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Meningkatkan Pemahaman Siswa pada Mata Pelajaran PPPKn melalui Model Problem Based Learning (PBL) di Kelas 1 SDN 067240 Medan Tembung Maulidya Nurliana; Zainal Azis; Enniy Purba
ALSYS Vol 5 No 5 (2025): ALSYS: Jurnal Keislaman dan Ilmu Pendidikan
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/alsys.v5i5.7131

Abstract

This study is motivated by the often monotonous teaching of Pancasila and Citizenship Education (PPPKn) in elementary schools, which tends to reduce students’ motivation to think critically and solve problems. An innovative learning model is needed to improve students’ understanding and interest. The objective of this research is to enhance the understanding and learning outcomes of Grade I students in PPPKn through the application of the Problem Based Learning (PBL) model at SD Negeri 067240 Medan Tembung. The study employed a Classroom Action Research (CAR) method conducted over two weeks in the even semester of the 2025 academic year, from 7 to 22 March 2025, involving 21 Grade I students. The research object was PPPKn learning outcomes after implementing the PBL model. The results show that a PBL approach designed to be enjoyable for students improved academic performance, with the average score increasing from 71.81 in cycle I to 80.52 in cycle II. The percentage of students achieving mastery also rose from 62% in cycle I to 86% in cycle II, surpassing the success indicator of 80% of students meeting the Minimum Mastery Criteria (Kriteria Ketuntasan Minimal, KKM). These findings demonstrate that the PBL model is effective in improving PPPKn understanding and learning outcomes in elementary school students.
Pelatihan Mengenai Alat Edukasi ke Guru-Guru MIS Nurul Hidayah Medan Rani Rahim; Muya Syaroh Iwanda Lubis; Asrindah Nasution; Ahmad Taufiq Harahap; Nur Rahmi Rizqi; Zainal Azis
Educate: Journal of Community Service in Education Vol 5 No 2 (2025): Educate: Journal of Community Service in Education
Publisher : Universitas Veteran Bangun Nusantara

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

Abstract

Perkembangan teknologi dan inovasi dalam dunia pendidikan menuntut guru untuk terus meningkatkan kompetensi dalam memanfaatkan alat edukasi yang efektif dan inovatif. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan pengetahuan dan keterampilan guru-guru MIS Nurul Hidayah Medan dalam menggunakan berbagai alat edukasi untuk mendukung proses pembelajaran yang lebih interaktif dan menarik. Metode pelaksanaan kegiatan meliputi pemaparan materi dan demonstrasi penggunaan alat edukasi. Alat edukasi yang diperkenalkan mencakup media pembelajaran visual, audio-visual, alat peraga konkret, serta aplikasi teknologi pendidikan yang sesuai dengan karakteristik siswa madrasah ibtidaiyah. Kegiatan ini diikuti oleh seluruh guru MIS Nurul Hidayah Medan sebanyak 10 orang. Hasil kegiatan menunjukkan adanya peningkatan pemahaman dan keterampilan guru dalam merancang dan mengimplementasikan alat edukasi dalam pembelajaran. Para guru mampu mengidentifikasi jenis alat edukasi yang sesuai dengan materi pembelajaran dan karakteristik siswa. Evaluasi kegiatan dilakukan melalui pre-test dan post-test serta pengisian kuesioner kepuasan peserta. Kegiatan pengabdian ini memberikan dampak positif terhadap peningkatan kualitas pembelajaran di MIS Nurul Hidayah Medan, dimana guru menjadi lebih kreatif dan inovatif dalam menyampaikan materi pelajaran kepada siswa. Kata kunci: Alat Edukasi, Media Pembelajaran, MIS Nurul Hidayah Medan, Pelatihan
Peningkatan Kreativitas Digital Siswa Sekolah Menengah Kejuruan melalui Pelatihan Desain Grafis Berbasis Canva Rani Rahim; Asrindah Nasution; Rizka Fahruza Siregar; Nova Riani; Zainal Azis
Educate: Journal of Community Service in Education Vol 6 No 1 (2026): Educate: Journal of Community Service in Education
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/educate.v6i1.8282

Abstract

Perkembangan industri kreatif digital menuntut siswa Sekolah Menengah Kejuruan (SMK) untuk menguasai keterampilan desain grafis, namun keterbatasan akses terhadap perangkat lunak desain profesional yang berlisensi dan bersifat berat secara teknis menjadi kendala utama dalam pembelajaran desain grafis di sekolah kejuruan. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kompetensi teknis dan kreativitas siswa SMK dalam bidang desain grafis melalui pelatihan berbasis aplikasi Canva yang mudah diakses dan tidak berbayar. Metode pelaksanaan kegiatan meliputi ceramah, demonstrasi langsung, praktik terbimbing, dan praktik mandiri, dengan evaluasi menggunakan tiga instrumen, yaitu tes pengetahuan (pre-test dan post-test), rubrik penilaian kreativitas karya oleh dua penilai independen, serta angket kepuasan peserta, yang dilaksanakan terhadap 36 siswa kelas X jurusan Desain Pemodelan dan Informasi Bangunan. Hasil kegiatan menunjukkan peningkatan yang signifikan pada pemahaman dan keterampilan siswa, dengan rata-rata skor pre-test 52,4 meningkat menjadi 84,7 pada post-test (N-Gain = 0,68, kategori sedang-tinggi); sebanyak 83,33% siswa menghasilkan karya dalam kategori kreatif hingga sangat kreatif; dan 91,67% peserta menyatakan sangat puas terhadap pelaksanaan pelatihan. Temuan ini menunjukkan bahwa pelatihan berbasis Canva efektif sebagai strategi pembelajaran desain grafis yang aplikatif, terjangkau, dan mampu mendorong kreativitas siswa SMK secara terukur. Disimpulkan bahwa kegiatan ini berkontribusi nyata terhadap peningkatan kompetensi digital dan kesiapan kerja siswa di bidang industri kreatif. Disarankan agar pihak sekolah mengintegrasikan Canva sebagai media pembelajaran rutin dan menyelenggarakan pelatihan lanjutan bagi guru maupun siswa pada fitur-fitur yang lebih lanjut.
Penggunaan Media Manipulatif terhadap Pemahaman Konsep Matematika di Sekolah Dasar : Pengabdian Hetty Elfina; Dede Ibrahim Muthawali; Irham Habibi Harahap; Suci Dahlya Narpila; Zainal Azis; Elia Elfani
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 5 No. 1 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 5 Nomor 1 (Juli 2026 -
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v5i1.7382

Abstract

Pembelajaran matematika di sekolah dasar masih menghadapi kendala dalam membantu siswa memahami konsep penjumlahan dan perkalian sehingga diperlukan media yang konkret, interaktif, dan menyenangkan. Kegiatan pengabdian kepada masyarakat ini bertujuan meningkatkan pemahaman konsep matematika melalui media manipulatif Table Shapes T539 serta menciptakan pembelajaran yang lebih aktif. Kegiatan dilaksanakan di SD Negeri 26 Medan dengan melibatkan 24 siswa kelas V menggunakan metode pendampingan melalui tahap persiapan, pelaksanaan, dan evaluasi. Evaluasi dilakukan melalui observasi dan angket yang dianalisis secara deskriptif kualitatif. Hasil menunjukkan respons siswa sangat positif dengan persentase 73%–84% (kategori setuju hingga sangat setuju). Media Table Shapes T539 meningkatkan motivasi belajar, memudahkan pemahaman konsep penjumlahan dan perkalian, menciptakan pembelajaran yang menyenangkan, serta menghubungkan konsep matematika dengan kehidupan sehari-hari. Dengan demikian, media ini layak digunakan sebagai alternatif pembelajaran matematika di sekolah dasar dan menjadi inspirasi bagi guru untuk mengembangkan pembelajaran yang lebih inovatif.
Comparison of Logistic Regression and K-Nearest Neighbor (KNN) Algorithms in a Heart Failure Prediction Dataset Julia Namira Nasution; Zainal Azis
Hanif Journal of Information Systems Vol. 3 No. 1 (2025): August Edition
Publisher : Ilmu Bersama Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56211/hanif.v3i1.53

Abstract

Heart failure is one of the leading causes of death worldwide. Early detection of heart failure risk is crucial to minimize its serious consequences. This study aims to compare the performance of two machine learning algorithms, namely Logistic Regression and K-Nearest Neighbor (KNN), in predicting heart failure using a dataset from the Kaggle platform. The research stages include data preprocessing, normalization, splitting into training and testing data, model implementation, and evaluation using a confusion matrix. Evaluation is based on accuracy, precision, recall, and F1-score metrics. The results show that Logistic Regression achieved an accuracy of 88.04% with an execution time of 0.022 seconds, while KNN achieved an accuracy of 85.51% with an execution time of 0.158 seconds. Logistic Regression outperformed in recall and F1-score, making it more effective for early detection of heart failure. Therefore, Logistic Regression is considered more optimal than KNN in the context of this study. However, Logistic Regression is not always superior to K-Nearest Neighbor, as prediction results highly depend on the characteristics of the specific case.
Perubahan Sentimen Publik Terhadap Calon Gubernur Sumatera Utara Tahun 2024 Berdasarkan Data Twitter: Pendekatan Naive Bayes Suvriadi Panggabean; Dedy Kiswanto; Nurul Maulida Surbakti; Zainal Azis; Tua Halomoan Harahap
MAJAMATH: Jurnal Matematika dan Pendidikan Matematika Vol. 7 No. 2 (2024): Vol. 7 No. 2 September 2024
Publisher : Prodi Pendidikan matematika Universitas Islam Majapahit (UNIM), Mojokerto, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36815/majamath.v7i2.3468

Abstract

Penelitian ini bertujuan untuk menganalisis perubahan sentimen publik terhadap calon gubernur Sumatera Utara pada pemilihan tahun 2024 menggunakan data Twitter. Fokus utama penelitian ini adalah dua kandidat, yaitu Edy Rahmayadi dan Bobi Nasution. Data yang digunakan mencakup 150 tweet per bulan dari periode Januari hingga Agustus 2024, yang diambil menggunakan API Tweet Harvest. Sentimen pada tweet tersebut diklasifikasikan menggunakan algoritma Naive Bayes ke dalam tiga kategori: positif, negatif, dan netral. Hasil analisis menunjukkan adanya fluktuasi sentimen publik yang signifikan setiap bulannya, terutama pada Juli dan Agustus 2024, yang mencerminkan perubahan persepsi publik terkait kedua calon gubernur tersebut. Penelitian ini diharapkan memberikan kontribusi dalam memahami opini publik melalui media sosial sebagai salah satu indikator dalam konteks pemilihan politik.
Students' Mathematical Reasoning Ability and Self-Efficacy Viewed from the Application of Problem Based Learning and Contextual Teaching and Learning Models Assisted Epi Nurlinda; Zainal Azis; Marah Doly Nasution
JMEA : Journal of Mathematics Education and Application Vol 4, No 2 (2025): Juni
Publisher : JMEA : Journal of Mathematics Education and Application

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/jmea.v4i2.23066

Abstract

The aim of this research is to reveal; (1) the significant influence of PBL and CTL models assisted by interactive media on students' mathematical reasoning abilities, (2) the interaction between KAM and the application of learning models on students' mathematical reasoning abilities, (3) the significant influence of the application of PBL and CTL models assisted by interactive media on self-efficacy students, (4) knowing the interaction between students' initial mathematics abilities and learning models on students' self-efficacy. Quasi experiment is applied, especially counter balanced design with instruments: (1) test of students' initial mathematical abilities, (2) test of students' mathematical reasoning abilities, (3) self-efficacy questionnaire. Infrential data uses covariance analysis (ANCOVA). The research results showed that: (1) The two experimental classes taught using the PBL (Problem Based Learning) model and the CTL (Contextual Teaching and Learning) model assisted by interactive media had a significant influence on students' mathematical reasoning abilities. (2) There is an interaction between initial mathematics abilities (KAM) and the learning model used on students' mathematical reasoning abilities. (3) The two experimental classes taught using the PBL (Problem Based Learning) model and the CTL (Contextual Teaching and Learning) model assisted by interactive media have a significant influence on student self-efficacy. (4) There is an interaction between initial mathematics abilities (KAM) and the learning model used on student self-efficacy.
The Effectiveness of the GASING-Based Teams Games Tournament (TGT) Model in Enhancing Elementary Students’ Mathematical Conceptual Understanding Sri Mariati Habeahan; Tua Halomoan Harahap; Zainal Azis
JMEA : Journal of Mathematics Education and Application Vol 5, No 1 (2026): Februari
Publisher : JMEA : Journal of Mathematics Education and Application

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/jmea.v5i1.31038

Abstract

This study aims to examine the effectiveness of the Teams Games Tournament (TGT) learning model integrated with the GASING method in improving elementary school students’ mathematical conceptual understanding. A quantitative approach was employed using a quasi-experimental design with a pretest–posttest control group structure. The population consisted of all fourth-grade elementary school students, with a sample of 60 students divided into an experimental group and a control group. The instrument used was an essay-based test designed to measure students’ conceptual understanding in mathematics. Data were analyzed through normality and homogeneity tests, followed by an independent sample t-test and N-Gain analysis. The findings reveal a statistically significant difference between students taught using the GASING-based TGT model and those taught through conventional instruction, with a significance value of 0.000 0.05. In addition, the experimental group achieved a high level of improvement (N-Gain = 0.73), while the control group showed a moderate increase (N-Gain = 0.41). These results suggest that the integration of the TGT model with the GASING method is effective in enhancing students’ conceptual understanding in mathematics. The study also highlights the potential of this approach as an innovative alternative that promotes more interactive, engaging, and meaningful learning aligned with the demands of 21st-century education.
The Effect of Quizizz-Based Digital Interactive Media on Students' Learning Outcomes and Engagement in Learning Linear Equations Zuhra Husna; Zainal Azis; Tua Halomoan Harahap
JMEA : Journal of Mathematics Education and Application Vol 5, No 2 (2026): June
Publisher : JMEA : Journal of Mathematics Education and Application

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/jmea.v5i2.31553

Abstract

This study aimed to examine the effect of Quizizz-Based Digital Interactive Media on students' learning outcomes in learning Linear Equations at the junior high school level. The study employed a quantitative approach using a quasi-experimental design with a posttest-only control group design. The participants consisted of 60 eighth-grade students from SMP Negeri 2 Percut Sei Tuan, divided into an experimental group (30 students) and a control group (30 students). The experimental group received instruction using Quizizz-Based Digital Interactive Media, whereas the control group was taught using conventional instruction. Data were collected through a mathematics learning outcomes test that had been validated and tested for reliability. The data were analyzed using descriptive statistics and an Independent Samples t-test at a significance level of 0.05. The results revealed that the mean score of the experimental group (81.57) was higher than that of the control group (71.57). Furthermore, the hypothesis testing showed a statistically significant difference between the two groups (t = 15.402, p 0.001), indicating that the use of Quizizz-Based Digital Interactive Media significantly improved students' learning outcomes in learning Linear Equations. These findings suggest that integrating Quizizz into mathematics instruction creates a more interactive and engaging learning environment, thereby enhancing students' understanding of mathematical concepts and improving their academic achievement. Therefore, Quizizz-Based Digital Interactive Media can be considered an effective instructional medium to support innovative mathematics learning in junior high schools.
Development of Alphabet Word Card Learning Media for Thematic Learning on the Theme "Objects Around Us" for Second-Grade Elementary School Students Dina Faralia; Zainal Azis
JMEA : Journal of Mathematics Education and Application Vol 5, No 2 (2026): June
Publisher : JMEA : Journal of Mathematics Education and Application

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/jmea.v5i2.31622

Abstract

This study aimed to develop Alphabet Word Card Learning Media for thematic learning on the theme "Objects Around Us" for second-grade elementary school students. The study employed a Research and Development (RD) approach using the ADDIE instructional design model, which in this research was limited to the Analysis, Design, and Development stages. Data were collected through classroom observations, interviews, documentation, and expert validation questionnaires involving media experts, subject matter experts, and elementary school teachers. The collected data were analyzed using descriptive quantitative analysis by calculating the percentage of validity scores obtained from the expert validation process. The results showed that the media expert validation achieved a score of 77.99% (feasible), the material expert validation obtained 90.48% (very feasible), and the lesson plan validation reached 89.35% (very feasible). The overall feasibility score of the developed product was 85.94%, indicating that the Alphabet Word Card Learning Media met the required instructional standards and was feasible for use in thematic learning after minor revisions. The novelty of this study lies in the integration of alphabet recognition, vocabulary development, contextual illustrations, and thematic learning activities into a single instructional medium designed specifically for second-grade elementary school students. The developed learning media are expected to provide an alternative instructional resource that supports meaningful, contextual, and student-centered learning in elementary schools.