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PENDAMPINGAN PEMBENTUKAN BUDAYA DISIPLIN DAN KARAKTER UNGGUL MELALUI ROLE PLAYING UNTUK MENDUKUNG KURIKULUM MERDEKA DI SEKOLAH DASAR Prawijaya, Septian; Halimatussakdiah, Halimatussakdiah; Gandamana, Apiek; Siregar, Waliyul Maulana; Tamba, Robenhart
JURNAL HANDAYANI PGSD FIP UNIMED Vol. 15 No. 2: Desember 2024
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jh.v15i2.64323

Abstract

Program pendampingan ini bertujuan untuk mendukung kurikulum merdeka dalam pembentukan budaya disiplin dan karakter unggul melalui role playing dalam pembelajaran di Sekolah Dasar (SD) Desa Klambir Kecamatan Hamparan Perak Kabupaten Deli Serdang. Kemampuan mengintegrasikan model pembelajaran inovatif dalam pembelajaran memerlukan keterampilan khusus dalam penerapannya. Menyikapi hal itu, dilakukan pendampingan kepada para guru agar mampu mengintegrasikan model pembelajaran inovatif secara efektif sesuai tuntutan pembelajaran di SD. Metode pendampingan dilakukan melalui beberapa tahap kegiatan, antara lain: persiapan, pelaksanaan, monitoring dan evaluasi, serta tindak lanjut. Luaran yang dihasilkan melalui program pendampingan antara lain: laporan akhir, publikasi ilmiah di jurnal terakreditasi nasional, publikasi kegiatan di media masa online, publikasi video kegiatan, laporan akhir kegiatan yang didaftarkan Hak Cipta.. Hasil program pengabdian menunjukkan bahwa meningkatnya kemampuan guru dalam mengintegrasikan model pembelajaran inovatif dalam pembelajaran di SD Desa Klambir Kecamatan Hamparan Perak Kabupaten Deli Serdang. Dengan demikian, pendampingan yang dilakukan telah berjalan secara efektif dan sesuai dengan hasil yang diharapkan.
PENGEMBANGAN MEDIA STORY BOOK BERBASIS CONTEXTUAL TEACHING AND LEARNING (CTL) PADA TEMA 3 SUBTEMA 2 KELAS III SD Rodiah, Siti; Tarigan, Daitin; Prawijaya, Septian; Ananda, Lala Jelita; Nurmayani, Nurmayani
Jurnal Merah Putih Sekolah Dasar Vol. 1 No. 1 (2023): SEPTEMBER 2023
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jmpsd.v1i1.51214

Abstract

This study aims to develop and produce appropriate, practical, and effective storybook learning media. The type of research used is Research and Development with the 4D model. The subjects in this study are subject matter experts, media experts, teachers, and 18 third-grade students at SDN 101776 Sampali. The object of this study is storybook media. The instruments used to collect data were observation questionnaires, teacher interviews, material and media validation questionnaires, media practicality questionnaires by education practitioners, student response questionnaires, and multiple-choice tests. The results of this study show that: (1) the feasibility of the story book learning media product based on the assessment of subject matter and media experts obtained an average percentage of 88.33% and 92.5% in the very feasible category. (2) The practicality of the learning media based on the results of teacher assessments was 91.6%, which is classified as very practical, and the practicality score based on student responses was 90.12%, which is also classified as very practical. (3) The effectiveness of the learning media was obtained from the results of the students' pre-test and post-test scores. The pre-test scores showed that only 48.61% of the students were in the “ineffective” category, while the post-test scores showed an increase to 85.27% in the “effective” category. Based on this, it can be concluded that the story book learning media based on contextual teaching and learning (CTL) is feasible, practical, and effective for use in the learning process in schools.
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN PUZZLE UNTUK MENINGKATKAN HASIL BELAJAR TEMATIK SISWA SDN 034791 TANJUNG BERINGIN Malau, Lidia; Lubis, Wildansyah; Sitohang, Risma; Prawijaya, Septian; Nurmayani, Nurmayani
Jurnal Merah Putih Sekolah Dasar Vol. 1 No. 3 (2024): JANUARI 2024
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jmpsd.v1i3.56774

Abstract

This research aims to see the influence of learning media Puzzles to improve student thematic learning outcomes at SDN 034791 Tanjung Beringin FY 2022/2023. This type of research is pre-experimental designs research with one group pretest posttest research form. The subjects of this research were sixth grade students totaling 20 students at SDN 034791 Tanjung Beringin. Instruments used in Student learning activities were previously tested to determine validity and reliability test. Instruments were given before and after providing puzzle learning media. Technique The analysis carried out is the normality test and hypothesis test, namely the t-test. Before Hypothesis testing is carried out, first a prerequisite test is carried out, namely the normality test. Based on the results of the prerequisite test calculations, the pre-test data obtained an average of posttest results of 49.95 obtained results of 79.2, which means both values are > 0.05 so it can be It is said that both data are normally distributed. Next is done Hypothesis testing and research results show tcount = 29.99 and ttable = 11.68. From From this data it can be seen that tcount > ttable, namely 29.99 > 11.68. This is meaningful Ha is accepted then there is a significant influence from media use Puzzle learning to improve the learning outcomes of fourth grade students at SDN 034791 Tanjung Beringin, Tigalingga District, Dairi Regency FY 2022/2023. Keywords: Learning Outcomes, Puzzle Learning Media
PENGARUH MEDIA MONOPOLI TERHADAP HASIL BELAJAR PESERTA DIDIK PADA TEMA 3 SUBTEMA 2 DI KELAS VI SEKOLAH DASAR Nainggolan, Beta Glorima; Lubis, Wildansyah; Prawijaya, Septian; Siregar, Fajar Sidik; Irsan, Irsan
Jurnal Merah Putih Sekolah Dasar Vol. 1 No. 3 (2024): JANUARI 2024
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jmpsd.v1i3.56787

Abstract

This research aims to determine the effect of monopoly media on student learning outcomes in theme 3 subtheme 2 in class VI of SDN 101777 Saentis. The research method used is quasi-experimental or quasi-experimental with a quantitative approach. The sample in this study was class consisting of 51 student. The research instrument used was a test instrument consisting of 21 multiple choice questions. Based on the result of data analysis, the average pretest score for the experimental class was 48 and the control class was 48, while the average posttest score for the experimental class was 84 so that the application of monopoly media can improve student learning outcomes. Based on this, it can be concluded that there is a significant influence from using monopoly media. Keywords: monopoly media, thematic, learning outcomes
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS CASE METHOD MENGGUNAKAN GOOGLE SLIDE PADA PEMBELAJARAN IPAS KELAS IV SD Nasution, Nurul Hasanah; Rozi, Fahrur; Gandamana, Apiek; Prawijaya, Septian; Nurmayani, Nurmayani
Jurnal Merah Putih Sekolah Dasar Vol. 2 No. 1 (2024): SEPTEMBER 2024
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jmpsd.v2i1.60801

Abstract

This research was conducted based on problems, namely, teachers do not use learning media during learning activities, teachers lack understanding and skill in developing technology-based learning media, teachers do not understand how to make learning media appropriate to learning, teachers do not use various learning models in the learning process. , students become passive because learning activities still focus on the teacher's explanation. The aim of this research is to determine the validity of the appropriateness of the material, the appropriateness of the media, to determine the practicality of the media, to determine the effectiveness of Case Method-based learning media using Google Slides which was developed for elementary school students in class IV SDN 158490 Aek Tolang 2 T.P 2023/2024. The research method used is the 4D development model, which consists of Define, Design, Development and Dissemination. The results of the validation research for material experts, media experts and practicality experts were 81%, 87%, 86% with qualifications that were very feasible and practical to use without revision. The results of the pre-test and post-test carried out in class IV showed that the results of the 16 students who took the pre-test were 11 students who had not completed it and 4 students who had completed it with a percentage of 57.8%, while the results of the post-test were 16 students. which is 89% complete. Based on class completeness calculations, the media effectiveness presentation was 87.5% with completeness criteria of 81%-100% categorized as very effective.
PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE STAD TERHADAP HASIL BELAJAR MATEMATIKA SISWA KELAS V Pane, Fhazizah Dewi; Nurmayani, Nurmayani; Simanjuntak, Sorta; Manurung, Imelda Free; Prawijaya, Septian
Jurnal Merah Putih Sekolah Dasar Vol. 2 No. 1 (2024): SEPTEMBER 2024
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jmpsd.v2i1.60816

Abstract

Mathematics lessons in elementary schools tend to be less than optimal, this is due to the choice of learning models used which are not student-centred. This attracted the attention of researchers so that they could determine the effect of the STAD type cooperative learning model on the mathematics learning outcomes of class V students at SD Negeri 104607 Sei Rotan T.A 2023/2024. This research is quantitative research using quasi-experimental research. The instrument used is a multiple choice test with a total of 20 questions. Research findings say that learning outcomes by applying the STAD type cooperative learning model get an average score of 82.10, while conventional learning outcomes get an average score of 68.42. Based on the results of hypothesis testing using the t-test, it shows that at the 0.05 significance level it was found that 𝑡ℎ𝑖𝑡𝑢𝑛𝑔 > 𝑡𝑡𝑎𝑏𝑒𝑙 (5.412 > 1.684), then H0 was rejected and Ha was accepted, meaning that there was an influence on the learning outcomes of students who were taught using the STAD Type Cooperative learning model. (Student Teams Achievement Division).
PENGARUH MEDIA PEMBELAJARAN BERBASIS POWTOON TERHADAP HASIL BELAJAR MATEMATIKA SISWA KELAS V SD Hutabarat, Agape; Siregar, Arifin; Simanjuntak, Sorta; Simanihuruk, Lidia; Prawijaya, Septian
Jurnal Merah Putih Sekolah Dasar Vol. 2 No. 1 (2024): SEPTEMBER 2024
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jmpsd.v2i1.61173

Abstract

This research aims to determine the effect of powtoon-based learning media on the mathematics learning outcomes of class V students at public elementary school 177076 Lumban Nabolon T.A 2023/2024. This type of research is Pre-Experimental Design in the form of One Group Pretest-Posttest Design. In this research, the research subjects were 32 students in class V of SD Negeri 177076 Lumban Nabolon. During the research, the researcher gave a pre-test to the subjects after which the subjects were given treatment using powtoon-based learning media. Research data was obtained from test results and analyzed using immersion analysis tests and hypothesis testing using the t-test. The average pre-test result was 53.28 and the average post-test result was 75.62. These results indicate that there is an influence of learning media on the mathematics learning outcomes of class V students at SD Negeri 177076 Lumban Nabolon. The results of the pre-test post-test t-test obtained a p value of 0.001 < 0.05. These results indicate that the learning media applied has a significant influence on improving student learning outcomes, where student learning scores using Powtoon-based learning media are higher.
Pelatihan Media Pembelajaran Berbantuan Articulate Storyline bagi Guru SDN 060923 Medan Sukmawarti, Sukmawarti; Hidayat, Hidayat; Prawijaya, Septian; Eni Fitriana, Cut; Khairani, Nur
Komunitas: Hasil Kegiatan Pengabdian Masyarakat Indonesia Vol. 4 No. 2 (2026): Komunitas: Hasil Kegiatan Pengabdian Masyarakat Indonesia
Publisher : Asosiasi Riset Ilmu Tanaman Dan Hewani Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/komunitas.v4i2.366

Abstract

Kegiatan pengabdian kepada masyarakat ini dilatarbelakangi belum optimalnya pemanfaatan teknologi digital sebagai media pembelajaran interaktif di SD. Pemanfaatan teknologi oleh guru umumnya masih terbatas pada administrasi, dokumentasi, dan penggunaan aplikasi sederhana, sehingga pembelajaran cenderung berpusat pada guru. Kegiatan ini bertujuan meningkatkan pengetahuan dan keterampilan guru dalam mendesain serta mengimplementasikan media pembelajaran berbantuan aplikasi Articulate Storyline, khususnya dalam pembelajaran matematika SD. Metode pelaksanaan kegiatan meliputi sosialisasi, pelatihan, penerapan teknologi melalui simulasi, pendampingan implementasi, evaluasi, dan keberlanjutan program. Hasil kegiatan menunjukkan adanya peningkatan pengetahuan guru tentang media pembelajaran berbantuan komputer dan Articulate Storyline sebesar 100%, keterampilan guru dalam mendesain media sebesar 90%, kemampuan implementasi media dalam pembelajaran sebesar 80%, serta peningkatan partisipasi siswa sebesar 90%. Kegiatan ini berimplikasi pada meningkatnya kapasitas guru dalam mengembangkan media pembelajaran digital yang interaktif, kontekstual, dan sesuai dengan karakteristik siswa SD serta mendukung penguatan pembelajaran berbasis teknologi di sekolah.