Fatmawati Fatmawati
Sekolah Tinggi Keguruan Ilmu Pendidikan Amal Bakti, Medan

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The Effect of the Advance Organizer Learning Model on the Social Literacy Ability of Grade IV Students of SDS IT Delisha Tandam Hilir Siska Purwanti; Fatmawati Fatmawati; Hadi Widodo; Yusrizal Yusrizal
OMEGA: Jurnal Keilmuan Pendidikan Matematika Vol. 4 No. 3 (2025): OMEGA: Jurnal Keilmuan Pendidikan Matematika
Publisher : Program Studi Pendidikan Matematika, Fakultas Keguruan Dan Ilmu Pendidikan, Universitas Alwashliyah Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47662/jkpm.v4i3.1063

Abstract

This study aims to determine the effect of the Advance Organizer learning model on students’ social literacy skills compared to conventional learning models. The research employed a true experimental design with non-probability sampling, involving 27 fourth-grade students as the experimental class and 27 fifth-grade students as the control class. The research instrument was a social literacy test administered through pretest and posttest. Data analysis included normality test, homogeneity test, and t-test using SPSS version 26. The results showed that the data were normally distributed (Sig. 0.188 > 0.05) and The t-test obtained a significance value of 0.013 < 0.05, indicating a significant difference between the learning outcomes of students in the experimental class and the control class. The average posttest score of the experimental class was 86.30, while the control class scored 79.26. Thus, it can be concluded that the application of the Advance Organizer learning model is more effective in improving students’ social literacy skills compared to conventional learning models
The Influence of the Game-Based Learning Model on the Learning Interest and Learning Activity of Fifth Grade Students at SD Negeri 058107 Sei Dendang Natasya Gustari; Ilham Nazaruddin; Fatmawati Fatmawati
OMEGA: Jurnal Keilmuan Pendidikan Matematika Vol. 4 No. 3 (2025): OMEGA: Jurnal Keilmuan Pendidikan Matematika
Publisher : Program Studi Pendidikan Matematika, Fakultas Keguruan Dan Ilmu Pendidikan, Universitas Alwashliyah Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47662/jkpm.v4i3.1111

Abstract

This study is useful to determine the effect of the Game Based Learning (GBL) Model on the learning interest and learning activity of fifth grade students at SD Negeri 058107 Sei Dendang. The low learning interest and learning activity of students at the elementary school have become a concern, which is often caused by conventional learning that is less interesting and interactive. GBL is believed to be an innovative approach by integrating game elements to create exciting and participatory learning activities. This study will use a digital educational game based on Wordwall in the Mathematics subject of Fractions. The sample of this study consisted of 30 students in class V/A and 30 students in class V/B. Data processing techniques were carried out in two ways, namely descriptive methods and statistical methods. This study resulted in (1) The learning interest of classes using the GBL model was higher than with the conventional model (F count = 2.142 and a significant value of 0.000 < 0.05); (2) The learning activity of classes using the GBL model was higher than with the conventional model (F count = 0.032 and a significant value of 0.003 < 0.05).