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Penerapan Media Koyong dalam Meningkatkan Hasil Belajar Siswa Materi Pentingnya Gotong Royong di Kelas 1 SD Sitorus, Theresia Febiola; Mushlihuddin, Rahmat; Feviana, Lia
MASALIQ Vol 5 No 3 (2025): MEI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/masaliq.v5i3.5941

Abstract

This study is motivated by the characteristics of early grade students who tend to be energetic and physically active, often resulting in a less conducive classroom atmosphere. The aim of this research is to improve the learning outcomes of Class 1B students at SD Negeri 060913 Medan on the topic “The Importance of Gotong Royong” through the application of the innovative learning media Koyong (Kotak Gotong Royong). This study is a Classroom Action Research (PTK) using the Kemmis and Taggart model, conducted in two cycles during the even semester of the 2024/2025 academic year, involving 23 students as subjects. Data collection techniques included learning outcome tests and observations of student and teacher activities. The results show that prior to the intervention, only 61% of students achieved mastery learning, while after the implementation of the Koyong media in Cycle II, mastery increased to 87%. This improvement is attributed to the use of concrete, interactive, and enjoyable media, which enhanced students' motivation, engagement, and understanding of gotong royong (collective work practice) values. In conclusion, the Koyong media is effective in creating a conducive learning environment and improving student learning outcomes, while also fostering positive attitudes and social values from an early age. The implications of this study highlight the importance of using creative and contextual learning media by teachers to support character development in elementary education.
Penerapan Pendekatan TARL Untuk Meningkatkan Hasil Belajar Matematika Dengan Bantuan Media Quizizz Di Kelas I SD Negeri 067240 Medan Tembung Harahap, Alfi Rahmi; Nur Alamsyah, Bambang; Mushlihuddin, Rahmat; Purba, Enniy
Innovative: Journal Of Social Science Research Vol. 4 No. 4 (2024): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v4i4.14223

Abstract

Dalam kurikulum merdeka, guru dituntut aktif dan kreatif saat merancang dan melaksanakan pembelajaran. Kurikulum merdeka menekankan pada kebebasan dalam belajar sesuai dengan potensi peserta didik. Penelitian ini bertujuan untuk meningkatkan hasil belajar dengan menerapkan pendekatan TaRL berbantuan media quizizz pada mata pelajaran matematika di kelas 1A SD Negeri 067240 Medan Tembung. Selain itu, dalam pembelajaran matematika masih banyak peserta didik yang kesulitan dalam penjumlahan dan pengurangan khususnya di kelas I. Untuk itu peneliti melakukan penelitian dengan memperhatikah karakteristik dan kemampuan peserta didik dalam belajar yaitu dengan menerapkan pendekatan TaRL. Selain dengan menerapkan pendekatan TaRL, peneliti juga memanfaatkan media atau platform digital yaitu media quizizz sebagai sarana pendukung yang lebih menarik dalam proses pembelajaran sehingga hasil yang diharapkan akan sesuai dengan tujuan yang diinginkan. Adapun Penelitian ini menggunakan jenis Penelitian Tindakan Kelas (PTK). Subjek Penelitian adalah peserta didik kelas 1A SD Negeri 067240 Medan Tembung dengan jumlah peserta didik 25 peserta didik yang terdiri dari 13 peserta didik perempuan dan 12 peserta didik laki-laki. Pada penelitian ini, teknik pengumpulan data yang digunakan adalah observasi dan tes. Dari hasil nilai yang diperoleh pada kegiatan pra siklus didapatkan rata-rata nilai 66 dimana 10 peserta didik atau 40% dari keseluruhan sudah tuntas dalam belajar. Pada siklus I didapatkan rata-rata nilai peserta didik sebesar 78 dengan 15 peserta didik atau berkisar 60% peserta didik sudah mencapai ketuntasan hasil belajar. Selain itu pada siklus II nilai rata-rata yang diperoleh oleh peserta didik adalah 88 dimana 23 peserta didik atau 92% peserta didik telah tuntas dalam belajar. Sebagaimana ketetapan indikator keberhasilan belajar peserta didik dalam KKM adalah 70 dan tingkat pemenuhan hasil belajar peserta didik setelah dilakukan penelitan telah mencapai nilai KKM. Oleh karena itu, pembelajaran matematika dengan menerapkan pendekatan Teaching at the right Level dengan bantuan media quizizz dapat dinyatakan berhasil. 
Penerapan Media Pembelajaran Interaktif Lumi Education untuk Meningkatkan Hasil Belajar Siswa pada Pelajaran Pendidikan Pancasila Santika, Indah; Mushlihuddin, Rahmat; Harahap, Anita Santi
ALSYS Vol 5 No 3 (2025): MEI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/alsys.v5i3.5752

Abstract

This study is motivated by the limited research on the application of interactive technology-based learning media in the subject of Pancasila Education at the elementary school level, despite the fact that this phenomenon significantly impacts students' interest and learning outcomes. The purpose of this study is to analyze the effectiveness of using Lumi Education games to improve students' learning outcomes on the material of religious diversity symbols in Indonesia. The method used is Classroom Action Research (CAR) with a descriptive quantitative design through a two-cycle approach. The subjects of the study consisted of 19 students from Class IIC at SD Negeri 060913 Medan, selected purposively. Data were collected through observation and learning outcome tests, and then analyzed using descriptive percentage statistics. The results indicate a significant increase in student and teacher activity as well as student learning outcomes from Cycle I to Cycle II, with the average score rising from 70.71 to 83.57 and the completeness of learning reaching 85.71%. These findings align with the objectives of the study and reinforce constructivist learning theory and technology-based learning theory, which emphasize the importance of active student engagement. The main conclusion of this study is that Lumi Education media is effective in improving learning outcomes and student engagement in Pancasila Education. The implications of this research include theoretical aspects in the form of literature enrichment on interactive media in character education, as well as practical aspects in the form of recommendations for teachers and elementary schools to integrate engaging and interactive digital media to create more meaningful learning experiences. This research also opens opportunities for further studies on the optimization of the Lumi Education platform in different educational materials and levels.
Penerapan Media Labirin Waktu pada Pembelajaran Matematika untuk Meningkatkan Hasil Belajar Siswa Kelas II Sekolah Dasar Khairunnisa, Firza; Mushlihuddin, Rahmat; Harahap, Anita Santi
ALSYS Vol 5 No 3 (2025): MEI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/alsys.v5i3.5909

Abstract

The low learning outcomes of students in the Mathematics subject in Class II-C at UPT SD Negeri 060913 Medan are caused by the lack of engaging instructional media that align with the characteristics of early-age learners. This study aims to improve student learning outcomes on the topic of time measurement through the implementation of Labirin Waktu media, an educational game-based tool designed to train logic, concentration, and arithmetic skills through time-themed maze challenges. This research is a Classroom Action Research (Penelitian Tindakan Kelas, PTK) conducted in two cycles involving 19 students, with stages including planning, implementation, observation, and reflection in each cycle. Data were collected through observations of teacher and student activities as well as learning outcome tests. The results show an increase in student learning mastery from 57.89% in the pre-cycle to 68.42% in Cycle I, and a significant rise to 89.47% in Cycle II. Additionally, teacher and student activities during the learning process also improved, reflecting active involvement and learning enthusiasm. These findings indicate that Labirin Waktu media is effective in enhancing learning outcomes and student engagement in Mathematics learning. The implication is that this medium can serve as an innovative alternative to create a more meaningful and enjoyable learning process for elementary school students.