ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Speaking is a productive skill that the students should master but in practice the researcher found that seventh-grade students at SMPN 10 Tarakan still struggled with English speaking skills due to limited opportunities to practice in meaningful contexts. The purpose of this study was to examine the effect of Situational Language Teaching (SLT) on students' speaking skills using a Quasi-Experimental pre-test-post-test Control and Experiment group design at SMPN 10 Tarakan, involving 26 students in the Experimental class and 27 in the Control class. The Experimental class was taught using SLT over four sessions (introducing oneself and others, hobbies, describing people, and daily activities), while the Control class received Teacher-Centered Instruction. Speaking skills were measured through pre-tests and post-tests covering pronunciation, grammar, vocabulary, fluency, and comprehension, and it was analysed using descriptive statistics, normality and homogeneity tests, independent and paired samples t-tests, N-Gain, and Cohen's d. Both classes had equivalent initial proficiency ( t = 1.097 df = 51 p = 0.278 ) and showed significant improvement from pre-test to post-test (p 0.001) The Experimental class demonstrated greater improvement (31.08 Gain = 0.45) compared to the Control class (23.26 points; N-Gain = 0.35), with both falling into the moderate category. Following the intervention, the Experimental class achieved significantly higher scores ( t = 3.197 ; df = 51 P = 0.002 ) with a large effect size (d = 0.88) These findings indicated that the students which were taught using SLT experienced greater improvement in speaking skills compared to those taught using Teacher-Centered Instruction. English teachers are encouraged to optimize time allocation and utilize engaging instructional media by integrating technology.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Penelitian ini bertujuan untuk mengembangkan buku cerita “Jejak Keberanian” sebagai media pendukung layanan Bimbingan dan Konseling dalam membantu pengembangan kepercayaan diri siswa SMP Negeri 4 Tarakan. Penelitian ini menggunakan metode Research and Development (R&D) dengan tahapan melihat potensi dan masalah, pengumpulan data, desain produk, validasi desain, perbaikan desain, uji coba produk dan revisi produk. Validasi dilakukan oleh ahli media, ahli materi, dan ahli bahasa, sedangkan uji coba produk dilakukan kepada dua guru Bimbingan dan Konseling serta tujuh peserta didik. Data dianalisis secara deskriptif kuantitatif menggunakan persentase kelayakan. Hasil penelitian menunjukkan bahwa buku cerita “Jejak Keberanian” memperoleh hasil validasi ahli media sebesar 90%, ahli materi sebesar 85%, dan ahli bahasa sebesar 85%, sehingga produk dinilai layak untuk digunakan setelah dilakukan perbaikan sesuai saran validator. Hasil uji coba kepada guru Bimbingan dan Konseling memperoleh rata-rata sebesar 93,33%, sedangkan uji coba kepada tujuh peserta didik memperoleh total skor 348 dari 420 dengan persentase sebesar 82,86%. Berdasarkan hasil tersebut, buku cerita “Jejak Keberanian” dinilai layak dan memperoleh respons positif sebagai media pendukung layanan Bimbingan dan Konseling. Produk ini dapat menjadi alternatif media untuk membantu siswa memahami dan mengembangkan keberanian serta kepercayaan diri.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
ABSTRAK Penelitian ini bertujuan untuk mengembangkan media pembelajaran papan nilai tempat berbasis wilayah pesisir pada materi nilai tempat bilangan cacah. Penelitian ini dilatar belakangi oleh masih rendahnya pemahaman siswa kelas III-D SDN 019 Tarakan terhadap konsep nilai tempat dan kurang optimalnya penggunaan media pembelajaran dalam proses belajar mengajar. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan Sugiyono yang dimodifikasi menjadi sembilan tahap. Subjek penelitian adalah siswa kelas III-D SDN 019 Tarakan, di mana saat uji coba awal melibatkan 10 siswa dan pada saat uji coba lapangan sebanyak 16 siswa. Teknik pengumpulan data dilakukan melalui observasi, wawancara, validasi ahli, dan angket respon siswa. Data dianalisis menggunakan teknik deskriptif kuantitatif dengan menghitung persentase kelayakan media dan ketertarikan siswa. Hasil penelitian menunjukkan bahwa media pembelajaran papan nilai tempat berbasis wilayah pesisir memperoleh persentase kelayakan sebesar 91,57% dengan kategori sangat layak. Hasil uji coba awal memperoleh persentase ketertarikan siswa sebesar 98,67% dengan kategori sangat menarik. Media yang dikembangkan mampu membantu siswa memahami konsep nilai tempat bilangan cacah secara lebih konkret, meningkatkan keaktifan, serta menciptakan pembelajaran yang lebih menarik dan bermakna.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
This study aimed to improve the reading skills of Grade VII-B students through Phonics-Based Reading Activities at SMP Muhammadiyah 1 Tarakan. The study was motivated by students' difficulties in recognizing English words, identifying letter-sound relationships, pronouncing unfamiliar words, reading fluently, and understanding simple English texts. This study employed a mixed-methods approach integrated with a Classroom Action Research (CAR) design. The participants were 18 Grade VII-B students. The research was conducted in three action cycles consisting of planning, action, observation, and reflection. Data were collected through written tests and observation sheets. Quantitative data were analyzed based on students' written test results, while qualitative data described students' participation and engagement during the learning process. The activities consisted of Read and Match, Phonics Story Time, Reader's Chain, and Read and Draw. The findings showed that the activities improved students' reading skills. The mean score increased from 55 in the pre-test to 75.56 in the post-test, an improvement of 20.56 points. The number of students achieving the minimum mastery criterion increased from 6 students (33.3%) to 13 students (72.2%). Observation results also showed increased participation and engagement. In the final meeting, 16 students actively participated, and the students' activity score reached 90, categorized as Very Good. Therefore, Phonics-Based Reading Activities contributed positively to improving students' reading skills and encouraging active participation in English reading activities
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran Search, Solve, Create, and Share (SSCS) terhadap kemampuan pemecahan masalah matematis murid kelas VIII SMP Negeri 4 Tarakan pada materi Persamaan Garis Lurus. Penelitian ini merupakan penelitian kuasi eksperimen dengan desain Nonequivalent (Pre-Test and Post-Test) Control Group Design, yaitu kelompok eksperimen dan kelompok kontrol diseleksi tanpa prosedur penempatan acak. Populasi dalam penelitian ini adalah seluruh murid kelas VIII SMP Negeri 4 Tarakan tahun ajaran 2025/2026. Sampel dipilih menggunakan teknik cluster sampling, yaitu kelas VIII-5 sebagai kelas eksperimen dan kelas VIII-9 sebagai kelas kontrol. Kelas eksperimen menggunakan model pembelajaran SSCS dengan tahapan Search (mengidentifikasi masalah), Solve (merencanakan penyelesaian masalah), Create (menuliskan pemecahan masalah), dan Share (mengomunikasikan penyelesaian masalah), sedangkan kelas kontrol menggunakan model pembelajaran konvensional. Instrumen penelitian berupa tes kemampuan pemecahan masalah matematis berbentuk soal uraian. Hasil uji prasyarat menunjukkan data berdistribusi tidak normal sehingga dilanjutkan dengan uji hipotesis statisik nonparametrik yaitu uji Mann-Whitney U pada taraf signifikansi 5%. Hasil uji kemampuan awal menunjukkan bahwa kedua kelas memiliki kemampuan awal yang relatif sama. Hasil uji hipotesis penelitian pada post-test menunjukkan adanya pengaruh model SSCS terhadap kemampuan pemecahan masalah matematis murid, hal ini ditunjukkan dari hasil perhitungan dengan nilai signifikansi sebesar 0,001 ( 0,05). Selain itu, secara deskriptif nilai rata-rata hasil tes kemampuan pemecahan masalah matematis murid di kelas eksperimen lebih tinggi dibandingkan murid di kelas kontrol. Dengan demikian, disimpulkan bahwa terdapat pengaruh model pembelajaran Search, Solve, Create, and Share (SSCS) terhadap kemampuan pemecahan masalah matematis murid kelas VIII SMP Negeri 4 Tarakan.
ThesisOpen AccessMetadata saja
2026•
The purpose of this study is to assess whether using the Physics Education Technology (PhET) interactive simulation increases fourth-grade students' willingness to learn mathematics at MI NU 1 Tarakan. This study used Classroom Action Research (CAR) in two cycles. The study included 34 fourth-grade students from MI NU 1 Tarakan. A learning motivation questionnaire and a sheet for observing teacher activities were used to collect research data. Based on the starting conditions before the intervention, the majority of students were classified as "moderately motivated" (47.1%) or "less motivated" (32.4%), indicating that the students' level of learning motivation was still not optimal. After implementing instruction using PhET simulation software, there was a considerable rise in every cycle. The percentage of students' learning motivation in Cycle I was 82.4% in the "highly motivated" group, and it grew to 91.2% in Cycle II. This achievement was fueled by the PhET simulation software's capacity to generate a more dynamic, graphically rich, and interactive learning environment, resulting in improved student engagement and enthusiasm throughout the learning process. The findings of this study suggest that PhET simulations can be utilized as an alternative mathematics learning medium in elementary schools, with the potential to boost students' enthusiasm to learn. The usage of this media allows for more engaging and dynamic learning exercises that do not bore students.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Transformasi digital dalam pendidikan telah mengubah metode pembelajaran menjadi lebih dinamis melalui pemanfaatan video interaktif dan simulasi virtual. Integrasi media pembelajaran berbasis teknologi informasi kini menjadi salah satu alternatif dalam memperkaya proses belajar serta mempermudah pemahaman materi, khususnya dalam mengembangkan numerasi siswa. Tujuan utama penelitian ini adalah mengembangkan media flipbook untuk meningkatkan kemampuan numerasi siswa menengah atas pada topik lingkaran. Penelitian pengembangan ini terdiri dari tahap analis masalah, perancangan solusi, implementasi, dan refleksi. Implementasi dilakukan di Madrasah Aliyah Negeri (MAN) Tarakan di kelas XI dengan banyak siswa 14 orang. Analisis data menunjukkan bahwa flipbook yang dirancang valid menurut ahli, praktis sesuai dengan respons pengguna, dan efektif berdasarkan hasil pretest-posttest numerasi di MAN tersebut. Sementara itu, hasil analisis data kualitatif menunjukkan bahwa siswa menjadi lebih mudah memahami materi dan menerapkan konsep lingkaran dalam masalah kontekstual. Hasil penelitian menunjukkan bahwa flipbook ini potensial dalam meningkatkan kemampuan numerasi.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
IMPROVING THE TENTH GRADES HOSPITALITY SPEAKING SKILLS AT SMK SWASTA PAGUNTAKA TARAKAN USING STIMULER AI: ENGLISH SPEAKING APPLICATION ABSTRAK Penelitian ini bertujuan untuk mengetahui efektivitas penggunaan Stimuler AI: English Speaking Application dalam meningkatkan kemampuan berbicara bahasa Inggris serta mengurangi kecemasan berbicara pada siswa kelas X Perhotelan di SMKS Paguntaka Tarakan. Penelitian ini menggunakan metode Classroom Action Research (CAR) dengan model Kemmis dan McTaggart yang meliputi tahap perencanaan, tindakan, observasi, dan refleksi. Subjek penelitian terdiri dari 13 siswa kelas X Perhotelan. Penelitian dilaksanakan dalam dua siklus, dimana setiap siklus terdiri atas tiga kali pertemuan dan satu tes berbicara. Instrumen penelitian yang digunakan meliputi tes speaking performance, kuesioner speaking anxiety yang diadaptasi dari Foreign Language Classroom Anxiety Scale (FLCAS), dan lembar observasi. Data dianalisis secara kuantitatif menggunakan skor rata-rata, persentase, dan klasifikasi tingkat kecemasan serta keterlibatan siswa. Hasil penelitian menunjukkan bahwa penggunaan Stimuler AI mampu meningkatkan kemampuan berbicara siswa secara signifikan. Nilai rata-rata siswa meningkat dari siklus I sebesar 60,3 hingga mencapai ketuntasan klasikal 100% dengan nilai rata – rata 82.78 pada akhir siklus II. Peningkatan terlihat pada aspek pronunciation, grammar, fluency, dan vocabulary. Selain itu, penggunaan aplikasi ini juga membantu mengurangi kecemasan berbicara dan meningkatkan rasa percaya diri siswa karena menyediakan lingkungan belajar yang aman, interaktif, dan bebas dari tekanan sosial. Siswa menjadi lebih aktif, mandiri, dan berani berkomunikasi menggunakan bahasa Inggris dalam konteks perhotelan. Dengan demikian, Stimuler AI terbukti efektif sebagai media pembelajaran berbasis AI untuk meningkatkan kompetensi berbicara dan kesiapan psikologis siswa vokasi di bidang perhotelan. IMPROVING THE TENTH GRADES HOSPITALITY SPEAKING SKILLS AT SMK SWASTA PAGUNTAKA TARAKAN USING STIMULER AI: ENGLISH SPEAKING APPLICATION ABSTRACT This study aimed to determine the effectiveness of Stimuler AI: English Speaking Application in improving English speaking skills and reducing speaking anxiety among tenth-grade hospitality students at SMKS Paguntaka Tarakan. This study employed Classroom Action Research (CAR) based on the Kemmis and McTaggart model consisting of planning, acting, observing, and reflecting stages. The subjects of this research were 13 tenth-grade hospitality students. The study was conducted in two cycles, with each cycle consisting of three meetings and one speaking test. The research instruments included a speaking performance test, a speaking anxiety questionnaire adapted from the Foreign Language Classroom Anxiety Scale (FLCAS), and observation sheets. The data were analyzed quantitatively using mean scores, percentages, and classifications of anxiety and student engagement levels. The findings revealed that the use of Stimuler AI significantly improved students’ speaking skills. The students’ mean score increased from 60.3 in the cycle I to 100% classical mastery at the end of Cycle II. Improvements were observed in pronunciation, grammar, fluency, and vocabulary. In addition, the application helped reduce speaking anxiety and increase students’ confidence by providing a safe, interactive, and low-pressure learning environment. Students became more active, independent, and confident in communicating in English within hospitality-related contexts. Therefore, Stimuler AI proved to be an effective AI-based learning medium for enhancing both speaking competence and psychological readiness among vocational hospitality students.
ThesisOpen AccessMetadata saja
2026•
This study motivated by the lack of variety in the use of learning media for the IPAS subject in Grade 4 at MI Al Fawaid Tarakan, which has resulted in low student interest and poor learning outcomes. Therefore, engaging and user-friendly learning media are needed to enhance student engagement in the learning process. This study aims to determine the feasibility of and student' responses to flash card learning media in IPAS instruction for fourth-grade students at MI Al - Fawaid Tarakan. This study employed the Research and Development (R&D) method using the ADDIE development model, which includes the stages of Analyze, Design, Development, Implementation, and Evaluation. Data collection was conducted through observation, interviews, expert validation, and student response questionnaires. A limited pilot test was conducted with 6 students, while the flash card learning media achieved an average feasibility percentage of 86,89% categorized as "highly feasible", The students' responses during the field trial showed an average score of 99,15% which was categorized as "highly suitable" Thus, the flash card learning media i suitable and highly engaging for use in IPAS instruction for fourth-grade students at MI AL-Fawaid Tarakan.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Penelitian ini dilatarbelakangi oleh dominasi pendekatan pembelajaran konvensional di SDN 017 Tarakan yang menyebabkan rendahnya keterlibatan aktif siswa dalam proses belajar mengajar. Penelitian ini bertujuan untuk mengetahui kelayakan dan kemenarikan media Crossword Puzzle berbasis Team Games Tournament (TGT) pada materi Sumber dan Bentuk Energi untuk siswa kelas III-B SDN 017 Tarakan. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi lima tahap sistematis, yaitu Analyze, Design, Develop, Implement, dan Evaluate. Pengumpulan data dilakukan melalui lembar validasi ahli media, ahli materi, dan praktisi, serta angket respons siswa. Hasil validasi menunjukkan rata-rata persentase kelayakan sebesar 76% yang tergolong kategori layak. Adapun hasil uji coba terbatas terhadap 6 siswa dan uji coba lapangan terhadap 28 siswa kelas III-B menghasilkan rata-rata persentase kemenarikan sebesar 83,93% dalam kategori sangat menarik. Penelitian ini menyimpulkan bahwa media Crossword Puzzle berbasis Team Games Tournament (TGT) layak dan sangat menarik digunakan sebagai alternatif media pembelajaran inovatif di sekolah dasar. Penelitian selanjutnya disarankan untuk mengkaji pengaruh media ini terhadap hasil belajar siswa secara lebih komprehensif.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
This study aims to describe the difficulties of seventh-grade students of SMP Negeri 11 Tarakan in learning English vocabulary and to identify the contributing factors. This research used a qualitative descriptive method. The subjects of the study were students of class VII-4 at SMP Negeri 11 Tarakan. Data were collected through classroom observations, interviews with four students and one English teacher, as well as the distribution of questionnaires to 28 students. Data analysis was conducted using the Miles and Huberman model, which includes data reduction, data presentation, and drawing and verifying conclusions. The results of the study indicated that students experience four main difficulties in learning English vocabulary, namely pronunciation (79%), spelling (50%), understanding and remembering the meaning of vocabulary (75%), and using vocabulary in sentences (71%). Pronunciation difficulties are the most dominant difficulties. This study also found five factors causing these difficulties, namely limited exposure to English in daily life, low student learning motivation, the use of less effective learning strategies, lack of parental and home environment support, and limited use of media and variation in teaching methods. It can be concluded that students' difficulties in learning English vocabulary are influenced by interrelated linguistic, cognitive, motivational, learning, and environmental factors. Therefore, teachers are advised to apply more varied, communicative, and interactive teaching methods to improve students' vocabulary mastery.
ThesisOpen AccessMetadata saja
2026•
Indonesia : Kosakata merupakan salah satu unsur penting dalam pembelajaran bahasa Inggris yang mendukung kemampuan siswa dalam memahami dan menggunakan bahasa secara efektif. Penelitian ini dilaksanakan untuk mengoptimalkan penguasaan kosakata siswa melalui pemanfaatan aplikasi Duolingo sebagai media pembelajaran. Metode yang digunakan adalah Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus, meliputi tahap perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Penelitian melibatkan 31 siswa kelas VIII-E SMP Negeri 2 Tarakan tahun ajaran 2025/2026. Data diperoleh melalui tes kosakata dan lembar observasi. Temuan penelitian menunjukkan adanya peningkatan hasil belajar dari Siklus I ke Siklus II. Persentase ketuntasan belajar meningkat dari 61% menjadi 77%, sedangkan nilai rata-rata siswa naik dari 74,54 menjadi 80,39. Aktivitas guru mengalami peningkatan dari 83% menjadi 92%, sementara aktivitas siswa meningkat dari 78% menjadi 88%. Selain itu, keterlibatan siswa selama pembelajaran terlihat lebih baik dibandingkan sebelumnya. Berbagai fitur yang tersedia dalam Duolingo, seperti latihan berulang, umpan balik langsung, dan aktivitas berbasis permainan, membantu menciptakan pengalaman belajar yang lebih menarik dan interaktif. Dengan demikian, Duolingo dapat digunakan sebagai media yang mendukung peningkatan penguasaan kosakata bahasa Inggris siswa pada pembelajaran EFL di tingkat sekolah menengah pertama. English: Vocabulary is one of the essential components of English language learning that supports students’ ability to understand and use the language effectively. This research was conducted to improve students’ vocabulary mastery through the use of the Duolingo application as a learning medium. The research employed a Classroom Action Research (CAR) design consisting of two cycles, including planning, action, observation, and reflection stages. The participants were 31 students of class VIII-E at SMP Negeri 2 Tarakan in the 2025/2026 academic year. Data were collected through vocabulary tests and observation sheets. The findings revealed an improvement in students’ learning outcomes from Cycle I to Cycle II. The percentage of students achieving the minimum mastery criterion increased from 61% to 77%, while the mean score improved from 74.54 to 80.39. Teacher activity increased from 83% to 92%, and student activity improved from 78% to 88%. In addition, students demonstrated greater participation and engagement during the learning process. Various features provided by Duolingo, such as repeated practice, immediate feedback, and game-based activities, contributed to creating a more engaging and interactive learning experience. Therefore, Duolingo can be utilized as an effective learning medium to support the improvement of students’ English vocabulary mastery in EFL learning at the junior high school level.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Media pembelajaran berbasis permainan (game) yang dapat membantu peserta didik belajar dengan cara yang menyenangkan. Melalui media pembelajaran berbasis game, peserta didik dapat belajar sambil bermain, proses pembelajaran menjadi lebih menarik dan bermakna. Penelitian ini bertujuan untuk mengembangkan media pembelajaran Ludo yang mengintegrasikan materi matematika dengan kebudayaan dan kehidupan sehari-hari peserta didik, serta untuk mengetahui tingkat kelayakan dan kemenarikan media tersebut bagi siswa kelas V di Tarakan. Metode yang digunakan adalah penelitian dan pengembangan (Research and Development) dengan model ADDIE yang meliputi lima tahapan, yaitu Analyze (analisis), Design (perancangan), Develop (pengembangan), Implement (pelaksanaan), dan Evaluate (evaluasi). Hasil penelitian menunjukkan bahwa media pembelajaran Ludo yang dikembangkan termasuk dalam kategori sangat layak digunakan, berdasarkan hasil penilaian dari ahli media sebesar 96%, ahli materi sebesar 92%, dan praktisi sebesar 96%. Selain itu, hasil angket respon siswa menunjukkan bahwa media pembelajaran Ludo sangat menarik dan membantu dalam proses pembelajaran, uji coba terbatas sebesar 93,25 dan uji coba lapangan sebesar 86,85%. Berdasarkan hasil uji coba dan pelaksanaan, dapat disimpulkan bahwa media pembelajaran Ludo yang mengintegrasikan konteks budaya lokal Tarakan sangat layak dan praktis digunakan sebagai media pembelajaran di sekolah dasar. Media ini diharapkan mampu meningkatkan minat belajar siswa, khususnya dalam pembelajaran matematika, serta membantu peserta didik mengaitkan konsep matematika dengan kebudayaan dan kehidupan sehari-hari mereka. Game-based learning media can support students in learning in an enjoyable and engaging manner. Through game-based learning media, students can learn while playing, making the learning process more interesting and meaningful. This study aimed to develop Ludo-based learning media that integrates mathematics content with students' local culture and daily life contexts, and to determine the feasibility and attractiveness of the media for Grade V students in Tarakan. This study employed a Research and Development (R&D) approach using the ADDIE model, which consists of five stages: Analyze, Design, Develop, Implement, and Evaluate. The results indicated that the developed Ludo learning media was categorized as highly feasible for use, based on evaluations by media experts (96%), subject-matter experts (92%), and practitioners (96%). In addition, student response questionnaires showed that the Ludo learning media was very attractive and helpful in the learning process, with limited trial results of 93.25% and field trial results of 86.85%. Based on the trial and implementation results, it can be concluded that the Ludo learning media integrating the local cultural context of Tarakan is highly feasible and practical for use as instructional media in elementary schools. This media is expected to increase students' learning interest, particularly in mathematics, and to help students connect mathematical concepts with their culture and daily life experiences.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Kondisi yang ditemukan di SDN 008 Tarakan yaitu kegiatan pembelajaran literasi di kelas IV masih didominasi oleh penggunaan buku teks dan Lembar Kerja Siswa (LKS), serta kurangnya media pembelajaran yang menarik dan berbasis budaya lokal, sehingga berdampak pada rendahnya minat baca dan keterlibatan siswa dalam kegiatan literasi. Selain itu, buku bacaan yang digunakan belum mengintegrasikan bahasa daerah sebagai bagian dari penguatan identitas budaya siswa. Penelitian ini bertujuan untuk mengembangkan buku cerita bergambar dwibahasa berbasis kearifan lokal Suku Tidung serta mengetahui kelayakan, manfaat, dan respon guru serta siswa terhadap media yang dikembangkan pada pembelajaran literasi siswa kelas IV-B di SDN 008 Tarakan. Penelitian ini menggunakan metode Penelitian dan Pengembangan (Research and Development) dengan model ADDIE, yang meliputi tahap Analyze, Design, Develop, Implement, dan Evaluate. Hasil penelitian menunjukkan bahwa buku cerita bergambar dwibahasa yang dikembangkan dinyatakan sangat layak digunakan, berdasarkan hasil validasi ahli media, ahli bahasa Indonesia, dan ahli bahasa Tidung. Selain itu, hasil angket respon guru menunjukkan kategori sangat tertarik, serta hasil angket ketertarikan siswa menunjukkan kategori sangat tinggi, yang mengindikasikan bahwa media mampu meningkatkan minat baca dan pemahaman siswa terhadap materi bacaan. Berdasarkan hasil uji coba dan implementasi, dapat disimpulkan bahwa buku cerita bergambar dwibahasa berbasis kearifan lokal Suku Tidung layak dan praktis digunakan sebagai media pembelajaran literasi di sekolah dasar. Penelitian ini diharapkan dapat menjadi alternatif media pembelajaran yang kontekstual serta berkontribusi dalam pelestarian budaya dan bahasa daerah melalui kegiatan literasi di sekolah. Kata kunci: Buku Cerita Bergambar Dwibahasa, Kearifan Lokal, Literasi, Model ADDIE, Penelitian dan Pengembangan. The preliminary study result at SDN 008 Tarakan showed that literacy learning activities in grade IV were still dominated by the use of textbooks and Student Worksheets (LKS), as well as the lack of interesting and local culture-based learning media, resulting in low reading interest and student involvement in literacy activities. In addition, the reading books used had not been integrated with local languages as part of strengthening students' cultural identity. The purpose of this study was to develop a bilingual picture story book based on the local wisdom of the Tidung Tribe and to determine the feasibility, benefits, and responses of teachers and students to the media developed in literacy learning for grade IV-B students at SDN 008 Tarakan. This study employed the Research and Development method with the ADDIE model, which includes the Analyze, Design, Develop, Implement, and Evaluate stages. The results of the study indicated that the bilingual picture story book developed was declared very suitable for use, based on the validation results of media experts, Indonesian language experts, and Tidung language experts. In addition, the results of the teacher response questionnaire showed a very good category, and the results of the student interest questionnaire showed a very high category, which indicated that the media was able to increase students' interest in reading and understanding of reading materials. Based on the results of the trial and implementation, it can be concluded that the bilingual picture storybook based on the local wisdom of the Tidung Tribe is feasible and practical to use as a literacy learning medium in elementary schools. This research is expected to be an alternative contextual learning medium and contribute to the preservation of regional culture and language through literacy activities in schools. Keywords: Bilingual Picture Story Books, Local Wisdom, Literacy, ADDIE Model, Research and Development
ThesisOpen AccessMetadata saja
2025•Skripsi, Thesis, Disertasi, dan Tugas Akhir
This study aims to improve students' vocabulary mastery through the application of metalanguage instruction with a focus on introducing parts of speech, including nouns, verbs, adjectives, and adverbs in narrative texts. This study was conducted at MTs Negeri Tarakan with 31 students in class VIII-A as the research subjects. The method used was Classroom Action Research (CAR) using the Kemmis and McTaggart (2014) model, which consists of four stages: planning, acting, observing, and reflecting. The research was conducted in two cycles, each consisting of three meetings. The research instruments used were a vocabulary test to measure students' vocabulary mastery and an observation sheet for teacher and student activities. The results showed an increase in students' vocabulary mastery from cycle I to cycle II. In cycle I, the results of the students' vocabulary test did not meet the success criteria, as only 39% of students achieved a score of ≥70, per the Learning Objective Achievement Criteria (KKTP). However, in cycle II, the classical mastery rate increased to 77% of students achieving the KKTP, thus fulfilling the research success criteria. In addition, the observation results showed an increase in teacher and student activity in each meeting, with students more active in participating in discussions, identifying vocabulary, and classifying it by word class. Based on the data processing results, it can be concluded that the application of metalanguage instruction is effective in improving eighth-grade students' vocabulary mastery at MTs Negeri Tarakan.
ThesisOpen AccessMetadata saja
2025•Skripsi, Thesis, Disertasi, dan Tugas Akhir
This research aimed to enhance students' reading comprehension of narrative texts through the implementation of the Cooperative Integrated Reading and Composition (CIRC) learning model. This research used a Classroom Action Research (CAR) design conducted in two cycles, each consisting of planning, action, observation, and reflection stages. The research subjects were 32 students of class VIII-1 at SMP Negeri 7 Tarakan in the 2024/2025 academic year. The data were collected through reading comprehension tests and observation sheets of teacher and students' activities. The results showed an improvement in students' reading comprehension from Cycle I to Cycle II. In Cycle I, only 37% of students achieved the Learning Objective Achievement Criteria (KKTP) score of 74, which increased to 62% in Cycle II. Student activity increased from 92% to 96%, and teacher performance improved from 91% to 96%. The increase in student activity reflected higher engagement in key CIRC activities, including reading, group discussion, and writing. Teacher performance also improved as the CIRC steps were implemented more effectively, supporting students' engagement in reading activities. Thus, the CIRC model is effective in enhancing students' reading comprehension of narrative texts.
ThesisOpen AccessMetadata saja
2025•
This study aims to improve the reading comprehension skills of eighth-grade students at MTs Negeri Tarakan through the application of the Reciprocal Teaching Strategy. This study was a Classroom Action Research (CAR) conducted in two cycles, consisting of four meetings in each cycle. The research subjects were 32 eighth-grade students of MTs Negeri Tarakan in the 2024/2025 academic year. Data were collected through reading comprehension tests, observation sheets of teacher and student activities, and documentation. The results revealed an increase in students' reading comprehension skills after the implementation of the Reciprocal Teaching Strategy. The average score of students in cycle I was 68, with 56% of students achieving the Minimum Completion Criteria (KKM) of 70. In cycle Il, the average score increased to 77 with 81% of students achieving the KKM. Also, student and teacher activities during the learning process improved from the "fair" category to "good." The indicator that had the highest increase in both cycles was specific information, showing that students were increasingly able to find detailed information in the text after the implementation of this strategy. Therefore, it can be concluded that the implementation of the Reciprocal Teaching Strategy is effective in improving students' reading comprehension skills in recount texts and encouraging the active involvement of students and teachers in the English learning process in the classroom.
ThesisOpen AccessMetadata saja
2025•Skripsi, Thesis, Disertasi, dan Tugas Akhir
This purpose of the research was to increase the students' reading comprehension using the SGD (Small Group Discussion) method. This purpose was conducted at SMPN 09 Tarakan. The subjects of this research were 30 students from class VIII-1 at SMPN 09 Tarakan. The research method used was classroom action research (CAR). This classroom action research used the Kemmis and Me Taggart model, which was carried out in two cycles, each consisting of the stages of planning, acting, observing, and reflecting. The research instruments used were observation sheets and reading tests. The results of this research showed that there has been an improvement in students' reading comprehension. Based on the reading test results, in the first cycle, 16 students (53%) achieved the score of KTTP and 14 students (47%) did not achieve the score of KKTP. Meanwhile, the reading test results in the second cycle showed that 25 students (83%) achieved the score of KKTP and 5 students (17%) did not achieve the score of KKTP. The results of the observation sheets for teacher and student activities have met the criteria for success. Thus, it can be concluded that the use of the SGD (Small Group Discussion) method can increase the students' reading comprehension of students in class VIII-1 at SMPN 09 Tarakan.
ThesisOpen AccessMetadata saja
2025•Skripsi, Thesis, Disertasi, dan Tugas Akhir
This study aimed to improve students' vocabulary through the use of English songs in class VII of SMP Negeri 3 Tarakan. The background of this study was the low level of students' vocabulary mastery, which had an impact on their learning motivation and English skills in general. This study used the Classroom Action Research (CAR) based on the Kemmis and McTaggart model, which consisted of two cycles, each covering the stages of planning, action, observation, and reflection. Data were collected through observation sheets of teacher and student activities and vocabulary tests in the form of fill-in-the-blank questions. The results showed an increase in students' vocabulary mastery through the use of songs. In Cycle I, the results showed that only 39% of students achieved the minimum mastery criteria (KKTP), while 61% did not reach the target. Teacher and student activity was recorded at 70% and 60%, respectively, in the first meeting, and increased to 85% and 70% in the second meeting. Based on these findings, several improvements were made for the second cycle. In the second cycle, the percentage of students who achieved KKTP increased significantly to 77%, while only 23% did not meet the minimum criteria. Teacher and student activity also increased, reaching 92% and 89%, respectively. Then, the vocabulary test results also showed improvement, with an average score of 39% of students meeting the success criteria, while 61% o students did not meet the criteria. In Cycle Two, 77% of students met the success criteria, while 23% did not meet the criteria. exceeded the minimum mastery criteria (KKM). The final reflection was that the teacher successfully integrated songs to introduce new vocabulary, motivated students through interesting activities, and applied classroom management strategies that kept students active and focused Therefore, the effective use of English songs enhances the teaching and learning process, resulting in satisfactory vocabulary mastery, improved vocabular understanding, and increased student interest, attention, and engagement in English language learning.
ThesisOpen AccessMetadata saja
2025•
This study aimed to examine the effect of using the Project-Based Learning (PBL) method to improve the English speaking ability of eleventh-grade nursing students at SMK Kesehatan Kaltara Tarakan in the 2024/2025 academic year. This study was conducted due to the low speaking ability of students, which was characterized by a lack of vocabulary, difficulty in pronunciation, lack of confidence, and minimal opportunities to practice speaking in class. The research method used was a pre-experimental design with a one-group pre-test and post-test model. There were 32 students participating in the study. The research instruments included speaking tests (pre-test and post-test) and an observation sheet. The data were analyzed using the Wilcoxon Signed-Rank Test, a non-parametric statistical test, with the help of SPSS version 27. The results revealed a significant increase in students' speaking scores after the implementation of PjBL, covering the aspects of fluency, vocabulary, pronunciation, grammar, and comprehension. These findings indicate that PBL was effective in improving students' English speaking skills, as well as increasing their confidence and collaboration skills.