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Pengaruh Metode Role Playing Terhadap Hasil Belajar Siswa Pada Iklan Kelas V Di SDN 028 Tarakan Hamifam, Siti Nur; Rhamdan, Donna; Bua, Mety Toding
Justek : Jurnal Sains dan Teknologi Vol 6, No 4 (2023): Desember
Publisher : Unversitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/justek.v6i4.17650

Abstract

Abstract:  This study explains the effect of the role playing method on student learning outcomes in class V advertising material at SDN 028 Tarakan. In this study using quasi-experimental quantitative research. The population in the study were fifth grade students at SDN 028 Tarakan and the samples were taken using a simple random sampling type from classes V-A and V-B with a total of 49 students in the even semester of the 2022/2023 school year. The data collection technique used is data collection using tests. the results of the independent sample t-test on the effect of the role playing method which was reviewed from student learning outcomes obtained tcount = 5,027 at a significance level of 0.05 and df = 47, then ttable = 1,678, meaning tcount > ttable. Thus, the use of the role playing method has a significant influence on student learning outcomes.Abstrak: Penelitian ini memiliki tujuan yaitu untuk pengaruh metode role Playing  terhadap hasil belajar siswa pada materi iklan kelas V di SDN 028 Tarakan. ada penelitian ini menggunakan penelitian kuantitatif jenis eksperimen semu. Populasi dalam penelitian yaitu siswa kelas V di SDN 028 Tarakan dan sampel yang di ambil menggunakan jenis simple random sampling dari kelas V-A dan V-B yang berjumlah 49 siswa pada semester genap tahun ajaran 2022/2023. Teknik pengumpulan data yang digunakan yaitu pengumpulan data menggunakan tes. hasil uji independent sample t-test terhadap pengaruh metode role playing yang ditunjau dari hasil belajar siswa diperoleh thitung = 5.027 pada taraf signifikansi 0,05 dan df = 47 maka diperoleh ttabel = 1.678, berarti thitung > ttabel. Dengan demikian, penggunaan metode role playing  memberikan pengaruh yang cukup signifikan terhadap hasil belajar siswa.
Development of Interactive Learning Media Using Articulate Storyline on Human Respiratory System Material for Grade V at SDN 009 Tarakan Rhamdan, Donna; Kasih, Nur
Sebatik Vol. 29 No. 1 (2025): June 2025
Publisher : STMIK Widya Cipta Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46984/sebatik.v29i1.2600

Abstract

This research is research and development (Research and Development). This study aims to produce interactive learning media using an articulate storyline in terms of media validation, material, language and also practitioners. In addition, this research was conducted to determine students' interest in interactive learning media using articulate storylines. In this research that has been carried out using the type of research and development, then the research method used is research and development, where in its implementation there is expert validation of the product being developed. Then to answer the research objectives in terms of the attractiveness of the product being developed, the researcher distributed student response questionnaires after the implementation was completed. This research and development procedure uses the ADDIE development model which consists of 5 stages, namely Analysis, Design, Development, Implementation and Evaluation. The validation results obtained from media experts were 80%, material experts 86%, linguists 84%, and practitioner experts 100%. The results of the validation of media experts, materials, discussions and practitioners show that interactive learning media using articulate storylines are very appropriate for use in the learning process. The results of student interest in limited trials were 82% and field trials were 83%. The results of the student interest questionnaire in the limited trials and field trials showed that students were very interested in interactive learning media using articulate storylines.
Diseminasi Pengembangan Media Big Book Materi Pertumbuhan dan Perkembangan Manusia di SDN 047 Tarakan Hadiah, Nurul; Kartini, Kartini; Kusnadi, Dedi; Bua, Agustinus Toding; Bua, Mety Toding; Saputra, Ady; Agustina, Degi alrinda; Rhamdan, Donna
Bima Abdi: Jurnal Pengabdian Masyarakat Vol. 4 No. 4 (2024): Bima Abdi: Jurnal Pengabdian Masyarakat
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/bajpm.v4i4.891

Abstract

Tujuan pengabdian masyarakat ini adalah mengembangkan media pembelajaran berupa media Big book untuk memenuhi kebutuhan kegiatan belajar mengajar di kelas. Metode pengabdian dilaksanakan melalui diseminasi secara luring. Adapun tahapan pengabdian terdiri dari tahap pengembangan media Big book yang terdiri dari beberapa langkah. 1) melakukan analisis kebutuhan media pembelajaran; 2) Penyusunan materi dan desain media; 3) validasi oleh ahli media, materi, bahasa dan praktisi 4) revisi media; 5) desiminasi. Untuk menguji kelayakan layak atau tidaknya dapat dilihat dari aspek validasi ahli materi mencapai persentase 95,38 %, selanjutnya validasi ahli materi mencapai persentase 86,66%, validasi ahli Bahasa mencapai 88%, sedangkan untuk hasil validasi praktisi mencapai persentase 100%. Sasaran pengabdian adalah Kepala sekolah dan guru-guru di SDN 047 Tarakan. Guru sebagai pihak yang menerima manfaat antusias dalam bertanya terkait dengan cara pembuatan media yang dikembangkan sebagai alternatif solusi dari kebutuhan media pembelajaran saat ini. Kepala sekolah juga berharap ada FGD terkait dengan pembuatan media lainnya.
Pelatihan dan Pendampingan Model SCL (Student Center Learning) Berbasis Lesson Study Content Learning Loss di SDN 005 Tarakan Kartini, Kartini; Wahid, Sucahyo Mas’an Al; Andari, Kadek Dewi Wahyuni; Pratiwi, Enditiyas; Noer, Roby Zulkarnain; Agustina, Degi Alrinda; Ramdhan, Donna
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 6 No 3 (2022): Volume 6 Nomor 3 Tahun 2022
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v6i3.16969

Abstract

The learner-centred learning model (SCL) has been released by the government with a variety of syntax examples at every level of education and provides enough space for modification, innovation and creativity, but not many schools have done it. Regarding the lack of training in the application of the student center learning learning model, which causes the lack of planning as outlined in the lesson plans in schools so that there is no clear reflection that is suitable for implementation in elementary schools in the city of Tarakan. The method of implementing the activities is carried out online and for the implementation of Lesson Study, activities are carried out offline but only in a smaller capacity. The targets and targets in these problems are as follows: 1) Brainstorming the application of the SCL model; 2) Assistance in making online-based plans, do, see; 3) Monitoring and evaluation of Learning Loss; 4) Formation of WhatsApp Groups with SCL Model content in schools. The results found during the service, namely: 1) Training on the application of learning models needs to be studied considering the development of science and how to get information; 2) The readiness of the participants to take part in the workshop is quite good; 3) Some of the participants were actively consulted via WhatsApp Groups; 4) Participants are able to work on assignments according to the specified time starting from identifying the SCL model to applying it according to offline and online learning media.
Development of Interactive Learning Multimedia on Harmony Materials in the Ecosystem Donna Rhamdan; Neni Novitasari; Tazkiyah Mufidah
Justek : Jurnal Sains dan Teknologi Vol 9, No 1 (2026): March
Publisher : Unversitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/justek.v9i1.37450

Abstract

This research aims to develop interactive learning multimedia that is feasible and interesting. This research uses research and development (R&D) methods with research and development procedures using the ADDIE Model which consists of several stages, namely: Analyze, Design, Develop, Implement, and Evaluate. Then the sampling technique used was the saturated sampling technique, where the sample taken used all members of the population, namely 27 students. The model focuses on a systematic learning process. The products that have been designed, validated by subject matter experts with an average percentage of 95% with a very feasible category, validation by linguists with an average percentage of 85% with a very feasible category, validation by design experts with an average percentage of 95% with a very feasible category, and assessments from practitioners in the form of teacher response questionnaires to interactive learning multimedia developed by researchers get a percentage of 95% with the category very feasible, and the average percentage of student response questionnaires for the trial use is 95% with a very interesting category. Based on the description above, it can be concluded that feasibility is determined by the validation results from experts and practitioners as well as the attractiveness of student responses. Furthermore, this research on the development of interactive learning multimedia still focuses on the subject of harmony in ecosystems. Therefore, further research is expected to expand to other abstract and difficult-to-understand materials for students.
The Application of The “Ludo” Media on The Human Digestive System on Student Learning Outcomes in Elementary Schools Kartini; Degi Alrinda Agustina; Donna Rhamdan; Weli Susanti
JURNAL ASIMILASI PENDIDIKAN Vol. 4 No. 2 (2026): Jurnal Asimilasi Pendidikan
Publisher : LEMBAGA PENELITIAN DAN PENDIDIKAN (LPP) ARROSYIDIN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61924/jasmin.v4i2.102

Abstract

The Ludo game is a teaching tool used in science education. This study aims to explore the effectiveness of using the ludo game in teaching the digestive system to students and its impact on their learning outcomes. The study was conducted in the fifth-grade class at SDN 005 Tarakan. It employed a one-group pretest-posttest design, with data analyzed using a t-test. The researcher administered a pretest before the instructional activities began. After the implementation of the Ludo game was completed, a posttest was administered at the end of the learning process. The result showed a significant difference between the pretest and posttest scores for the digestive system Ludo game, as well as an excellent student response with a score of 82.08. the game encourage student to compete and collaborate in achieving learning objectivies simultaneously.
PENGEMBANGAN MEDIA SMART WINDOW AND WALL PICTURES DALAM PEMAHAMAN BERITA HOAX DI SD SE-KECAMATAN MALINAU KOTA Donna Rhamdan; Holly Bill; Arman Arman
Jurnal Pendidikan Dasar Borneo (Judikdas Borneo) Vol 1, No 2 (2019): Jurnal Pendidikan Dasar Borneo (Judikdas Borneo)
Publisher : Universitas Borneo Tarakan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35334/judikdasborneo.v1i2.1259

Abstract

Abstract: The development of smart window and wall pictures media in this study was made so that students understood the hoax news. Thedevelopment of research is done in order to overcome the problemsfaced by students who have not been able to distinguish the right newsand false news (Hoax) . The research was conducted with Research andDevelopment . The media is validated by linguists and media experts,and is tried out to small groups to find out news about hoaxes, soresearchers can draw conclusions that the development of smart windowand wall pictures can be used as a medium for understanding hoax newsin the Malinau City sub-district.