Claim Missing Document
Check
Articles

Found 33 Documents
Search

Pengaruh Pembelajaran Daring Terhadap Hasil Belajar Siswa Kelas IV di Sekolah Dasar Negeri 70 Palembang Kustiyandari, Aisyiah; Hermansah, Bambang; Marleni, Marleni
Indonesian Research Journal on Education Vol. 3 No. 2 (2023): irje 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (415.135 KB) | DOI: 10.31004/irje.v3i2.389

Abstract

This online or distance learning began on March 16, 2020, based on the decision of the Minister ofEducation and Culture of the Republic of Indonesia regarding Circular Letter Number 4 of 2020 concerning the Implementation of Educational Policies in the Emergency Period for the Spread of Corona Virus Disease (COVID-19). The purpose of this study was to determine and describe the effect of online learning on the learning outcomes of fourth grade students at 70 Palembang Elementary School. The research method used in this study is a quantitative descriptive method. The results showed thatonline learning had a negative effect on the fourth grade student learning outcomes of SD Negeri 70Palembang. In other words, if SD Negeri 70 Palembang continues to conduct online learning, the learning outcomes of fourth grade students will continue to decline and vice versa.
Minat Siswa Terhadap Ekstrakurikurel Karate di SMAN 15 Palembang Wibowo, Julian Tri; Imansyah, Farizal; Hermansah, Bambang
Indonesian Research Journal on Education Vol. 3 No. 3 (2023): irje 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/irje.v3i3.406

Abstract

Ekstrakurikuler merupakan kegiatan yang dilakukan untuk membimbing, mengarahkan serta mengasah minat, bakat, potensi yang dimiliki oleh siswa. Kegiatan ekstrakurikuler dilakukan diluar jam pelajaran intrakuler yang dilakukan sekolah. Penelitian ini dilakukan untuk mengetahui seberapa tinggi minat yang dimiliki oleh siswa dalam mengikuti kegiatan ekstrakurikuler karate di SMA Negeri 15 Palembang. Penelitian ini menggunakan metode kuantitaif deskriptif. Subjek penelitian ini adalah siswa yang mengikuti kegiatan ekstrakurikuler karate di SMA Negeri 15 Palembang. Teknik pengumpulan data yang digunakan dalam penelitian ini yaitu menggunakan angket kuesioner dengan 45 butir pernyataan yang memiliki 5 alternatif jawaban. Teknik analisis data yang digunakan pada penelitian ini adalah dengan teknik analisis perhitungan deskriptif persentase. Hasil penelitian menunjukkan bahwa minat siswa dalam mengikuti kegiatan ekstrakurikuler karate di SMA Negeri 15 Palembang berdasarkan faktor intrinsik sebesar 88% dengan kategori sangat tinggi, yang terdiri dari 3 indikator yaitu indikator kesenangan 38%, indikator perhatian sebesar 37%, dan indikator kemauan 13%. Faktor ekstrinsik diperoleh hasil sebesar 84% dengan kategori sangat tinggi terdiri dari 4 indikator yaitu indikator sarana dan prasarana 25%, indikator keluarga 10%, indikator perhatian sebesar 16% dan indikator pelatih 33%. Minat siswa dalam mengikuti kegiatan ekstrakurikuler karate di SMA Negeri 15 Palembang dari kedua faktor intrinsik dan ekstrinsik sebesar 86% dengan kategori sangat tinggi.
Pengembangan Media Animasi dalam Permainan Sepak Bola Sebagai Motivasi dan Keterampilan dalam Pembelajaran Sepak Bola Sanjaya, M. Akhlan; Akbar, M. Taheri; Hermansah, Bambang
Indonesian Research Journal on Education Vol. 4 No. 2 (2024): irje 2024
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/irje.v4i2.813

Abstract

Penelitian ini bertujuan untuk mengembangkan Media Video animasi Dalam pembelajaran pengembangan media animasi dalam pembelajaran sepak bola sebagai motivasi dan keterampilan dalam pembelajaran sepak bola pada materi permainan sepak bola yang valid ,praktis dan memiliki efek potensial penelitia ini merupakan jenis penelitian Research and Development (R&D) penelitian ini menggunakan model ADDIE, yang terdiri dari ( analysis, design, development, implementation dan Evaluation). Subjek dalam penelitian ini ialah peserta didik kelas V SD negeri 94 Palembang teknik pengumpulan data yang di gunakan yaitu observasi angket dan tes teknik analisis pengumpulan data Yang di gunakan untuk observasi angket dan tes . Teknik analisis ke efektipan proses analisis validasi ini di lakukan oleh 4 ahli /pakar yaitu ahli media, ahli bahasa dan ahli materi dengan rata-rata 84,66% di katagorikan sangat valid proses analisis ke praktisan dengan menguji cobakan kepada peserta didik pada kelompok mengunakan 4 peserta didik setelah di. Setelah di Uji cobakan mendapatkan skor rata-rata 90% sehingga di katagorikan sangat praktis, proses analisis ke efektipan di uji coba peserta didik melalui uji lapangan yaitu seluruh peserta didik di kelas, dengan demikian dapat disimpulkan bahwa media video animasi ini di katagorikan sangat valid praktis dan efektif. Dengan pengembangan media video animasi dapat di gunakan dalam proses pembelajaran.
Pengaruh Metode Drill Terhadap Kemampuan Menulis Karangan Deskripsi Siswa di SD Negeri 81 Palembang Dewi, Shanti; Hermansah, Bambang; Ayurachmawati, Puji
ANTHOR: Education and Learning Journal Vol 1 No 2 (2022): Vol 1 No 2. Page: 57 - 133
Publisher : Institut Teknologi Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/anthor.v1i2.9

Abstract

This study discusses the effect of using the drill method (practice) on the ability to write descriptive essays for fourth grade students at SD Negeri 81 Palembang. The purpose of this study was to determine the effect of using the drill method (practice) on the ability to writedescriptive essays for fourth grade students. The type of research used is Quasi Experimental and the research method used by the researcher is quantitative. The type of design used in this study is "Nonequivalent Control Group Design". Sources of data or instruments used by researchers are tests and documentation. The research data analysis techniques used were normality test, homogeneity test and hypothesis testing. The population in this study was class IV with 32 students from class IVA and 32 students from class IVB used as the subject. Basedon the results of the pretest research in the experimental class, the average value before being given treatment using the drill method was 52.41 and the average value after being given treatment using the drill method was 90.31.
DAMPAK PENGGUNAAN APLIKASI PEMBELAJARAN BERBASIS PERMAINAN TERHADAP KEMANDIRIAN BELAJAR SISWA KELAS TINGGI DI SDN 6 TANJUNG BATU Rahayu, Sasti; El Cintami Lanos, Muhsana; Hermansah, Bambang
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i3.28241

Abstract

This study aims to reveal how the use of Interactive Educational Applications, which are game-based learning media, affects the learning independence of high-grade students at SDN 6 Tanjung Batu. The focus of this study was on grade V.B students, with six students as subjects selected purposively. The method used was a descriptive qualitative approach, with data collection through observation, interviews, and documentation. The results showed that the use of this application had a positive effect on students' learning independence. It was seen that students became more enthusiastic in learning, more independent in managing their time, and had higher initiative in completing assignments without depending on teachers. The game features in the application also helped create a more enjoyable and interesting learning atmosphere for students. However, several challenges were also found, such as the need for adjustment time when initially using the application and impaired focus due to overly dominant game elements. Overall, Interactive Educational Applications have great potential to support independent learning, especially if implemented with appropriate supervision and guidance from teachers.
Pengaruh Metode Drill Terhadap Kemampuan Menulis Karangan Deskripsi Siswa di SD Negeri 81 Palembang Dewi, Shanti; Hermansah, Bambang; Ayurachmawati, Puji
ANTHOR: Education and Learning Journal Vol 1 No 2 (2022): Vol 1 No 2. Page: 57 - 133
Publisher : Institut Teknologi Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (591.487 KB) | DOI: 10.31004/anthor.v1i2.9

Abstract

This study discusses the effect of using the drill method (practice) on the ability to write descriptive essays for fourth grade students at SD Negeri 81 Palembang. The purpose of this study was to determine the effect of using the drill method (practice) on the ability to writedescriptive essays for fourth grade students. The type of research used is Quasi Experimental and the research method used by the researcher is quantitative. The type of design used in this study is "Nonequivalent Control Group Design". Sources of data or instruments used by researchers are tests and documentation. The research data analysis techniques used were normality test, homogeneity test and hypothesis testing. The population in this study was class IV with 32 students from class IVA and 32 students from class IVB used as the subject. Basedon the results of the pretest research in the experimental class, the average value before being given treatment using the drill method was 52.41 and the average value after being given treatment using the drill method was 90.31.
Blockchain for Enhancing Data Traceability in Digital Supply Chain Management Nufus, Hayatun; Hermansah, Bambang; Safariningsih, Ratna Tri Hari; Shesilia Wibowo; Rangi, Noah
Blockchain Frontier Technology Vol. 5 No. 2 (2026): Blockchain Frontier Technology
Publisher : IAIC Bangun Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34306/bfront.v5i2.947

Abstract

In recent years, the complexity of global supply chains has increased the need for transparent, secure, and traceable data management systems. As a background to this study, conventional supply chain databases often suffer from data fragmentation, lack of interoperability, and vulnerability to manipulation, which hinder real-time decision-making and trust among stakeholders. The main objective of this research is to explore how blockchain technology can enhance data provenance tracking and integrity within digital SCM systems. To achieve this, a hybrid research method combining literature review, case study analysis, and system prototype simulation was conducted to examine the effectiveness of blockchain-based record tracking frameworks. The method integrates smart contracts and distributed ledger technology to record, verify, and share data across multiple supply chain entities. The results reveal that blockchain implementation significantly improves data transparency, reduces information asymmetry, and enhances trust across different supply chain participants. Furthermore, the findings indicate that the decentralized nature of blockchain minimizes data tampering risks and supports compliance with international traceability standards. In conclusion, this research demonstrates that blockchain provides a robust foundation for digital SCM by strengthening data lineage tracking, security, and accountability, ultimately contributing to a more resilient and efficient supply chain ecosystem.
Pengaruh Media Stik Es Krim Terhadap Motivasi Belajar Matematika Materi Bilangan Bulat Sari, Waliyyu Friska; Hermansah, Bambang; Ayu, Imelda Ratih
Social Science Academic Vol. 2 No. 2 (2024)
Publisher : Institut Agama Islam Sunan Giri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/ssa.v2i2.5175

Abstract

The problem in this study is that in the process of learning mathematics students more often play or chat with classmates than pay attention to the teacher's explanation, it is also caused by teachers who still use conventional methods. In addition, during the learning process, teachers also use less learning media that attract the attention and interest of students. This study aims to determine whether there is an influence of ice cream stick media on the motivation to learn mathematics integer material grade IV SD Negeri 139 Palembang.The method used in this study is an experimental / quantitative method by comparing before and after treatment. The results of the study were carried out through three aspects of testing, namely the normality test, homogeneity test, and t test. In the normality test, the results in the experimental class and control class were normally distributed because the experimental pretest values p > a or 0.200 > 0.05 and the control pretest p > a or 0.136 > 0.05 while the experimental posttest values p > a or 0.084 > 0.05 and the control posttest p > a or 0.200 > 0.05. Then the homogeneity test result data was obtained that the students' prestest and posttest scores had a signification based on mean of 0.285. In other words, it can be concluded that the results of the data on pretest scores and posttest scores of students are homogeneous because p > a or 0.285 > 0.05. So the data from the independent sample test with the help of using SPSS 29, researchers concluded that there was a significant influence on the use of ice cream stick media on the motivation to learn mathematics integer material grade IV SD Negeri 139 Palembang with a sig value of 0.001 < 0.05.
Pengembangan Media Pembelajaran IPA Berbantuan Aplikasi Flipbuilder Triana, Dhia Ayu; Hermansah, Bambang; Ayu, Imelda Ratih
Social Science Academic Vol. 2 No. 2 (2024)
Publisher : Institut Agama Islam Sunan Giri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/ssa.v2i2.5176

Abstract

English abstract in one paragraph, 1 space with italic style, no more than 200 words. Abstract contains: (1) main questions and background of the problems discussed; (2) research position; (3) how the question is discussed (method); and (4) the main results of the discussion / research. This research was conducted with the aim of developing science learning media assisted by the flipbuilder application for class V SD Negeri 1 Tanjung Rancing which is valid, practical and effective. This research is research that was developed using the ADDIE development model with several steps, namely Analysis, Design, Development, Implementation, Evaluation. The research subjects were fifth grade students at SD Negeri 1 Tanjung Rancing. The results of this study prove that the Flipbuilder Application Assisted Science Learning Media developed is declared valid with the results of expert validation assessments, namely Media Experts, Language Experts, Material Experts, the percentage results obtained are 84.31% in the Very Valid category. In the practicality assessment of science learning media obtained by the results of student response questionnaires in the small group and large group stages, a percentage result of 91.23% was obtained in the "Very Practical" category. The product effectiveness results obtained from the test results average the percentage of student effectiveness of 83.52%. Based on the results of the validation, the results of the practicality trials, and the results of the product effectiveness tests on fifth grade students of SD Negeri 1 Tanjung Rancing, it can be concluded that the Flipbuilder Application Assisted Science Learning Media is suitable for use in implementing learning in elementary schools.
Pengaruh Pengunaan Model Pembelajaran Time Token Terhadap Hasil Belajar Siswa Maharani, Syarina; Syaflin, Sylvia Lara; Hermansah, Bambang
JPDI (Jurnal Pendidikan Dasar Indonesia) Vol 8, No 1 (2023): VOLUME 8 NUMBER 1 JANUARY 2023
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/jpdi.v8i1.3757

Abstract

penelitian ini bertujuan untuk melihat pengaruh pengunaan model pembelajaran time token terhadap hasilbelajar siswa tema 7 kelas V SDN 3 srikaton. Desain penelitian ini ialah penelitian pre exsperimental dengan rancangan the one group pretest-posttest design. Populasi penelitian ini yaitu semua siswa kelas V SDN 3 srikaton yang berjumlah 22 orang. Sampel ini ditentukan dengan menggunakan sampling jenuh. Sampel ini terdiri dari semua siswa kelas IV dengan jumlah kurang 22 siswa. Pengumpulan data dilakukan dengan menggunakan metode tes dalam bentuk tes objektif essay. Data yang diperoleh dianalisis menggunakan uji pired sample t test. Hasil analisis data diperoleh  = 0,000 lebih kecil dari  = 0,432 dengan taraf signifikansi 5%. Hasil penelitian menunjukkan terdapat pengaruh yang signifikan antara model pembelajaran time token terhadap hasil belajar siswa pada tema peristiwa dalam kehidupan di kelas v sdn 3 srikaton tahun pembelajaran 2021/2022.