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5 hasil
Subjek: domino
DaftarKartu
ThesisOpen AccessMetadata saja

PENGEMBANGAN MEDIA KARTU DOMSIR (DOMINO SIKLUS AIR) SISWA KELAS V-A DI SD NEGERI 035 TARAKAN

2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir

Penelitian ini bertujuan untuk mengetahui tingkat kelayakan media pembelajaran kartu DOMSIR (Domino Siklus Air), berdasarkan hasil validasi para ahli, serta menilai kemenarikan medianya melalui respon siswa dan mengetahui hasil belajar siswa. Jenis penelitian yang digunakan adalah penelitian dan pengembangan Research and Development (R&D) dengan mengacu pada model pengembangan ADDIE yang meliputi tahap Analysis, Design, Development, Implementation, dan Evaluation. Instrumen yang digunakan dalam pengumpulan data berupa lembar validasi, angkat respon siswa, dan hasil belajar siswa. Hasil validasi menunjukkan bahwa media yang dikembangkan memperoleh persentase dari ahli media sebesar 90%, ahli materi sebesar 96%, dan ahli bahasa sebesar 86% dengan kategori sangat layak. Pada tahap uji coba terbatas, siswa memberikan respon kemenarikan berdasarkan hasil angket respon siswa sebesar 97,18%. Sementara itu, pada uji coba lapangan, hasil angket respon siswa menunjukkan tingkat kemenarikan sebesar 96,33% dengan kategori sangat menarik. Kemudian hasil belajar siswa pada uji coba lapangan berdasarkan hasil posttest sebanyak 27 siswa dari total 28 siswa yang secara klasikal telah mencapai nilai Kriteria Ketuntasan Minimal (KKM). Berdasarkan hasil validasi serta hasil uji coba terbatas berupa respon siswa dan uji coba lapangan berupa respon siswa dan hasil belajar siswa, pada media pembelajaran kartu DOMSIR (Domino Siklus Air) dinyatakan layak, menarik, dan dapat meningkatkan hasil belajar siswa dalam proses pembelajaran di kelas V-A SD Negeri 035 Tarakan.

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ThesisOpen AccessMetadata saja

Pengembangan Media Kartu DOMINER (Domino Perubahan Energi) di Kelas IV B SD Yaditra Tarakan

2026•

This study aims to determine the feasibility of the DOMINER (Energy Change Domino) card learning media based on expert and practitioner validation, and to assess the media's appeal through student responses. The research design employed was research and development (R&D), based on the 4D development model, which includes the Define, Design, Develop, and Disseminate stages. The instruments used for data collection were validation sheets and student response questionnaires The validation results showed that the developed media received approval rates of 88.33% from media experts, 92% from subject matter experts, 100% from language experts, and 96% from practitioners, all of whom were categorised as "highly suitable." During the limited pilot test, students provided positive feedback based on interview results, supported by a student response questionnaire score of 94.06%. Meanwhile, in the field trial, the questionnaire results indicated an attractiveness rating of 91.36%, categorised as "very attractive." Based on expert validation and student responses from the trial, the DOMINER (Domino Energy Change) card learning media was deemed suitable and attractive for use in the learning process in Class IV B at Yaditra Elementary School in Tarakan.

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ThesisOpen AccessMetadata saja

Designing English Domino Card as Vocabulary Learning Media for Seventh Grade Students at SMP Negeri 1 Tarakan

2025•Skripsi, Thesis, Disertasi, dan Tugas Akhir

Game-based learning media is an interesting way to assist the language learning process. This study aimed to design English Domino Cards as vocabulary learning media for seventh-grade students at SMP Negeri 1 Tarakan. The research applied research and development (R&D), with the ADDIE model consisting of five stages, namely: (1) analyze, (2) design, (3) develop, (4) implement, and (5) evaluate. The test subject of this study were students of class VII.4 SMP Negeri 1 Tarakan, totaling 32 students. The instruments used in this study included a needs analysis questionnaire, an expert validation sheet, and evaluation questionnaire for the students and the teacher. First, the results of the needs analysis questionnaire showed that students need learning media such as English Domino Cards, which contain pictures and words and can be played in groups to help them increase vocabulary knowledge. Second, the development of the English Domino Card focused on the topics "About Me" and "Home Sweet Home," which included two word classes, including nouns and verbs. Third, the results of the material expert validation indicated a qualification of "very feasible" with a percentage of 97.5%, and the results of validation from media expert showed a qualification of "very feasible" with a percentage of 95.8%. Furthermore, the results of the student response questionnaire obtained a percentage of 83.75% with the qualification "very good." Finally, the results of the teacher response questionnaire also showed a qualification of "very good" with a percentage of 95.8%. Based on the results of the study, the English Domino Card as vocabulary learning media for grade VII students at SMP Negeri 1 Tarakan was feasible to be utilized as teaching media in the learning process.

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ThesisOpen AccessMetadata saja

Improving Students’ Vocabulary by Using Domino Cards Among Seventh-Grade Students at SMP Negeri 10 Tarakan

2024•Skripsi, Thesis, Disertasi, dan Tugas Akhir

This study aims to improve students' vocabulary mastery by using domino cards. The research was conducted at SMP Negeri 10 Tarakan, with the subjects being 30 students from class VII-4. The research employed a Classroom Action Research (CAR) method. The design of this action research is collaborative, involving the English teacher as a collaborator in the classroom. This research used the Kemmis and McTaggart model, which was implemented in two cycles, with each cycle consisting of the following stages: planning, acting, observing, and reflecting. The research instruments used were an observation checklist and a vocabulary test. The results of this study indicate that there was progress in students' vocabulary mastery, which can be seen from the vocabulary test scores. In the first cycle, the students' test results did not meet the success criteria, as only 70% of the students achieved the Kriteria Ketercapaian Tujuan Pembelajaran (KKTP) or the learning outcome criteria. However, in the second cycle, 87% of the students achieved the KKTP, thus meeting the success criteria. The results from the observation checklist also show that both the teacher's and students' activities met the success criteria in every meeting. It can be concluded that the implementation of domino cards successfully improved vocabulary mastery among seventh-grade students at SMP Negeri 10 Tarakan.

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ThesisOpen AccessMetadata saja

TINJAUAN KRIMINOLOGI TERHADAP PERMAINAN DOMINO SEBGAI TINDAK PIDANA JUDI

2024•Skripsi, Thesis, Disertasi, dan Tugas Akhir

Perjudian di Indonesia sudah ada sejak zaman penjajahan Belanda dan terus berkembang hingga kini, baik secara terang-terangan maupun sembunyi-sembunyi. Salah satu bentuk perjudian yang populer adalah permainan domino atau judi gaple yang telah menjadi bagian dari budaya tradisional di berbagai daerah. Permainan ini dianggap sebagai cara yang mudah untuk mendapatkan uang, terutama bagi rakyat kecil, namun memiliki konsekuensi yang jauh lebih berbahaya daripada keuntungan yang diharapkan. Perjudian tidak hanya menyebabkan ketergantungan dan kerugian bagi para pemain dan keluarga mereka, tetapi juga mempengaruhi ekonomi masyarakat secara negatif, dan memicu berbagai jenis kejahatan seperti pencurian, perampokan, dan pemerasan. Meskipun Undang-Undang Nomor 7 Tahun 1974 tentang Penertiban Perjudian dan Pasal 303 KUHP sudah mengatur tentang larangan perjudian, praktik ini tetap marak terjadi karena perkembangan komunikasi. Penelitian ini bertujuan untuk mengetahui bagaimana permainan domino dapat dianggap sebagai tindak pidana dan untuk mengidentifikasi faktor-faktor penyebab terjadinya perjudian dalam permainan tersebut. Metode penelitian yang digunakan adalah penelitian normatif, dengan metode pendekatan perundang-undangan, pendekatan konseptual. Berdasarkan Temuan menunjukkan bahwa keinginan diri untuk mencoba dan keyakinan bahwa kemenangan bisa diraih oleh siapa saja menjadi pendorong utama tindakan perjudian. Selain itu, rasa penasaran dan keyakinan bahwa suatu saat akan berhasil memenangkan permainan membuat individu terus terlibat dalam perjudian. Dampak dari perjudian domino sangat merugikan, tidak hanya secara ekonomi, tetapi juga mengganggu ketertiban sosial dan pembangunan nasional. Oleh karena itu, disarankan agar pemerintah dan lembaga penegak hukum mengambil langkah-langkah tegas seperti pembentukan undang-undang yang lebih kuat dan peningkatan penegakan hukum terhadap pelaku tindak pidana perjudian. Selain itu, perlu dilakukan patroli dan pendekatan kepada masyarakat untuk memberikan pemahaman tentang dampak negatif perjudian dan mencegah keterlibatan mereka dalam aktivitas tersebut.

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