Penelitian ini termasuk penelitian kualitatif dengan menggunakan metode deskriptif, Teknik pengumpulan data digunakan berupa observasi dan diperkuat dengan kegiatan wawancara dan studi dokumentasi. Pelaksanaan Pembelajaran Tatap Muka Terbatas di SDIT Luqman Al Hakim Sleman dilakukan terlebih dahulu dengan mensosialisasikan kepada orang tua murid dan memberikan surat persetujuan antara sekolah dan orang tua murid. SDIT Luqman Al Hakim Sleman menggunakan Hybrid Learning dalam pelaksanaan Pembelajaran Tatap Muka Terbatas. Adapun PTMT di SDIT Luqman Al Hakim Sleman meliputi: mempersiapkan kurikulum, jam pembelajaran juga dirubah, tetap social distanding, mengatur jarak tempat duduk peserta didik minimal 1 meter, selalu memakai masker, pembelajaran ini hanya dilaksanakan di dalam ruangan saja, saat pembelajaran new normal jam istirahat pun juga ditiadakan, menyemprotkan disinfektan ke setiap penjuru ruang, dalam pembelajaran Tatap Muka Terbatas antara pendidik dengan siswa, siswa satu dengan siswa lainnya tidak boleh saling bersentuhan. Sekolah memberikan tempat untuk mencuci tangan beserta sabunnya, seluruh orang di lingkungan sekolah tanpa terkecuali harus dalam keadaan sehat, baik dari kepala sekolah, pendidik, pegawai dan siswa.
The effect of lack using game method in English subject is students in MI Condong Jamanis have low score in English vocabulary mastery. The problems that arise whether the game method has positive influence on increasing student`s English vocabulary mastery in Madrasah Ibtidaiyyah Condong or not. The assumption of this study is the game method has positive impact on student`s on increasing student`s English vocabulary mastery in Madrasah Ibtidaiyah (MI) Condong Jamanis. This aim of the study is to determine the effect of using the game method on increasing English vocabulary mastery in the Madrasah Ibtidaiyyah Condong. This research is useful for English language teachers, students and also the development of teaching materials in English subjects related to learning methods, especially game methods and efforts to improve student`s English vocabulary mastery.The method of the study is descriptive method with quantitative approach to reveal the current situation / condition by considering the past situation through the processing of numbers obtained from research Based on the results of data processing, it is found that the use of the game method in Madrasah Ibtidaiyah Condong is sufficient (x ̅ = 41, is on the scale of interpretation 40 - 44 with moderate classification). Whereas Student`s English vocabulary mastery in MI Condong has low score (x ̅ = 40, is on the scale of interpretation 38 - 41 with less classification). And the effect of using game method on increasing student`s English vocabulary mastery in Madrasah Ibtidaiyah Condong has a significant positive influence categories, it is proven that rs = 0.46 is in the interval 0.41 - 0.71 and t_count (2.76) and table (2,048). The effect of using game method influences on the increasing of English vocabulary mastery about 21%, while the left about 79% is determined by other factors, namely the use of other learning methods, habituation, the teacher always explores the game method, the students' understanding of the vocabulary given.
The development of human civilization has an impact on the presence of technology which is the most inherent part of life, including in the education sector. 2020 is the year that makes most areas of life undergo changes due to the Covid-19 pandemic. In the field of education, the Covid-19 pandemic makes learning must be carried out online and no learning as usual is carried out face-to-face at school. Each educational institution has its own way of implementing learning during the pandemic, various applications and online learning strategies have become a new culture for educators and students. This study aims to analyze the implementation of fully online e-learning based on moodle used in SDIT Lukman Al Hakim Sleman Yogyakarta and to determine the supporting factors and inhibiting factors. This research is a qualitative research. The results showed the implementation of fully online e-learning based on moodle at SD IT Lukman Al Hakim Sleman Yogyakarta that learning was carried out online from the opening stage at the beginning of learning, then the learning process stage and the closing stage, but at three stages using a platform different. The supporting factor for fully online e-learning based on moodle is because schools provide paid service facilities so that the implementation of learning does not experience different capacity limitations with unpaid services, while the inhibiting factor is that there are still students who experience difficulties in online learning due to unstable networks. in the student's area.
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