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Abstract
Abstract
The goal of this study was to determine student learning outcomes in thematic learning using Flashcard Media in sub-theme 2 forms of learning objects at Class III Madrasah Ibtidaiyah Annur Pedurungan Semarang. This study was carried out using Classroom Action Research (CAR). Data was gathered through the use of evaluation tests, interviews, documentation, and observations Based on the results of learning scores from the pre-cycle, the first cycle is the first meeting obtained an average of 60.5 percentage of 25 percent including unfeasible criteria, the first cycle of the second meeting obtained an average of 70.5 percentage of 55 percent including eligible criteria, and the second cycle of the first meeting obtained an average of 70.5 percentage of 55 percent including eligible criteria. The results of this study based on the results of learning scores from pre-cycle obtained an average of 59.5 percentage of 15% including very unfeasible criteria, the first cycle is the first meeting obtained an average of 60.5 percentage of 25% including unfeasible criteria, the first cycle of the second meeting obtained an average of 70.5 percentage of 55 percent including eligible criteria, and the second cycle of the first meeting obtained an average of
   Keywords: Learning Outcomes, Flashcard, Thematic Learning
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References
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References
Arikunta, Suharsimi, Suhardjono, Supardi. Penelitian Tindakan Kelas. Jakarta: PT. Bumi Aksara, 2015.
Arikunto, Suharsimi. Penelitian Tindakan Kelas. Jakarta: PT. Bumi Aksara, 2010.
Asmani, Ma’mur Jamal. Tips Membangun Komunitas Belajar di Sekolah, Yogyakarta: DIVA Press, 2014.
Farda, Ummu Jauharin. “Penggunaan Media Flashcard Untuk Mempermudah Penguasaan Kosakata Bahasa Inggris.†MAGISTRA: Media Pengembangan Ilmu Pendidikan Dasar Dan Keislaman 7, no. 1 (2018): 1–17. https://doi.org/10.31942/mgs.v7i1.1986.
Istiqomah, Nur. Guru Kelas III MI An-nur Pedurungan Kidul Kota Semarang, Wawancara Pada Hari Senin, Tanggal 24 Agustus 2020.
Jatira, Yadi, and Neviyarni S. “Fenomena Stress Dan Pembiasaan Belajar Daring Dimasa Pandemi Covid-19.†Edukatif : Jurnal Ilmu Pendidikan 3, no. 1 (2021): 35–43. https://doi.org/10.31004/edukatif.v3i1.187.
Majid, Abdul. Pembelajaran Tematik Terpadu. Bandung : PT. Remaja Rosdakarya, 2017.
Rahayu, Sri Lestari, and Fujiati Fujiati. “Penerapan Game Design Document Dalam Perancangan Game Edukasi Yang Interaktif Untuk Menarik Minat Siswa Dalam Belajar Bahasa Inggris.†Jurnal Teknologi Informasi Dan Ilmu Komputer 5, no. 3 (2018): 341. https://doi.org/10.25126/jtiik.201853694.
Shobirin, Ma’as. Belajar dan Pembelajaran di Sekolah Dasar. Semarang : Fatawa Publishing, 2018.