Main Article Content
Abstract
The research aims to describe the puzzling media as a solution to increase the learning motivation of elementary /MI student. This research is library research. It is a method that the data which is needed in completing research comes from library sources i.e. include books, encyclopedias, dictionaries, journals, documents, magazines, etc as well as various sources on the internet. The data collection technique used in this research is documentation. Documentation means looking for data about things in the form of notes, books, papers, articles, journal, and so on. Then, the data analysis technique used in this study is content analysis. In this analysis, the process of selecting, comparing, and combining various meanings will be found to be relevant. The media is an intermediary or introduction. Puzzle media can improve the students’ motivation to keep trying to solve problems. It is fun for students because it can be repeated. The challenges in the puzzle game will give you an addictive effect to always try and try until they are successful.
Keywords
Article Details

This work is licensed under a Creative Commons Attribution 4.0 International License.
Author who publishes in the At-Tarbawi: Jurnal Pendidikan, Sosial dan Kebudayaan ISSN: 2086-9754 (Print), 2086-9754 (Online) agrees to the following terms:
Author retains the copyright and grants the journal the right of first publication of the work simultaneously licensed under the Creative Commons Attribution 4.0 International License. License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
Read more about the Creative Commons Attribution-ShareAlike 4.0 Licence here: https://creativecommons.org/licenses/by-sa/4.0/.
References
- Dananjaya, U. (2012). Media Pembelajaran aktif. Nusa.
- Harahap, N. (2015). PENELITIAN KEPUSTAKAAN Oleh: Jurnal Iqra’, 08(01).
- Kompri. (2015). Motivasi Pembelajaran Perspektif Guru dan Siswa. In Konsep Motivasi (Vol. 01, Issue 01).
- M.Basyiruddin Usman. (2002). Media Pembelajaran.
- Mirzaqon, A. (2018). Studi Kepustakaan Mengenai Landasan Teori Dan Praktik Konseling Expressive Writing Library. Jurnal BK UNESA, 1.
- Nisak, R. (2012). Lebih dari 50 game kreatif untuk aktifitas belajar mengajar. DIVA Press.
- Pratiwi, I., Hapsari, F. D., & Argo, C. B. (2015). Pembelajaran Teknik Puzzle Huruf Untuk Meningkatkan Keterampilan Membaca Anak Disleksia. Universitas PGRI Yogyakarta, 143.
- Rofiah, N. H. (2015). Proses Identifikasi: Mengenal Anak Kesulitan Belajar Tipe Disleksia Bagi Guru Sekolah Dasar Inklusi. INKLUSI, 2(1). https://doi.org/10.14421/ijds.020110
- Suanah, S., & Sirojudin, S. (2019). PENGGUNAAN MEDIA PUZZLE UNTUK MEMPERCEPAT KEMAMPUAN MEMBACA PEMAHAMAN PADA PELAJARAN BAHASA INDONESIA KELAS V DI SD NEGERI 1 BABAKAN. Prosiding Seminar Nasional “Penguatan Muatan Lokal Bahasa Dan Sastra Daerah Sebagai Fondasi Pendidikan Karakter Generasi Milenial,” 0291.
- Suharsimi, A. (2006). Prosedur penelitian suatu pendekatan praktik. Jakarta: Rineka Cipta.
- Supriyadi, S. (2017). Community of Practitioners: Solusi Alternatif Berbagi Pengetahuan antar Pustakawan. Lentera Pustaka: Jurnal Kajian Ilmu Perpustakaan, Informasi Dan Kearsipan, 2(2). https://doi.org/10.14710/lenpust.v2i2.13476
- Suyadi, S. (2009). Permainan Edukatif Yang Mencerdaskan. Power Book.
- Zaini, H. (2016). Strategi Pembelajaran Aktif. Seminar Lokakarya Nasional Pendidikan Biologi FKIP UNS.
- Zed, M. (2003). Metode Penelitian Kepustakaan. Yayasan Obor Indonesia.