserta. Pelaksanaan kegiatan dilakukan melalui beberapa tahapan, yaitu penyampaian materi, diskusi dan tanya jawab, praktik penulisan, serta refleksi dan evaluasi. Hasil kegiatan menunjukkan bahwa peserta mengalami peningkatan pemahaman terhadap konsep AI dan penerapannya dalam penulisan ilmiah, yang ditunjukkan melalui keterlibatan aktif selama proses pembelajaran serta kemampuan menghasilkan karya ilmiah secara sistematis. Selain itu, peserta juga menunjukkan peningkatan kemampuan berpikir kritis dalam menyikapi penggunaan AI, khususnya terkait aspek etika dan validitas informasi. Meskipun demikian, masih terdapat variasi kemampuan peserta dalam menyusun karya ilmiah serta potensi ketergantungan terhadap teknologi. Oleh karena itu, diperlukan pendampingan lanjutan dan penguatan literasi akademik serta etika penggunaan AI agar hasil pembelajaran lebih optimal dan berkelanjutan.

SEKOLAH ORANG TUA QUR’ANI: PENGUATAN POLA ASUH ISLAMI DALAM MENDUKUNG PERKEMBANGAN ANAK USIA DINI

Devi Sulaeman, Kurniasih, Abdul Fatah, Saniyya Putri Hendrayana, Deden Deni Mahendra
Abstract: Social and digital transformations have impacted early childhood parenting patterns, necessitating the strengthening of the family's role as the foundation for Islamic-based character education. This community service activity… tivity aims to improve literacy and practice of Islamic parenting through the Quranic Parent School program at the Merpati Early Childhood Education Post in Kutawaluya District. The program is designed to build synergy between schools and families in supporting the social-emotional and spiritual development of early childhood. The method used is a community-based participatory approach with stages of needs identification, joint action planning, parenting class implementation, and periodic reflection and evaluation. Activities are implemented through workshops, reflective discussions, simulations of Islamic parenting practices, and the establishment of a parent forum as a forum for program sustainability. The results of the activity indicate an increase in parents' understanding of the concepts of fitrah (natural nature) and adab (good manners), changes in communication patterns to be more empathetic, and consistent habits of worship and restrictions on gadgets at home. Further impacts are seen in increased discipline and emotional regulation of children at school and the formation of a Quranic family learning community. The implications of this activity confirm that strengthening Islamic parenting through the Quranic Parent School model is effective in encouraging family-based social transformation and has the potential to be replicated in other PIAUD institutions with similar characteristics.

PELATIHAN GURU PAUD DALAM IMPLEMENTASI DONGENG INTERAKTIF ISLAMI BERBASIS MULTIMEDIA UNTUK OPTIMALISASI PERKEMBANGAN BAHASA ANAK

Andepi Daryana, Enih Hartiani, Siti Aminah, Nurul Fahimah, Marwah Triyati
Abstract: The development of digital technology presents innovative opportunities in early childhood learning, particularly in stimulating language skills through interactive and meaningful approaches. Fairy tales as an educational… l medium have narrative power in enriching vocabulary and building children's expressive abilities, especially when combined with Islamic values ​​and multimedia support. This community service activity aims to improve the competence of early childhood education teachers in implementing interactive Islamic storytelling based on multimedia to optimize children's language development in Kutawaluya District. The method used was a participatory approach through the stages of needs assessment, workshops, media creation practice, classroom implementation assistance, and evaluative reflection with the teacher community. The results of the activity showed an increase in teacher capacity in designing and using digital media pedagogically, changes in learning interaction patterns to be more dialogic, and increased verbal participation of children in storytelling activities. In addition, a community of teacher practice was formed that collaboratively developed Islamic storytelling media as a sustainable innovation. The implications of this activity confirm that the integration of technology, Islamic values, and a participatory approach effectively encourages the transformation of early childhood learning practices. This model has the potential to be replicated in similar contexts to strengthen the quality of adaptive and character-building early childhood education.

PELATIHAN CODING SCRATCH UNTUK MENINGKATKAN COMPUTATIONAL DAN CRITICAL THINKING SISWA SDN KARANG TENGAH 2 KOTA TANGERANG

Yulhendri, Ratnawati Susanto, Noni Agustina
Abstract: Perkembangan teknologi digital menuntut peningkatan literasi digital sejak usia dini. Namun, pembelajaran coding di tingkat Sekolah Dasar (SD) masih terbatas dan belum terimplementasi secara optimal. Kegiatan Pengabdian… kepada Masyarakat (PkM) ini bertujuan untuk memberikan pendampingan pembelajaran coding menggunakan Scratch guna meningkatkan kemampuan Computational Thinking dan Critical Thinking siswa SD. Metode pelaksanaan meliputi tahap persiapan, pelaksanaan pelatihan berbasis proyek (Project-Based Learning), serta evaluasi melalui observasi dan refleksi. Hasil kegiatan menunjukkan peningkatan kemampuan siswa dalam menyusun algoritma sederhana, menggunakan loop dan variabel, serta melakukan debugging program. Selain itu, siswa menunjukkan peningkatan kepercayaan diri, kreativitas, dan kemampuan problem solving. Luaran kegiatan berupa modul pembelajaran Scratch, produk proyek siswa (animasi dan game sederhana), dokumentasi kegiatan, serta publikasi artikel ilmiah. Program ini memberikan kontribusi nyata dalam memperkuat literasi digital dan pola pikir komputasional siswa sekolah dasar.