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Pengembangan media pembelajaran berbasis augmented reality (AR) terhadap hasil belajar pada materi tata surya di kelas VI SD Eka Putri Shakila; Fahrur Rozi; Robenhart Tamba; Nurhairani Nurhairani; Natalia Silalahi
Jurnal Keluarga Sehat Sejahtera Vol. 24 No. 1 (2026): JURNAL KELUARGA SEHAT SEJAHTERA (In-Press)
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis Augmented Reality (AR) dan mengetahui pengaruhnya terhadap hasil belajar siswa pada materi tata surya di kelas VI SD Negeri 064023 Jamin Ginting. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek penelitian adalah siswa kelas VI SD Negeri 064023 Jamin Ginting. Teknik pengumpulan data dilakukan melalui observasi, angket, dan tes hasil belajar. Data dianalisis menggunakan analisis deskriptif kuantitatif dan uji efektivitas media. Hasil penelitian menunjukkan bahwa media pembelajaran berbasis Augmented Reality yang dikembangkan memperoleh kategori sangat layak berdasarkan penilaian ahli materi dan ahli media. Selain itu, penggunaan media AR mampu meningkatkan hasil belajar siswa pada materi tata surya yang ditunjukkan oleh peningkatan nilai rata-rata siswa setelah penggunaan media. Dengan demikian, media pembelajaran berbasis Augmented Reality dapat digunakan sebagai alternatif media pembelajaran yang efektif untuk meningkatkan hasil belajar siswa sekolah dasar pada materi tata surya.  
Pengembangan Media Augmented Reality Pada Mata Pelajaran IPAS Materi Benda Langit Kelas VI Sekolah Dasar Lola Palupi; Fahrur Rozi; Robenhart Tamba; Imelda Free Unita Manurung; Suyit Retno
Jurnal Keluarga Sehat Sejahtera Vol. 24 No. 1 (2026): JURNAL KELUARGA SEHAT SEJAHTERA (In-Press)
Publisher : Universitas Negeri Medan

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Abstract

The purpose of this study was to determine the validity, practicality, and effectiveness of Augmented Reality-based learning media developed on celestial bodies material for Grade VI students of SDN 106806 Cinta Rakyat. The type of research used was Research and Development (R&D) using the ADDIE model, which consists of 5 stages: Analysis, Design, Development, Implementation, and Evaluation. The validation results by the media expert on the Augmented Reality-based learning media assisted by Assemblr EDU obtained a score with a percentage of 97% with the criteria "Very Feasible". The validation results by the material expert obtained a score with a percentage of 91.67% with the criteria "Very Feasible". The media assessment results by the teacher obtained a score with a percentage of 92% with the criteria "Very Practical". Meanwhile, the student response results obtained a score with a percentage of 94% with the criteria "Very Practical". Based on the implementation results, an improvement in student learning outcomes was found, where the average score on the pre-test was 44.77 while the average score on the post-test was 87.07. Learning using Augmented Reality media assisted by Assemblr EDU in Grade VI on celestial bodies material was proven effective, as evidenced by an average N-Gain score of 0.776 in the "High" category and an N-Gain percentage of 77.60%.
Pengaruh Model Problem Based Learning Berbantuan Media Audiovisual Terhadap Hasil Belajar Ipas Siswa Kelas V Yohana Oktaferin Situmorang; Robenhart Tamba; Nurmayani Nurmayani; Halimatussakdiah Halimatussakdiah; Putra Afriadi; Lala Jelita Ananda
Jurnal Keluarga Sehat Sejahtera Vol. 24 No. 1 (2026): JURNAL KELUARGA SEHAT SEJAHTERA (In-Press)
Publisher : Universitas Negeri Medan

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Abstract

This study is motivated by the low IPAS (Science and Social Science) learning outcomes of fifth-grade students at UPT SDN 064973 Medan Tembung, particularly in the water cycle topic, where only 11 out of 29 students (37.93%) met the minimum learning achievement criteria (KKTP ≥ 75) with an average score of 58.79. The purpose of this study was to determine the effect of implementing the Problem Based Learning (PBL) model assisted by audiovisual media on students' IPAS learning outcomes. This study employed a quantitative pre-experimental one-group pretest-posttest design, involving all 29 fifth-grade students as the total sample. The instrument consisted of 20 multiple-choice items that had been tested for validity and reliability. The results showed that the average cognitive score increased from 47.93 on the pretest to 76.38 on the posttest, an improvement of 28.45 points. The paired sample t-test yielded a significance value of 0.000 (< 0.05), leading to the acceptance of the alternative hypothesis (Ha). In conclusion, the implementation of the PBL model assisted by audiovisual media significantly improved students' IPAS learning outcomes on the water cycle topic.
Pengaruh Model Pembelajaran Value Clarification Technique (Vct) Berbantuan Anime Ousama Rankings Terhadap Hasil Belajar Pendidikan Pancasila Siswa Kelas IV Muammar Sahala Tua Siregar; Apiek Gandamana; Robenhart Tamba; Waliyul Maulana Siregar; Yusra Nasution
Jurnal Merah Putih Sekolah Dasar Vol. 3 No. 6 (2026): JULI 2026
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/73450

Abstract

This study aims to investigate the impact of implementing the Value Clarification Technique (VCT) learning model combined with the anime media Ousama Ranking on the learning outcomes of Pancasila Education among fourth-grade students at SDN 064037 Medan Tembung. A quantitative approach was employed using a quasi-experimental design, specifically adopting the nonequivalent control group design. The research sample consisted of two groups, each comprising 25 fourth-grade students. The experimental group received instruction through the VCT model assisted by Ousama Ranking anime media, while the control group continued with conventional teaching methods. The findings revealed that the average learning outcome of the experimental group reached 70.2, reflecting a meaningful improvement from pretest to posttest scores in class IV-A. The normality test confirmed that the data followed a normal distribution, with significance values exceeding the 0.05 threshold. Similarly, the homogeneity test demonstrated consistency across groups, indicated by a Based on Mean significance value of 0.750, which surpassed the 0.05 criterion. Furthermore, hypothesis testing conducted through the Independent Sample T-Test produced a significance value (2-tailed) of 0.005, falling below the 0.05 threshold, leading to the rejection of H₀ and the acceptance of Hₐ. In conclusion, the implementation of the VCT learning model assisted by Ousama Ranking anime media proved to have a significant effect on improving the Pancasila Education learning outcomes of fourth-grade students at SDN 064037 Medan Tembung
PENGEMBANGAN MEDIA ULAR TANGGA DIGITAL BERBASIS MODEL VALUE CLARIFICATION TECHNIQUE PADA PEMBELAJARAN PENDIDIKAN PANCASILA DI SD 064970 Azni Wildan; Apiek Gandamana; Robenhart Tamba; Husna Parluhutan Tambunan; Waliyul Maulana Siregar
Jurnal Keluarga Sehat Sejahtera Vol. 24 No. 2 (2026): JURNAL KELUARGA SEHAT SEJAHTERA (In-Press)
Publisher : Universitas Negeri Medan

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Abstract

This study aims to develop a digital "Snakes and Ladders" learning medium based on the Value Clarification Technique (VCT) that is valid, practical, and effective for the Pancasila Education subject—specifically the topic of emulating and applying the fighting spirit of the figures who formulated the nation's foundational principles—at SD Negeri 064970 Medan Denai (4th-grade level). The study employs the Research and Development (R&D) method using the ADDIE development model, which consists of five stages: analysis, design, development, implementation, and evaluation. Data collection techniques included interviews, questionnaires, and tests. The research subjects were 28 fourth-grade students at SD Negeri 064970 Medan Denai. The results indicate that the developed medium achieved an average validation score of 94.5% from subject matter and media experts (categorized as "very valid"), a practicality score of 96% from the teacher (categorized as "very practical"), and an effectiveness score showing an increase in the students' average grade from 53.07 in the pre-test to 87 in the post-test. Furthermore, the N-Gain calculation yielded an average value of 0.72 (or 72.05%), placing it in the "high" category. Based on these results, it is concluded that the digital "Snakes and Ladders" learning medium based on the Value Clarification Technique (VCT) is valid, practical, and effective, making it suitable for use in Pancasila Education instruction at the elementary school level.