Claim Missing Document
Check
Articles

Found 4 Documents
Search
Journal : SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED

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%.
DEVELOPMENT OF FLIPBOOK BASED SMART CARD LEARNING MEDIA IN SCIENCE LEARNING TO IMPROVE STUDENT LEARNING MOTIVATION CLASS III SD Parinduri, Wina Mariana; Lubis, Renni Ramadhani; Rambe, Titin Rahmayanti; Rambe, Nurhamimah
SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED Vol. 12 No. 3 (2022): SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/sejpgsd.v12i3.40164

Abstract

This research is research Research and Development (R&D). This study uses the Four D development model. In this study it was only carried out at the development stage. This research was conducted in class II at SD IT Hamas Stabat. The research was carried out in the even semester of the 2021/2022 school year. The subjects in this study were 20 grade II students at SDIT Hamas, 11 male students and 9 female students. The object in this study is flipbook based smart card learning media. Data collection techniques in this study were observation, interviews, tests, questionnaires and documentation. The stages in the four D development model are define, design, develop, disseminate. The results of the validation test by experts, namely media experts, were 89.00%, while the results of the material validation test were 88.06%. The results of material validation and media validation are categorized as very feasible. The results of student learning motivation on flipbook-based smart card learning media amounted to 79.07%.
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 (2024): SCHOOL 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%.
DEVELOPMENT OF ANIMATION VIDEOS IN SCIENCE LEARNING FOR STUDENTS OF GRADE IV SD Parinduri, Wina Mariana; Rambe, Titin Rahmayanti; Lubis, Renni Ramadhani
SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED Vol. 15 No. 4 (2025): SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/sejpgsd.v15i4.66201

Abstract

This study aims to develop animated videos. The type of research used in this study is research and development (R&D). This study uses the 4-D development model (Four D). This model was developed by Sivasailam Thiagarajan, Dorothy S. Semmel, and Melyn I Semmel (1974). The development of the 4-D model consists of 4 stages, namely, define, design, development and disseminate. (Thiaagarajan, 1974). The research was conducted at SDN 026560 Binjai. This research was conducted in the even semester of the 2024/2025 school year. The subjects in the study were validators and grade IV students ofSDN 026560 Binjai. The object of this study was animated videos. Data collection techniques used were observation, questionnaires and tests. Based on the results of the study, it is known that Based on the validation results by material experts with a percentage of 89.90% it is categorized as very feasible, language experts with a percentage of 91.20%, and media experts with a percentage of 93.65% are categorized as very feasible. So, it can be concluded that animated videos are very feasible to be used for grade IV students at SDN 026560 Binjai.