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PENGARUH MODEL PEMBELAJARAN KOOPERATIF ROLE PLAYING TERHADAP HASIL BELAJAR SISWA MATA PELAJARAN BAHASA INDONESIA KELAS IV SD Sundari, Wulan; Muhammad Taheri Akbar; Susanti Faipri Selegi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, Nomor 04, Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.20364

Abstract

This research is limited to the cooperative role playing learning model for fourth grade students in Indonesian language subject chapter 3, look around at SD Negeri 143 Palembang. Based on the problem formulation above, the aim of this research is as follows: "to find out the effect of the role playing cooperative learning model on the eyes Indonesian language lessons ". The research method used in this research is the true experimental method, namely research carried out in two classes, namely the experimental class and the control class as a comparison class. The data collection techniques used in this research are tests and documentation. Based on the results of research in the application of the Cooperative Role Playing learning model, calculation results were obtained through hypothesis testing using the Independent Sample t-test where tcount = 2.142 and ttable = 2.021 and the value is significant 2-tailed is 0.025. Thus, there is an influence in the application of the Cooperative Role Playing learning model on student learning outcomes in class IV Indonesian at SD Negeri 143 Palembang.
Training on Digital Module Creation and Implementation in the Independent Curriculum: Pelatihan Pembuatan Modul Digital dan Implementasinya Dalam Kurikulum Merdeka Putri Dewi Nurhasana; Susanti Faipri Selegi; Ema Agustina; Murjainah; Dian Maharani Putri; Meliana Siregar
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 7 No. 6 (2023): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v7i6.16075

Abstract

Dedication to the community is focused on mentoring and training to improve the skills of teachers in SDN 22 Talang Kelapa in developing digital teaching modules and implementing in the independent curriculum. This mentoring and training is motivated by teachers' difficulties in developing teaching modules that suit students' needs and implementing them in the independent curriculum. In the independent curriculum, the module is an important component in implementing classroom learning. Through PKM activities it is hoped that partners will improve their skills in producing modules that suit the learning needs of students. Thus, the creation of a conducive learning environment also influences student achievement. Therefore, this PKM aims to produce modules that suit the needs of students so that the modules become valid, practical, and effective teaching materials to use; create modules by utilizing applications/programs that are easy to use; implement digital modules according to the needs of students in class; To what extent is the effectiveness of digital modules used in classroom learning into the independent curriculum. The method used to achieve PKM goals is through lecture methods, mentoring, and training. Materials related to training are delivered using the lecture method, then the creation of modules and the implementation of the modules are carried out directly in practice and with mentoring. This PKM activity as a whole got good and satisfying results.
Pengaruh Penggunaan Media Video Animasi Terhadap Kemampuan Menyimak Cerita Dongeng Pada Siswa Kelas III Sekolah Dasar M. Juanparestu; Susanti Faipri Selegi; David Budi Irawan
Journal of Practice Learning and Educational Development Vol. 5 No. 4 (2025): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v5i4.678

Abstract

This study aims to determine the effect of using animated video media on the ability to listen to fairy tales in grade III students of SDN 10 Pemulutan. The study used a quantitative approach with a pre-experimental design of one group pre-test and post-test design. The subjects in this study were 30 grade III students. The instrument used was a listening ability test given before and after treatment. Data analysis was carried out using a paired sample t-test. The results showed that there was a significant effect of using animated video media on improving students' listening skills. This is indicated by a significance value of 0.034 (p <0.05), as well as an increase in the average value from the pre-test of 64.53 to 75.20 in the post-test. Thus, it can be concluded that animated video media is effective in improving the ability to listen to fairy tales in grade III students of SDN 10 Pemulutan, South Sumatra.
PENGARUH PENDEKATAN JOYFUL LEARNING TERHADAP HASIL BELAJAR SISWA Wijaya, Adi Atma; Yusni Arni; Susanti Faipri Selegi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02 Juni 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.v11i02.54574

Abstract

This study aims to determine the effect of the Joyful Learning approach on the learning outcomes of fifth-grade students at SD Negeri 93 Palembang in mathematics. This research is of a quantitative type using the quasi-experimental method with a Nonequivalent Control Group Design. The population of this study consists of all fifth-grade students at SD Negeri 93 Palembang. The sample of this study consists of students from class VC as the experimental class and class VB as the control class, totaling 61 students. The sampling technique used is Simple Random Sampling. The data collection techniques in this study are tests and documentation. The results of this study indicate a significant effect in the experimental class with an average learning outcome score of 43.83 in the pretest and 80.5 in the posttest, while the control class had a pretest score of 34.03 and a posttest score of 52.41. The results of the t-test calculation showed a significant value (2-tailed) = 0.000 < 0.05, thus Ho is rejected and Ha is accepted. Thus, there is an influence of the Joyful Learning approach on students' learning outcomes. so it can become one of the solutions to improve student learning outcomes at SD Negeri 93 Palembang.
DAMPAK PENGGUNAAN GAME ONLINE MOBILE LEGENDS TERHADAP INTERAKSI SOSIAL SISWA KELAS V SD NEGERI 1 PULAU GEMANTUNG ILIR Lismayuni; Yasir Arafat; Susanti Faipri Selegi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.59725

Abstract

Penelitian ini dilatar belakangi oleh adanya ketertarikan siswa terhadap game online mobile legends siswa lebih cenderung bermain game online dari pada berinteraksi dengan teman. Tujuan penelitian ini untuk mendeskripsikan dampak penggunaan game online mobile legends terhadap interaksi sosial siswa di kelas V SD Negeri 1 Pulau Gemantung Ilir. Metode penelitian ini menggunakan analisis deskriptif kualitatif. Teknik pengumpulan data berupa observasi, wawancara dan dokumentasi. Hasil penelitian ini menunjukan bahwa: Pertama, dampak positif game online pada interaksi sosial siswa, yaitu terdapat 70% siswa mendapatkan teman baru walaupun secara virtual. 80% siswa lebih mudah bekerja sama dengan teman setelah bermain game online mobile legends.70% bisa menyusun setrategi atau taktik pada saat bermain game online mobile legends dan siswa lebih mengenal teknologi baru dari sebuah game. Kedua, dampak negatif game online pada interaksi sosial siswa, yaitu 80% cenderung bermain game online dari pada berinteraksi dengan teman sebayanya, terdapat 50% secara rutin siswa berjam-jam bermain game online mobile legends setiap harinya. 60% siswa tidak tertarik mengikuti kegiatan di kelas atau mengikuti eksrakulikuler di luar jam pelajaran karena lebih tertarik memainkan game online mobile legends. 60% siswa lebih mudah emosi setelah bermain game online mobile legends marah saat di batasi atau di larang bermain dan siswa juga terkadang spontan mengeluarkan kata-kata kasar di kala tidak puas dari hasil yang di mainkan. Dari hasil penelitian dapat ditarik kesimpulan bahwa: pertama, dampak positif game online pada interaksi sosial siswa, yaitu tempat mencari teman, berinteraksi secara virtual. Kedua, dampak negatif game online pada interaksi sosial siswa, yaitu perubahan sosial pada siswa. Ketiga, interaksi sosial siswa sebagai dampak bermain game online, yaitu siswa atau anak cenderung memilih bermain game daripada aktivitas lain