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Development Of Digital Based Flash Card Media On Thematic Learning In Ibtidaiyah Madrasah Kesumawati, Diah; Habib, Mustafa; Lubis, Renni Ramadhani; Novianti, Yusda
Pedagogik Journal of Islamic Elementary School VOL 5 NO 1 APRIL 2022
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/pijies.v5i1.2583

Abstract

This research is research and development. This study uses the Four D development model. The stages in the Four D development model are definition, design, development, and dissemination. However, in this study, the stages used were only up to the development stage. The subjects of this study were students of class II MIN 15 Langkat, totaling 24 people with details of 13 males and 11 females. The object of research is digital-based flashcard media. This study aims to develop digital-based flashcard media. The data collection instruments were interviews, observations, questionnaire validation, and student responses. From the results of the validation carried out by media experts, material experts, and linguists it was declared feasible.
Character Education-Based Modules in Indonesian Language Learning to Improve Student Learning Outcomes in Elementary Schools Rambe, Nurhamimah; Parinduri, Wina Mariana; Lubis, Renni Ramadhani
Pedagogik Journal of Islamic Elementary School VOL 6 NO 2 OCTOBER 2023
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/pijies.v6i2.4222

Abstract

The research aims to develop a character education-based module. This research is research and development. The research uses the ADDIE development model which consists of analysis, design, development, implementation, and evaluation. The research was carried out at SD Negeri 050660 Kwala Bingai. The research subjects were 20 fifth grade students, consisting of 8 male students and 12 female students. The research object is a character education-based module. Data collection techniques are observation, tests and questionnaires. Based on the validation results of language experts with a percentage of 80.00%, they are categorized as feasible, the validation results of material experts with a percentage of 94.75% are categorized as very feasible, and the validation results of media experts with a percentage of 90.60% are categorized as very feasible. The results of the pretest were with a percentage of 47%, 2 students who completed and 18 students who did not complete. Meanwhile, the posttest trial with a percentage of 82%, 19 students completed and 1 student did not complete. Based on the validation results and trial results, it was concluded that the character education-based module was very feasible and effective for use for class V students at SD Negeri 050660 Kwala Bingai.
PENGEMBANGAN GAME EDUKASI BERBASIS FLIPBOOK PADA PEMBELAJARAN PKN UNTUK MENUMBUHKAN NILAI-NILAI PROFIL PANCASILA DI SEKOLAH DASAR Lubis, Renni Ramadhani; Parinduri, Wina Mariana; Rambe, Titin Rahmayanti; Rambe, Nurhamimah
SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED Vol 14, No 2 JUNI (2024): SHOOL EDUCATION JOURNAL PGSD FIP UNIMED
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/sejpgsd.v14i2.58574

Abstract

This research aims to develop a flipbook based educational game to foster the values of Pancasila student profiles. This research is research and development. This research uses the ADDIE development model. This research was carried out at SD IT Bintang Langkat. The subjects in this research were 20 class IV students. Data collection techniques are observation, questionnaires and tests. The data analysis used in this research is: (1) analysis of the feasibility of flipbook based educational games, (2) analysis of the effectiveness of flipbook based educational games. Based on the validation results, it is known that the material expert validation results with a percentage of 89.23% are categorized as very feasible. Linguist validation results with a percentage of 92.30% are categorized as very feasible. The media expert validation results with a percentage of 96.66% were categorized as very feasible. The results of expert practitioner validation with a percentage of 88.34% are categorized as very feasible. The results of the pretest revealed that 15 students completed and five students did not complete, the learning outcomes of the students who completed were a percentage of 55%. Meanwhile, the results of the posttest test showed that 17 students completed and 3 students did not complete, the learning outcomes of students who completed were 77%.
Training in Educative Games Based on Malay Culture for Students' Indonesian Language Learning for Primary School Teachers Lubis, Renni Ramadhani
Journal of Community Service For Indonesian Society Vol. 2 No. 1: On Process Vol. 2 No. 1: Journal of Community Service for Indonesian Society, (March,
Publisher : PT. Berlian Pustaka Indonesia

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

Abstract

The aim of this training is to help teachers create teaching materials that not only educate, but also introduce students to the richness of their culture, thereby improving the learning experience and strengthening knowledge of Indonesian among elementary school students. This training was carried out in the form of educational game training based on Malay culture. The training was held at SD Negeri 050708 Kampung Teluk on Tuesday, 16 July 2024, which started at 08.00 - 16.00 Wib. There were 25 participants who took part in the training, the participants consisted of 2 speakers and 23 teachers from SD Negeri 050708 Kampung Teluk. The methods used in training activities are the friendly method, practice and discussion. Meanwhile, the steps for implementing training activities are: (a) preparation stage, (b) implementation stage, (c) monitoring stage. This training has been carried out well in accordance with the expectations of the service team and partner schools. After completing the training, the service team distributed questionnaires to the participants, which aimed to find out to what extent the participants understood the material about educational games based on Malay culture that had been explained by the presenters. From the overall results of the questionnaire consisting of 10 statements that were filled in by the participants, it was found that the average percentage was 963.35%, so it can be concluded that the participants were very interested and enthusiastic in taking part in this training.
Development of Media Puzzle Using Game Based Learning Approach to Improve Learning Outcomes Student Mathematics in Elementary School Riskyka; Lubis, Renni Ramadhani; Yusnita, Novi Cynthia
Journal of Elementary School Education Vol 2 No 3 Journal of Elementary School Education, (September, 2023)
Publisher : Berpusi Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62966/joese.v1i3.338

Abstract

This study aims to develop media puzzles with a game based learning approach to improve students' mathematics learning outcomes in elementary schools. This research is a research and development (RnD) research, using a 4-D development model, including: 1) define, 2) design, 3) develop and 4) disseminate. The subjects of this study were 25 grade IV students consisting of 9 male students and 16 female students. The research object is puzzle media with a game based learning approach. Data collection techniques are observation, questionnaires, and tests. Based on the validation results of the puzzle media with the game based learning approach, it shows that: (1) the level of validity of the puzzle media with the game based learning approach gets an average score from material and media experts of 4.29 and 4, 17 with the categories "very valid" and "valid", (2) the level of effectiveness was tested through tests with the result that 80% of students could be said to be complete. This means that the puzzle media with a game-based learning approach is very effective in improving student learning outcomes, (3) the practical level of puzzle media with a game-based learning approach through teacher and student response questionnaires with an average score of 4.09 and 3.86 in the "practical" category. Based on these results, it can be concluded that puzzle media with a game based learning approach is feasible and effective for use in elementary schools. (3) the level of practicality of puzzle media with a game based learning approach through a teacher and student response questionnaire with an average score of 4.09 and 3.86 in the "practical" category. Based on these results, it can be concluded that puzzle media with a game based learning approach is feasible and effective for use in elementary schools. (3) the level of practicality of puzzle media with a game based learning approach through a teacher and student response questionnaire with an average score of 4.09 and 3.86 in the "practical" category. Based on these results, it can be concluded that puzzle media with a game based learning approach is feasible and effective for use in elementary schools.
Introducing The World of Language and Literature and Increasing Students' Interest in Reading in Lower Grades Melinda Syahputri; Hardiyanti, Sella; Lubis, Renni Ramadhani
Journal of General Education Science Vol 2 No 2 (2024) Journal of General Education Science, March
Publisher : Berpusi Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62966/joges.v2i2.566

Abstract

This research aims to find alternative ways to introduce the world of language and literature and increase students' reading interest in lower grades. Language and literature learning have an interrelated relationship. Literature without language cannot exist. The special characteristic of literature lies in the use of aesthetic language. Text-based Indonesian language learning contains two interests, namely language and literature. At the practical level, various stages of building a context, forming a model, building a text together and building a text independently emerge. Overall, these stages are integrated into learning practices, thereby providing students with the opportunity to optimize their potential both as a group and individually. Efforts to increase efforts to introduce the world of language and literature and increase students' interest in reading in lower grades are a shared responsibility, between the students themselves, teachers and parents. However, the low interest in reading among students in elementary schools is one of the obstacles, the lack of desire and willingness of the students themselves, teachers also do not require students to read books during the lessons taught to students. In an effort to introduce the world of language and literature and increase students' interest in reading in lower grades, students should be given support so that interest in reading emerges from themselves and introduced to reading materials so that students get used to reading, hence the reading habits of students when they are in elementary school. will foster a high interest in reading until students grow up. This research was carried out by formulating a research problem, looking for references from relevant and similar journals to analyze the data, journals were collected by searching the internet via Google Chendikia and/or Google Scholar. The data obtained was analyzed and compared. This research method used a descriptive research type with a quantitative approach. From the results of the analysis, it can introduce the world of language and literature and increase students' reading interest in lower grades.
Pelestarian Daun Nilam Sebagai Alternatif Kesehatan Masyarakat Di Desa Namo Sialang Rambe, Titin Rahmayanti; Parinduri, Wina Mariana; Rambe, Nurhamimah; Lubis, Renni Ramadhani
JURNAL ABDIMAS MADUMA Vol. 2 No. 2 (2023): Oktober, 2023
Publisher : English Lecturers and Teachers Association (ELTA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52622/jam.v2i2.210

Abstract

Nilam merupakan semak tropis penghasil minyak atsiri, dimanfaatkan bagian daunnya untuk dijadikan minyak sebagai obat untuk kesehatan masyarakat di desa Namo Sialang. Minyak atsiri juga dikembangkan untuk pengobatan aroma terapi. Selain itu, minyak nilam dimanfaatkan untuk penyembuhan fisik, mental, dan emosional seseorang. Tanaman nilam sebenarnya mudah tumbuh, dengan catatan kondisi lingkungan atau perawatannya tepat. Tumbuhan ini menyukai suasana teduh, hangat, dan lembab. Mudah layu jika terkena sinar matahari langsung atau kekurangan air. Bunga daun nilam menyebarkan bau wangi yang kuat atau khas. Pelestarian daun nilam ini banyak manfaatnya bagi masyarakat di Desa Namo Sialang dikarenakan ampuh dalam mengobati hampir segala penyakit yang ada. Jenis tanah yang cocok ditanami daun nilam ialah tanah regosol dan tanah aluvial. Budidaya tanaman nilam dapat dilakukan dengan cara vegetatif (kultur jaringan atau stek). Selain itu musim yang cocok untuk menanam daun nilam adalah awal musim hujan dan waktu panen terbaik sekitar empat atau enam bulan sekali. Dari situlah didapatkan tanaman daun nilam yang berkualitas baik yang diolah menjadi minyak untuk mengobati kesehatan masyarakat di Desa Namo Sialang. Kata Kunci : Pelestarian, Daun Nilam, Namo Sialang
Penerapan Media Pembelajaran Berbasis Aplikasi Platform Merdeka Mengajar (PMM) Untuk Meningkatkan Hasil Belajar Siswa Mata Pelajaran Informatika Kelas VII SMP Swasta Swakarya Salapian Lionita, Nindi; Priyatna, Ryan Dhika; Lubis, Renni Ramadhani
INTECOMS: Journal of Information Technology and Computer Science Vol 8 No 1 (2025): INTECOMS: Journal of Information Technology and Computer Science
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/intecoms.v8i1.13651

Abstract

Penelitian ini bertujuan untuk mengetahui, seberapa meningkatnya hasil belajar siswa menggunakan media pembelajaran (PMM). Penelitian ini menggunakan Metode Penelitian Tindakan Kelas (PTK), yang terdiri dari 4 tahapan yaitu (1) Perencanaan tindakan (Planning), Pelaksanaan tindakan (Acting), Pengamatan terhadap tindakan (Observing), Refleksi terhadap tindakan (Reflecting). Penelitian ini dilakukan dengan 2 tahapan, yakni pretest dan posttest dengan hasil : Data Pra Siklus (Pretest). Hasil penelitain data Pra Siklus, siswa yang mencapai ketuntasan belajar KKM 75 sebanyak 8 siswa (32%), dan siswa yang belum mencapai ketuntasan belajar kurang dari KKM 75 sebanyak 17 siswa (68%). Pelaksanaan Siklus I (Posttest I). Hasil Penelitian data Siklus I, siswa secara klasikal adalah 17 siswa (68%), sedangkan siswa yang belum tuntas 8 (32%) yang mana mereka belum mencapai kriteria ketuntasan minimal 75. Dengan kategori nilai terendah adalah 50, sedangkan nilai tertinggi 90 dan rata-rata nilai pada posttest ini adalah 74,2%. Pelaksanaan Siklus II (Posttest II) Hasil Penelitian data siklus II, siswa secara klasikal adalah 23 siswa (92%), sedangkan siswa yang belum tuntas 2 siswa (8%) yang mana mereka belum mencapai kriteria ketuntasan minimal yaitu 75. Dengan kategori nilai terendah 65, sedangkan nilai tertinggi 95 dan rata-rata nilai pada uji posttest siklus II 86,2%. Data hasil Posttest II menunjukkan siswa secara klasikal adalah 23 siswa (92%), sedangkan siswa yang belum tuntas 2 siswa (8%) yang mana mereka belum mencapai kriteria ketuntasan minimal yaitu 75. Dengan kategori nilai terendah 65, sedangkan nilai tertinggi 95 dan rata-rata nilai pada uji posttest siklus II 86,2%.
PELATIHAN PEMBUATAN VIDEO ANIMASI UNTUK PENGUATAN PROFIL PANCASILA DI SEKOLAH DASAR Rambe, Titin Rahmayanti; Lubis, Renni Ramadhani; Parinduri, Wina Mariana; Kesumawati, Diah; Frimaulia, Sara; Alwina, Sakura
JMM (Jurnal Masyarakat Mandiri) Vol 9, No 4 (2025): Agustus
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jmm.v9i4.32089

Abstract

Abstrak: Di era digital saat ini, guru dituntut untuk mampu menghadirkan media pembelajaran yang kreatif dan kontekstual guna membentuk karakter siswa yang sesuai dengan nilai-nilai Pancasila. Kegiatan pelatihan ini bertujuan untuk meningkatkan kapasitas guru dalam memanfaatkan teknologi pendidikan, khususnya dalam hal pembuatan video animasi pembelajaran untuk meningkatkan keterampilan teknologi, tetapi juga menjadi sarana strategis dalam menyampaikan nilai-nilai yang terkandung dalam profil pelajar pancasila. Pelaksanaan kegiatan pelatihan pembuatan video animasi dalam rangka memperkuat profil pelajar pancasila dilakukan secara langsung di SD Negeri 057205 Stabat Lama. Kegiatan ini diselenggarakan pada hari Kamis, tanggal 24 April 2025, mulai pukul 08.00 hingga 17.30 WIB. Jumlah peserta yang mengikuti kegiatan ini sebanyak 28 orang guru dari sekolah tersebut. Pelatihan ini juga diiringi dengan sesi pendampingan secara langsung, yang difokuskan pada pembuatan video animasi bertema nilai-nilai dalam profil pelajar pancasila. Adapun metode yang digunakan dalam proses pelatihan meliputi ceramah, praktik langsung, serta diskusi kelompok. Tahapan kegiatan dilaksanakan secara sistematis, dimulai dari (a) tahap persiapan, (b) tahap pelaksanaan, dan (c) tahap evaluasi. Berdasarkan hasil rekapitulasi kuesioner dari peserta latihan dengan rata-rata 92,20%. Dari hasil kegiatan pelatihan yang telah dilakukan menunjukkan bahwa guru-guru telah memiliki keterampilan dasar dalam menggunakan aplikasi pembuatan animasi dan mampu menciptakan konten yang sesuai dengan konteks pembelajaran di sekolah dasar.Abstract: In today's digital era, teachers are required to be able to present creative and contextual learning media in order to shape students' characters in accordance with pancasila values. This training activity aims to improve teacher competence in designing and producing educational animated videos that are relevant to strengthening the Pancasila character. The implementation of the animated video making training activity in order to strengthen the profile of Pancasila students was carried out directly at SD Negeri 057205 Stabat Lama. This activity was held on Thursday, April 24, 2025, starting at 08.00 to 17.30 WIB. The number of participants who took part in this activity was 28 teachers from the school. This training was also accompanied by a direct mentoring session, which focused on making animated videos with the theme of values in the Pancasila student profile. The methods used in the training process include lectures, direct practice, and group discussions. The stages of the activity are carried out systematically, starting from (a) the preparation stage, (b) the implementation stage, and (c) the evaluation stage. Based on the results of the questionnaire recapitulation from training participants with an average of 92.20%. From the results of the training activities that have been carried out, it shows that teachers have basic skills in using animation creation applications and are able to create content that is appropriate to the context of learning in elementary schools.
PELATIHAN PEMBUATAN VIDEO ANIMASI UNTUK PENGUATAN PROFIL PANCASILA DI SEKOLAH DASAR Rambe, Titin Rahmayanti; Lubis, Renni Ramadhani; Parinduri, Wina Mariana; Kesumawati, Diah; Frimaulia, Sara; Alwina, Sakura
JMM (Jurnal Masyarakat Mandiri) Vol 9, No 4 (2025): Agustus
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jmm.v9i4.32089

Abstract

Abstrak: Di era digital saat ini, guru dituntut untuk mampu menghadirkan media pembelajaran yang kreatif dan kontekstual guna membentuk karakter siswa yang sesuai dengan nilai-nilai Pancasila. Kegiatan pelatihan ini bertujuan untuk meningkatkan kapasitas guru dalam memanfaatkan teknologi pendidikan, khususnya dalam hal pembuatan video animasi pembelajaran untuk meningkatkan keterampilan teknologi, tetapi juga menjadi sarana strategis dalam menyampaikan nilai-nilai yang terkandung dalam profil pelajar pancasila. Pelaksanaan kegiatan pelatihan pembuatan video animasi dalam rangka memperkuat profil pelajar pancasila dilakukan secara langsung di SD Negeri 057205 Stabat Lama. Kegiatan ini diselenggarakan pada hari Kamis, tanggal 24 April 2025, mulai pukul 08.00 hingga 17.30 WIB. Jumlah peserta yang mengikuti kegiatan ini sebanyak 28 orang guru dari sekolah tersebut. Pelatihan ini juga diiringi dengan sesi pendampingan secara langsung, yang difokuskan pada pembuatan video animasi bertema nilai-nilai dalam profil pelajar pancasila. Adapun metode yang digunakan dalam proses pelatihan meliputi ceramah, praktik langsung, serta diskusi kelompok. Tahapan kegiatan dilaksanakan secara sistematis, dimulai dari (a) tahap persiapan, (b) tahap pelaksanaan, dan (c) tahap evaluasi. Berdasarkan hasil rekapitulasi kuesioner dari peserta latihan dengan rata-rata 92,20%. Dari hasil kegiatan pelatihan yang telah dilakukan menunjukkan bahwa guru-guru telah memiliki keterampilan dasar dalam menggunakan aplikasi pembuatan animasi dan mampu menciptakan konten yang sesuai dengan konteks pembelajaran di sekolah dasar.Abstract: In today's digital era, teachers are required to be able to present creative and contextual learning media in order to shape students' characters in accordance with pancasila values. This training activity aims to improve teacher competence in designing and producing educational animated videos that are relevant to strengthening the Pancasila character. The implementation of the animated video making training activity in order to strengthen the profile of Pancasila students was carried out directly at SD Negeri 057205 Stabat Lama. This activity was held on Thursday, April 24, 2025, starting at 08.00 to 17.30 WIB. The number of participants who took part in this activity was 28 teachers from the school. This training was also accompanied by a direct mentoring session, which focused on making animated videos with the theme of values in the Pancasila student profile. The methods used in the training process include lectures, direct practice, and group discussions. The stages of the activity are carried out systematically, starting from (a) the preparation stage, (b) the implementation stage, and (c) the evaluation stage. Based on the results of the questionnaire recapitulation from training participants with an average of 92.20%. From the results of the training activities that have been carried out, it shows that teachers have basic skills in using animation creation applications and are able to create content that is appropriate to the context of learning in elementary schools.