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PENGARUH MEDIA PEMBELAJARAN PUZZLE SEJARAH MELALUI PERMAINAN LEMPAR DADU TERHADAP HASIL BELAJAR SISWA SEJARAH KELAS XI SMAN 4 RUPAT Salimah, Umi; Bunari, Bunari; Refli Surya Barkara
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 1 (2026): Volume 11 No.1, Maret 2026.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i1.41440

Abstract

This study aims to determine the effect of dice-rolling as a historical puzzle learning medium on the history learning outcomes of eleventh-grade students at SMAN 4 Rupat. This study used a quantitative approach with a quasi-experimental method and a pretest-posttest control group design. The study sample consisted of class XI A as the experimental class and class XI B as the control class. Data were collected through pretests and posttests. The results of the hypothesis testing using a t-test showed a significance value (Sig. 2-tailed) of 0.000 < 0.05, thus Ha was accepted and Ho was rejected. This indicates a significant effect of using dice-rolling as a historical puzzle learning medium on student learning outcomes. The N-Gain calculation for the experimental class was 62.51%, which is in the moderate category. Thus, dice-rolling as a historical puzzle learning medium is effective in improving the history learning outcomes of eleventh-grade students at SMAN 4 Rupat.
PENGEMBANGAN E-MODUL TOKOH PEJUANG PROVINSI RIAU BERBASIS ANDROID SEBAGAI SUMBER BELAJAR DIGITAL SEJARAH LOKAL Fikri, Asyrul; Isjoni, Isjoni; Hasibuan, Rizki Ananda; Barkara, Refli Surya
Jurnal Praksis dan Dedikasi Sosial Vol. 7 No. 2 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

DEVELOPMENT OF ANDROID-BASED RIAU PROVINCIAL WARRIOR FIGURE E-MODULE AS A DIGITAL LEARNING RESOURCE FOR LOCAL HISTORY. Traditionally, teachers have often developed teaching materials using conventional module approaches. Conventional modules are teaching materials presented in print format, which are frequentlyunappealing and inflexible, leading to a lack of interest from students. Therefore, E-Modules development is highly suitable because they offer numerous benefits, particularly regarding accessibility. This research aims to develop an Android-based E-Module about the heroic figures from Riau Province. The objectives of this design are (1) to create an E-Module that is easily accessible anytime and anywhereand (2) to introduce heroic figures and local history of Riau Province through an Android-based technological approach. This study employs the Research and Development (R&D) method to design and evaluate the effectiveness of the developed product. The development model used is the 4D (Four D) model, which includes Define, Design, Develop, and Disseminate. This research indicatesthat the designed E-Module meets adequacy standards and can be used as a learning media. Additionally, student feedback on the E-Module has been very positive. Selama ini guru sering mengembangkan bahan ajar dengan pendekatan modul konvensional. Modul konvensional adalah bahan ajar yang disampaikan dalam format cetak yang seringkali tidak aktraktif dan tidak fleksibel sehingga membuat siswa tidak tertarik untuk membacanya. Untuk itu, pengembangan E-Modul sangat cocok diterapkan karena memiliki manfaat yang banyak sekali terutama terkait aksesibilitas. Penelitian ini bertujuan untuk mengembangkan E-Modul mengenai cerita tokoh pejuang dari Provinsi Riau yang berbasis android. Tujuan dari perancangan ini yaitu untuk (1) menciptakan E-Modul yang mudah diakses kapan saja dan dimana saja serta (2) mengenalkan tokoh pejuang dan sejarah lokal Provinsi Riau dengan pendekatan teknologi berbasis android. Penelitian ini menggunakan metode Research and Development (R&D) untuk merancang dan mengevaluasi efektivitas produk yang dirancang. Model pengembangan yang digunakan adalah model 4D (Four D) yang meliputi define (pendefinisian), design(perancangan), develop(pengembangan) dan disseminate (penyebaran). Adapun hasil penelitian ini menunjukan bahwa E-Modul yang dirancang memenuhi standar kecukupan dan dapat diterapkan sebagai media pembelajaran. Selain itu, tanggapan siswa terhadap E-Modul tersebut menunjukan reaksi yang sangat positif.