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Students' Character Training through Game Online Extracurricular E-Sports in SMA 1 PSKD High School Jakarta Waldi, Atri; Irwan, Irwan
Journal of Moral and Civic Education Vol 2 No 2 (2018)
Publisher : Jurusan Ilmu Sosial Politik Fakultas Ilmu Sosial Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (257.862 KB) | DOI: 10.24036/8851412222018119

Abstract

This study shows that the e-sports extracurricular program of SMA 1 PSKD Jakarta includes character value formation such as hard work, discipline, creativity, respect for achievement, communicative, peace-loving, and responsibility. This study used qualitative methods with a case study approach. The informants were chosen through in-depth interviews with students who chose e-sports development programs, e-sports coaches, the principal, and the teachers. The obstacle in implementing the e-sports program is the negative public stigma towards games and infrastructure that have not developed at the same level (school). To overcome these obstacles the school describe the e-sports to parents, where the e-sports program is a directed activity and includes guidance and supervision by e-sports coaches and coaches. Besides that, SMA 1 PSKD has an e-sports team that participates in existing e-sports events which are representatives of their schools in participating in the event. Keywords: character training, E-Sports, SMA 1 PSKD Jakarta Abstrak Penelitian ini menunjukkan bahwa dalam program ekstrakurikuler e-sports di SMA 1 PSKD Jakarta terdapat esensi pembinaan nilai karakter berupa kerja keras, disiplin, kreatif, menghargai prestasi, komunikatif, cinta damai, dan tanggung jawab. Penelitian ini menggunakan metode kualitatif dengan pendekatan studi kasus. Informan dalam penelitian ini diambil melalui wawancara mendalam kepada pihak-pihak yang dinilai dapat memberikan data secara maksimal terkait pembentukan karakter melalui program pembinaan e-sports, seperti peserta didik yang memilih program pembinaan e-sports, pembina e-sports, kepala sekolah, serta guru. Kendala dalam pelaksanaan program e-sports adalah masih adanya stigma negatif masyarakat terhadap game dan Infrastuktur yang belum berkembang di level yang sama (sekolah). Untuk mengatasi kendala tersebut pihak sekolah mengkomunikasikan e-sports kepada orang tua peserta didik, bahwa program e-sports ini merupakan kegiatan yang terarah dan di dalamnya terdapat pembinaan dan pengawasan oleh pembina dan coach e-sports. Selain itu SMA 1 PSKD mempunyai tim e-sports yang mengikuti event-event e-sports yang ada yang merupakan perwakilan sekolahnya dalam mengikuti ajang tersebut. Kata kunci: pembinaan karakter, E-Sports, SMA 1 PSKD Jakarta
Peningkatan Hasil Belajar Pendidikan Pancasila Menggunakan Model Problem Based Learning (PBL) di Kelas IV SDN 04 Talang Maua Kabupaten 50 Kota Fara Umaira, Fatika; Bungsu Ladiva, Hasmai; Ningsih, Yarisda; Waldi, Atri
Jurnal Pendidikan Tambusai Vol. 9 No. 1 (2025)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v9i1.27175

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar peserta didik pada pembelajaran Pendidikan Pancasila di kelas IV SDN 04 Talang Maua, Kabupaten 50 Kota. Tujuan penelitian ini adalah untuk mendeskripsikan peningkatan hasil belajar peserta didik melalui penerapan model Problem Based Learning (PBL). Metode yang digunakan adalah Penelitian Tindakan Kelas (PTK) dengan pendekatan kualitatif dan kuantitatif. Penelitian dilaksanakan dalam dua siklus; siklus I terdiri dari dua pertemuan, dan siklus II terdiri dari satu pertemuan, masing-masing melalui tahapan perencanaan, pelaksanaan, pengamatan, dan refleksi. Subjek penelitian adalah guru dan 16 peserta didik kelas IV, terdiri dari 5 siswa laki-laki dan 11 siswa perempuan. Data dikumpulkan melalui observasi, tes, dan non-tes. Hasil penelitian menunjukkan peningkatan pada berbagai aspek: perencanaan pembelajaran meningkat dari 85,4% (Baik) pada siklus I menjadi 95,8% (Sangat Baik) pada siklus II; aktivitas guru meningkat dari 82,14% menjadi 96,42%; aktivitas peserta didik meningkat dari 78,56% menjadi 92,85%; dan nilai rata-rata hasil belajar meningkat dari 78,17 pada siklus I menjadi 85,21 pada siklus II. Dengan demikian, penerapan model PBL terbukti dapat meningkatkan proses dan hasil belajar peserta didik dalam mata pelajaran Pendidikan Pancasila.
PENINGKATAN HASIL BELAJAR PESERTA DIDIK PADA PEMBELAJARAN PENDIDIKAN PANCASILA DENGAN MODEL KOOPERATIF TIPE INDEX CARD MATCH DI KELAS IV UPTD SDN 02 KOTO TUO KABUPATEN LIMA PULUH KOTA Mahdiyah, Atikah; Waldi, Atri; Reinita; Erita, Yeni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 t
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.25514

Abstract

This research is motivated by the low student learning outcomes in Pancasila Education Learning. This study aims to describe the improvement of student learning outcomes in Pancasila education learning using the cooperative model type index card match in Class IV UPTD SDN 02 Koto Tuo, Lima Puluh Kota Regency. The method used is Classroom Action Research (CAR), employing a qualitative and quantitative approach, conducted in 2 cycles, namely cycle I (2 meetings) and cycle II (1 meeting), carried out in four stages: planning, implementation, observation, and reflection. The subjects of this research are the teachers and students of class IV UPTD SDN 02 Koto Tuo, Lima Puluh Kota District, with a total of 20 students consisting of 10 boys and 10 girls. The results of the research conducted show that Pancasila Education learning using the Index Card Match cooperative model can improve students' learning outcomes in Pancasila Education in Class IV UPTD SDN 02 Koto Tuo, Lima Puluh Kota Regency).
Pengembangan Media Pembelajaran Game Education Berbasis Gamifikasi Pada Mata Pelajaran Pendidikan Pancasila Kelas IV Sekolah Dasar Putri, Ola Kurnia; Waldi, Atri
e-Jurnal Inovasi Pembelajaran Sekolah Dasar Vol 13, No 1 (2025): (Januari-April) e-JIPSD
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/e-jipsd.v12i1.16021

Abstract

This research is motivated by the minimal use of learning media that implements technological elements in schools. Considering the characteristics of class IV students who like games, this research aims to develop gamification-based game education learning media for class IV elementary schools. The type of research used was development research (R&D) with the ADDIE development model, namely analysis, design, development, implementation, and evaluation. Data collection was carried out through validity sheets and media practicality questionnaires. The research results showed that the validity test value for the material aspect was 96.5%, the media aspect was 93.7%, and the language aspect was 95.6% in the very valid category. Based on the results of the teacher and student response questionnaire at the trial school, a percentage of 95.8% was obtained for teacher responses and 92.9% for student responses in the very practical category. Furthermore, the results of the teacher response questionnaire and student responses at the distribution schools showed percentage results of 100% and 92.7% in the very practical category. Thus, it can be concluded that the gamification-based game education learning media in class IV elementary school pancasila learning subjects has been declared valid and practical for use.
Development of Powtoon-Based Learning Media For Pancasila Education In Grade IV Elementary Schools Yunia, Khanifa Intan; Reinita, Reinita; Nisa, Sahrun; Waldi, Atri
Journal of Innovation and Research in Primary Education Vol. 4 No. 4 (2025)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v4i4.2336

Abstract

The limited use of engaging and varied learning media in Indonesian elementary schools has resulted in conventional teacher-centered learning patterns, particularly affecting subjects requiring active engagement such as Pancasila Education. This study aimed to develop valid, practical, and effective Powtoon-based learning media for fourth-grade Pancasila Education using systematic instructional design principles. This Research and Development study employed the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) across three elementary schools in Padang City, Indonesia. The research involved 69 fourth-grade students and utilized expert validation questionnaires, teacher and student practicality assessments, and pre-test/post-test measures to evaluate media quality and learning effectiveness. Data analysis employed descriptive statistics and N-Gain calculations. Expert validation yielded an overall score of 89.3% ("Very Valid"), with material (96%), language (86%), and media (86%) components meeting high-quality standards. Practicality assessment demonstrated exceptional acceptance with teacher ratings averaging 93.3% and student responses averaging 84.4% ("Very Practical"). Learning effectiveness analysis revealed significant improvement across all schools, with N-Gain scores averaging 0.65 ("Medium" effectiveness) and post-test improvements ranging from 14.31% to 16.9%. The systematic development process successfully created multimedia learning media that meets validity, practicality, and effectiveness criteria. The findings support social agency theory and cognitive load theory applications in elementary education, demonstrating that well-designed animated content can enhance student engagement and learning outcomes while maintaining practical classroom applicability for Pancasila Education instruction.
Peningkatan Hasil Belajar Peserta Didik Pada Pembelajaran Pendidikan Pancasila Menggunakan Model Problem Based Learning Di Kelas IV SD Negeri 09 Padang Ganting Kabupaten Tanah Datar Monika, Randa; Anita, Yesi; Reinita, Reinita; Waldi, Atri
Jurnal Pendidikan Tambusai Vol. 8 No. 2 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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

Abstract

Penelitian ini dilatarbelakangi oleh kenyataan di lapangan yang menunjukkan bahwa kurangnya pemahaman peserta didik terhadap pembelajaran sehingga mengakibatkan hasil belajar peserta didik yang rendah. Tujuan dari Penelitian ini untuk mendeskripsikan peningkatan hasil belajar peserta didik pada pembelajaran Pendidikan Pancasila menggunakan model Problem Based Learning di kelas IV SD Negeri 09 Padang Ganting Kabupaten Tanah Datar. Penelitian ini merupakan penelitian tindakan kelas (PTK) yang menggunakan pendekatan kualitatif dan kuantitatif. Penelitian ini dilakukan dalam 2 siklus, subjek penelitian adalah guru dan 21 orang peserta didik. Hasil penelitian menunjukkan pada pengamatan modul ajar siklus I memperoleh rata-rata 85,71% (Baik), kemudian meningkat pada siklus II 92,85% (Sangat Baik). Penilaian aspek guru siklus I memperoleh rata-rata 80,35% (Baik), meningkat pada siklus II menjadi 96,42% (Sangat Baik). Penilaian aspek peserta didik pada siklus I memperoleh rata-rata 80,35% (Baik), dan meningkat pada siklus II 96,42% (Sangat Baik). Hasil belajar peserta didik pada siklus I memperoleh nilai rata-rata 73,65 (Cukup) dan pada siklus II 86,84 (Baik). Dapat disimpulkan bahwa model Problem Based Learning dapat meningkatkan hasil belajar peserta didik pada pembelajaran Pendidikan Pancasila di kelas IV SD Negeri 09 Padang Ganting Kabupaten Tanah Datar.
Peningkatan Hasil Belajar Peserta Didik pada Pembelajaran Pendidikan Pancasila Menggunakan Model Kooperatif Tipe Think Pair Share di Kelas IV SD Negeri 05 Sungai Rumbai Kabupaten Dharmasraya Wardahtun Aisyah, Silvi; Anita, Yesi; Waldi, Atri; Mansurdin, Mansurdin
Jurnal Pendidikan Tambusai Vol. 8 No. 2 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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

Abstract

Penelitian ini dilatar belakangi oleh rendahnya hasil belajar peserta didik dikarenakan guru belum memberikan pengalaman bekerja sama yang baik. Penelitian ini bertujuan untuk mendeskripsikan peningkatan hasil belajar peserta didik dalam pembelajaran Pendidikan Pancasila menggunakan model Kooperatif Tipe Think Pair Share. Penelitian ini merupakan penilitian tindakan kelas. Subjek penelitian adalah guru dan peserta didik kelas IV. Data penelitian diperoleh dari penilaian Modul Ajar, pelaksanaan, dan hasil belajar. Teknik pengumpulan data yang digunakan yaitu observasi, tes, dan non-tes. Hasil penelitian siklus I aspek modul ajar rata-rata 85,4% meningkat pada siklus II 95,8%. Pelaksanaan siklus I aspek aktivitas guru memperoleh rata-rata sebesar 87,5% meningkat pada siklus II menjadi 95%. Pelaksanaan aktivitas peserta didik meningkat rata-rata sebesar 87,5% dan meningkat pada siklus II menjadi 95%. Hasil belajar peserta didik siklus I rata-rata 71,9 meningkat siklus II menjadi 87,7%. Dapat disimpulkan bahwa model Think Pair Share dapat meningkatkan hasil belajar Pendidikan Pancasila di Sekolah Dasar.
PERILAKU MAHASISWA PENDIDIKAN SOSIOLOGI UNIMA KETIKA PEMBELAJARAN ONLINE DAN SETELAH PENGINPUTAN NILAI Mesra, Romi; Waldi, Atri; Wijaya, Wibi; Melia, Yenni
Jurnal Ilmiah Mandala Education (JIME) Vol 8, No 3 (2022): Jurnal Ilmiah Mandala Education (Agustus)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v8i3.3586

Abstract

There are symptoms of student negligence where they do not pay attention or are negligent in carrying out the directions that have been explained by the lecturer at the beginning so that when the scores that come out are not in line with the student's expectations, they try to ask the lecturers why their scores are like that or how to get better grades. In this study, the researcher will use a qualitative research approach. Based on the results of observations and interviews that have been carried out by researchers, the results of this study were found as follows; Student behavior when learning online: students who actively follow the direction of the lecturer, students who are indifferent to the direction of the lecturer, students who always turn off the video during lectures via the zoom application, students who always turn on the video when lectures through the zoom application, students who carry out other activities when lectures pass zoom application, students who always have many excuses when they are late or do not attend lecture meetings. Student behavior after inputting grades: thanking the lecturer for good grades, questioning the grades given by the lecturer, asking for time to improve grades, asking the lecturer to change the grades, giving reasons for the lack of grades.
Validity and Practicality of Media Using Digital Pop-Up Books in Pancasila Education Learning in Elementary Schools Yelmiwati , Sella; Reinita, Reinita; Amsari , Dina; Waldi, Atri
Journal of Educational Sciences Vol. 9 No. 6 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.6.p.5035-5047

Abstract

This research is motivated by the low use of technology-based learning media in several elementary schools located in Lima Puluh Kota Regency. The technology-based learning media used by teachers is limited to showing images and videos from YouTube. This research aims to develop a valid, and practical digital pop-up book learning for fourth-grade elementary school students. The type of research used is Research and Development with the ADDIE model. The research instruments and data analysis carried out are: 1) validity in the form of product assessment instruments by experts in such subject matter, language, and media; and 2) practicality in the form of teacher and student response questionnaires. The research results show a content validity score of 96%, language validation results of 86%, and media validation results of 96%. In the implementation showed that the digital pop-up book learning media used in the learning process was very practical. Therefore, it can be concluded that this digital pop-up book learning media is very suitable for use in elementary schools.
Efektifitas Penggunaan Kahoot! untuk Meningkatkan Hasil Belajar Siswa : Effectiveness of Using Kahoot! to Improve Student Learning Outcomes Irwan, Irwan; Luthfi, Zaky Farid; Waldi, Atri
Pedagogia : Jurnal Pendidikan Vol. 8 No. 1 (2019): February
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/pedagogia.v8i1.1866

Abstract

This study aims to measure the effectiveness of the use of assessment learning media based on online games which is Kahoot to improve student learning outcomes. This study uses a quantitative approach with the quasi experiment method. The number of samples in each group is 30 people. The results shows that Kahoot can be an alternative interactive learning media in higher education because it is proven to significantly improve student learning outcomes with F (1.58) = 0.001, p <0.05 that means there are deferences between control and experiment class which is mean of experiment class (SD = 13.33, SD = 3.30) is higher than control class (M = 10.50, SD = 2.81)