Penelitian ini bertujuan untuk menganalisis hasil belajar siswa melalu pendampingan belajar pada bidang literasi dan numerasi dimasa transisi saat ini. Pemerintah mengeluarkan kebijakan tentang pembelajaran tatap muka terbatas untuk semua satuan pendidikan yang mulai dilaksanakan pada bulan juli 2021 lalu. Meskipun pembelajaran tatap muka telah diberlakukan kembali, namun pembelajaran tatap muka di masa pandemi pelaksanaannya sangat berbeda seperti pada masa normal. Kondisi ini tentunya sangat berdampak bagi guru dan siswa. Pendekatan yang digunakan pada penelitian ini yaitu pendekatan deskriptif kualitatif dengan peneliti bertindak sebagai observer. Informasi yang diperoleh dari penelitian ini menggunakan triangulasi yakni observasi, wawancara serta dokumentasi. Sampel penelitian ini yakni, kepala sekolah, guru kelas 3, dan siswa kelas 3 SD Negri jatiwarna III. Hasil dari penelitian ini yaitu siswa mengalami peningkatan hasil belajaryang signifikan pada bidang literasi dan numerasi. Dengan diadakannya Kegiatan Kampus Mengajar angkatan 2 melalui proses pendampingan belajar, Beberapa metode yang diterapkan pada saat pendampingan, berjalan cukup efektif. Seperti membimbing siswa yang kesulitan membaca, mengkondusifkan peserta didik yang sulit diatur, membantu siswa keluar dari sifat introvert, melancarkan kemampuan membaca, menulis, dan berhitung siswa. Sehingga tingkat kemampuan membaca, menulis dan berhitung siswa meningkat secara signifikan. Hal ini mendapat respon positif dan penerimaan baik dari pihak sekolah, siswa, serta orang tua siswa.
Media, in general, is a means of providing information to the recipient of the message, namely the child. The game is a medium that is used as a medium of play for children that can be used as a means of learning. This game uses a problem-solving learning method, namely problem-solving. It is hoped that this method can find solutions in fostering children’s creativity. Therefore, this research is to improve children’s cognitive abilities in solving a problem (problem-solving). Thus, this research develops problem-solving game media to facilitate children’s creativity by using cardboard box lego game media. In designing this game media, it refers to the 2013 curriculum. The 2013 curriculum is expected to facilitate aspects of children’s cognitive development for their creativity. This study aims to describe the basic needs of game media and develop a cardboard box lego problem-solving science game to facilitate early childhood creativity. The method used in this research is the Educational Design Research (EDR) floating method. Learning science in early childhood is still considered quite tricky, but this will be easy to overcome with the right and appropriate and adequate media and teaching materials. Based on the literature study that has been done, many science game media are not by the child’s development stage, which should adjust to aspects of child development that refer to the 2013 curriculum. So based on the needs and findings in the field, researchers will develop a cardboard box kego problem-solving science game to facilitate early childhood creativity.
Mastering vocabulary could be one of the keys to be successful in learning English. Teaching by using a certain game could be an interesting way to increase students’ vocabulary. The aim of this study is to create a scrabble wall to help students improve their vocabulary. This study employed the research and development method, as well as the ADDIE Model's theory, which is divided into five stages: analysis, design, development, implementation, and evaluation. Interviews, exams, and expert validation checklists were used as study instruments. This study used 25 students as a sample of product implementation among eleventh-grade students of SMA Putra Juang Cianjur. Data were gathered from student interviews, test results (Pre-test and Post-test), teacher replies, and expert validation results. The data analysis revealed that the product was both good and valid. The scrabble wall can be used as a means to teach English, particularly vocabulary. The scrabble wall is helpful for students as well. It may be concluded that the use of scrabble wall can enhance students’ vocabulary mastery.
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