Membaca permulaan merupakan keterampilan membaca yang harus dikuasai oleh siswa Sekolah Dasar kelas rendah, yaitu kelas 1 dan kelas 2. Dalam proses pelaksanaannya, biasanya terdapat beberapa siswa yang memiliki kesulitan dalam membaca permulaan. Kesulitan membaca ini menjadi penghambat pada proses pembelajaran membaca selanjutnya. Penelitian tentang analisis kesulitan membaca permulaan ini dilakukan pada siswa kelas 1 SD di Kabupaten Tasikmalaya. Metode penelitian yang digunakan adalah deskriptif kualitatif. Teknik pengumpulan data yang digunakan yaitu tes, observasi, dan dokumentasi. Instrumen penelitian yang digunakan yaitu soal tes membaca permulaan, lembar observasi, dan dokumen-dokumen pendukung lainnya. Berdasarkan hasil penelitian, kemampuan siswa membaca huruf vokal sebagian besar sudah pada kategori sangat mampu yaitu sebesar 43%. Kemampuan siswa dalam membaca huruf konsonan sebagian besar sudah pada kategori cukup mampu yaitu sebesar 35%. Kemampuan siswa dalam membaca suku kata sebagian besar sudah pada kategori cukup mampu yaitu sebesar 46%. Kemampuan siswa dalam membaca kata sebagian besar pada kategori mampu yaitu sebesar 32%. Kelancaran siswa dalam membaca sebagian besar pada kategori cukup lancar yaitu sebesar 43%. Kesulitan siswa yang paling banyak ditemukan dalam penelitian ini adalah kemampuan dalam membaca suku kata, terutama suku kata yang terdiri dari 3 huruf atau lebih
This study aims to (1) describe the feasibility of Indonesian history of civilization flash book as a developed teaching material, (2) describe the effectiveness of Indonesian history of civilization flash book as a teaching material to improve student learning outcomes. This is a development research with a 4-D design. This study consists of four stages including defining, designing, development, and disseminate. This research was conducted in SDN Medokan Ayu I/270 Surabaya, with the students from V A class as the control group and the students from V B class as the experimental group for 2015/2016 academic year. The feasibility assessment on the result of the development of the flash book as a teaching material was carried by a material and media experts as the validators. Hypothesis testing was done using a written test in the form of pre-test and post-test. The data obtained included the validator assessment of the material indicating the percentage of the assessment results by 93.75%, which was categorized as excellent, and the validator assessment of the media indicating the percentage of the assessment results by 91.67%, which was categorized as very good. Based on the assessment from the expert validator, the developed teaching material which in this case is the flash book, was declared feasible. Meanwhile, the hypothesis testing analyzed using T-test showed that the learning outcomes of the students in the experimental group is higher than the learning outcomes of the students in the control group. This is indicated by the value of tcount (3979) > ttable (1673). Therefore, the use of flash book as a teaching material affected the students' learning outcomes. Based on the analysis, it can be concluded that the Indonesian history of civilization flash book was feasible as a teaching material, and it effectively improved the learning outcomes of fifth grade students of primary school.imary school. Keywords: Teaching Material, Flash Book, Learning Outcmes. ABSTRAK Penelitian ini bertujuan untuk (1) mendeskripsikan kelayakan bahan ajar flash book sejarah peradaban Indonesia yang telah dikembangkan, (2) mendeskripsikan efektivitas bahan ajar flash book sejarah peradaban Indonesia dalam meningkatkan hasil belajar siswa. Penelitian ini merupakan jenis penelitian pengembangan dengan desain penelitian 4-D. Penelitian ini meliputi empat tahap yaitu pendefinisian, perancangan, pengembangan, dan penyebaran. Penelitian ini dilaksanakan di SDN Medokan Ayu I/270 Surabaya, dengan subjek penelitian adalah siswa kelas V A SDN Medokan Ayu I/270 Surabaya sebagai kelas kontrol dan V B SDN Medokan Ayu I/270 Surabaya sebagai kelas eksperimen tahun pelajaran 2015/2016. Penilaian kelayakan pada hasil pengembangan bahan ajar flash book dilaksanakan oleh validator ahli materi dan validato ahli media. Pengujian hipotesis dilakukan dengan menggunakan tes tulis berupa pre test dan post test. Data hasil penelitian yang diperoleh sebagai berikut penilaian dari validator ahli materi yang menunjukkan presentase hasil penilaian sebesar 93,75% yang tergolong sangat baik dan penilaian dari validator ahli media yang menunjukkan presentase sebesar 91,67% yang tergolong sangat baik. Berdasarkan penilaian dari validator ahli tersebut bahan ajar flash book yang dikembangkan dinyatakan layak. Sedangkan untuk pengujian hipotesis yang dianalisa dengan uji t menunjukkan bahwa hasil belajar siswa pada kelas eksperimen lebih tinggi dibandingkan hasil belajar siswa pada kelas kontrol. Hal ini ditunjukkan dengan nilai thitung (3.979) > ttabel (1.673). Jadi, penggunaan bahan ajar flash book berpengaruh terhadap hasil belajar siswa.Berdasarkan hasil analisis data, dapat disimpulkan bahwa bahan ajar flash book sejarah peradaban Indonesia layak dan efektif meningkatkan hasil belajar siswa kelas V sekolah dasar. Kata Kunci: Bahan Ajar, Flash Book, Hasil Belajar.
The purpose of this study was to determine the improvement of student learning outcomes about elections through the application of the think pair and share cooperative learning model. This model is a form of cooperative learning that has preliminary stages, think (think), Pairs (discuss in pairs), Share (share answers or knowledge with other pairs). The research method used is a classroom action research method adapted from the Kemmis and Taggart model in the form of a cycle model where each cycle consists of four activity steps, namely 1) planning, 2) acting, 3) observing, and 4) reflection (reflecting). The research data were taken from the sixth grade students of SD Muhammadiyah with a total of 22 students consisting of 13 boys and 9 girls. The data obtained are the results of documentation studies, measurement of test results and observations. The learning result instrument is in the form of a question sheet. Student learning outcomes about elections through the use of think pair and share cooperative learning models have been shown to increase, this is evidenced by an increase in the average value of learning test results. the first cycle obtained an average of 71.36 and increased in the second cycle obtained 78.363. In addition, the research data also revealed that the teacher's performance also progressed in each cycle.
This study is motivated by the fact that there are still many lower grade students who have not been able to read fluently. Big book learning media can be used by teachers to teach beginning reading to lower grade students. The purpose of this study is to describe the use of big book learning media to improve beginning reading skills. The study employed a qualitative descriptive method. The subjects were second-grade primary school students who were still unable to read. The research was conducted in one of the primary schools in Tasikmalaya City. The results revealed that students were more enthusiastic in learning to read using big book learning media, which could be seen from an increase in students' reading skills in each meeting. By using big book learning media, in addition to learning to read through a series of letters, students were able to learn to read through images followed by the writing. Therefore, big book learning media can be used to improve students' reading skills.
Penelitian ini bertujuan untuk membandingkan literasi mahasiswa sebelum dan setelah menggunakan produk pengembangan media pembelajaran berupa Countax Diceboard. Penelitian ini merupakan penelitian komparatif dengan Teknik sampling purposive. Sampel penelitian berjumlah 32 mahasiswa akuntansi. Hasil penelitian menunjukan bahwa terdapat peningkatan literasi akuntansi dan pajak mahasiswa setelah menggunakan media pembelajaran Countax Diceboard. Kebaharuan dari penelitian ini adalah menguji produk pengembangan media pembelajaran Countax Diceboard. Countax merupakan singkatan dari Accounting & Taxation sedangkan Diceboard merupakan model pengembangan media pembelajaran berbasis game board edutaiment. Implikasi dari penelitian ini yaitu menciptakan model pembelajaran yang lebih kreatif dan inovatif sehingga hasil penelitian mampu berkontribusi terhadap peningkatan literasi akuntansi dan pajak mahasiswa. Mahasiswa dengan literasi akuntansi dan pajak yang baik dapat berperan aktif di masyarakat untuk meningkatkan kepatuhan pajak, dan secara tidak langsung mampu meningkatkan penerimaan pajak yang optimal bagi negara
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