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PENGARUH MODEL NUMBERED HEAD TOGETHER DENGAN PERMAINAN INDEX CARD MATCH TERHADAP HASIL BELAJAR KELAS III
Jurnal Sinektik
Vol 3
, No 2
(2023)
The purpose of this research is to find out the influence of the application of Numbered Head Together model assisted by Index Card Match media to improve learning outcomes in thematic learning of sub-theme material 1 “ Growth and Development of Living Things SD N 01 Sumbersari. The research design used is One-Group Pretest-Posttest Design. The results stated that there is an influence of NHT learning model with Index Card Match game on learning result on the theme material 1 “Growth and Dev...
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PENGARUH MODEL PEMBELAJARAN NUMBERED HEAD TOGETHER BERBANTU MEDIA PUZZLE UNTUK MENINGKATKAN HASIL BELAJAR KELAS IV
Jurnal Sinektik
Vol 3
, No 2
(2023)
The purpose of this research is to find out the influence of the application of NHT model assisted by Puzzle media to improve learning outcomes in thematic learning Theme 3 subtheme 1 Learning 1 at SD Negeri 01 Medono Pekalongan. The research design used is One-Group Pretest-Posttest Design. The results showed that the final study results (Posttest) had a higher average of 76,973 while in the initial study results (Pretest) had a lower average of 58,595. As for the calculation of t test value of...
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PENGARUH AKTIVITAS LITERASI MATEMATIKA TERHADAP KEMAMPUAN BERPIKIR KRITIS PADA KELAS IV
Jurnal Sinektik
Vol 3
, No 1
(2023)
Research aimed to determine the influence of mathematical literacy activities on the ability of critical thinking in class IV mathematics of State Elementary School 3 Karanganyar where the research was conducted in the elementary School of Negeri 3 Karanganyar. This research sample was a class IV student numbering 36 children. This type of research used quantitative types. Data collection Techniques used: (1) tests; (2) Observation; (3) Documentation; (4) interviews. The data analysis technique...
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4 Sitasi
SUMBER BELAJAR DAN MEDIA PEMBELAJARAN DALAM PELAKSANAAN KURIKULUM 2013 DI SDN 1 PIDODOWETAN
Jurnal Sinektik
Vol 3
, No 2
(2023)
The purpose of this research is to find out the utilization of learning resources and learning media in the implementation of the 2013 curriculum at SDN 1 Pidodowetan in Patebon Subdistrict, Kendal. This research uses a cauldron method. The data source in this research was obtained from principals, teachers, and students in grades I, II, IV and V of SDN 1 Pidodowetan. Data in the form of observations and interviews. The implementation of thematic learning in the 2013 curriculum at SDN 1 Pidodowe...
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ANALISIS KESULITAN BELAJAR PADA MATERI OPERASI HITUNG PEMBAGIAN DI SD
Jurnal Sinektik
Vol 3
, No 1
(2023)
This research to determined the difficulty of learning in the calculation of the operation material at elementary school. The background this research is the importance of understanding the devide operations as a basis for learning mathematics. This research was a qualitative and precentage research. The result showed the difficulty of learning the devide operations includes difficulties in understanding the concept of division and difficulty inusing the principle of division; the factors that i...
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2 Sitasi
ANALISIS KESULITAN BELAJAR MATEMATIKA SISWA KELAS III PADA MATERI PENGUKURAN WAKTU SD NEGERI TLOGOSARI WETAN 02 SEMARANG
Jurnal Sinektik
Vol 4
, No 1
(2023)
Analisis Kesulitan Belajar Matematika Siswa Kelas III Pada Materi Pengukuran Waktu SD Negeri Tlogosari Wetan 02 Semarang. Penelitian ini bertujuan untuk mendiskripsikan kesulitan belajar dan faktor yang mempengaruhi kesulitan belajar matematika materi pengukuran waktu. Jenis penelitian ini adalah deskriptif kualitatif. Subjek penelitian adalah 40 siswa kelas III SD Negeri Wetan 02 Semarang. Instrumen yang digunakan berupa soal, wawancara, dokumentasi, angket dan observasi. Hasil yang diperoleh d...
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NILAI-NILAI PENDIDIKAN KARAKTER DALAM KEGIATAN GALANG PERSAHABATAN ANAK USIA SEKOLAH DASAR
Jurnal Sinektik
Vol 4
, No 1
(2023)
Penelitian ini bertujuan untuk menganalisis kegiatan Galang Persahabatan, menemukan nilai-nilai pendidikan karakter dalam kegiatan Galang Persahabatan dan mendiskripsikan pola pendidikan karakter dalam kegiatan Galang Persahabatan. Jenis penelitian ini adalah kualitatif deskriptif yang dilakukan di Sekolah Dasar Kecamatan Gayamsari Kota Semarang. Teknik pengumpulan data dilakukan dengan wawancara, observasi, dokumentasi dan angket. Hasil penelitian menunjukkan bahwa 1) kegiatan Galang Persahabat...
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Analisis Tingkat Pengangguran Di Daerah Provinsi Banten Akibat Pandemi Covid-19 Tahun 2021
Alfiana, Salma
; Ramadaneta, Tiara Frisach
; Oktafiani, Dini
; Putri, Gabriella Stephanie Regina
; Kencana, Adjie Restu
; Desmawan, Deris
Wawasan : Jurnal Ilmu Manajemen, Ekonomi dan Kewirausahan
Vol 1
, No 2
(2023)
The Covid-19 pandemic has had a significant impact on the global economy, including Indonesia, Banten Province being one of the areas affected, with an increase in the unemployment rate as one indicator. The purpose of this study was to analyze the unemployment rate in the Banten area due to the Covid-19 pandemic. This study used a qualitative approach or secondary data method from the Central Bureau of Statistics (BPS) and analyzed using linear regression. The results of the study show that the...
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HOME VISIT SEBAGAI METODE PEMBELAJARAN JARAK JAUH PADA MASA PANDEMI COVID-19
Jurnal Sinektik
Vol 4
, No 1
(2023)
Tujuan penelitian ini yaitu untuk mengetahui faktor guru dalam menjalankan perannya pada proses pembelajaran home visit selama masa pandemi covid-19 SDN 02 Sukorejo Kabupaten Grobogan. Desain Penelitian yang digunakan yaitu pendekatan kualitatif dengan pendekatan studi kasus. Hasil penelitian dapat disimpulkan bahwa home visit sebagai metode pembelajaran di SDN 02 Sukorejo terlaksana dengan baik, dilakukan secara bergantian dengan rombel 4-5 siswa, sebagai bentuk kepedulian pendidikan guna mempe...
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E-learning as a Learning Media in the Form of Educational Games for Elementary School Students
Journal of Multimedia Trend and Technology
Vol 2
, No 1
(2023)
The use of games as a means of education is not wrong. Because games are entertaining. Human psychology is more like playing than a serious study. In games, education is given through practice or learning by doing. The aim of this research is to design and build an Educational Game for learning mathematics, sub-materials for addition, subtraction, multiplication, and division on integers, Indonesian, Natural Sciences, Desktop-based IPS, class VI. The purpose of designing this platform is to conc...
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4 Sitasi