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Upaya Meningkatkan Perkembangan Kognitif Anak Melalui Kegiatan Menyusun Puzzle di TK Negeri Teratai Putih Desa Sungai Manau Husna, Husna; Qalbi, Zahratul; Putera, Rafhi Febryan
Madani: Jurnal Ilmiah Multidisiplin Vol 2, No 6 (2024): Madani, Vol 2, No. 6 2024
Publisher : Penerbit Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.12176720

Abstract

This research aims to improve children's cognitive development through puzzle-assembling activities at the Teratai Putih State Kindergarten, Sungai Manau Village. The method used is Classroom Action Research (PTK) which is carried out in two cycles, each consisting of planning, implementation, observation and reflection stages. The research subjects were 19 children, and data was collected through observation, interviews and documentation, then analyzed descriptively qualitatively. The results showed a significant increase in children's cognitive development from cycle I to cycle II. In cycle I, the first meeting showed that 47.37% of children were in the Not Yet Developing (BB) category and 52.63% of children were in the Starting to Develop (MB) category. At the second meeting, there were no children in the BB category, with 84.21% of children in the MB category and 15.79% of children in the Developed (SB) category. In cycle II, the third meeting showed 42.11% of children in the MB category and 57.89% of children in the SB category. This research concludes that puzzle-building activities are effective in improving children's cognitive development, providing strong cognitive stimulation, and involving children in activities that require concentration, problem solving, and logical thinking. Thus, the use of puzzle media in the Teratai Putih State Kindergarten in Sungai Manau Village has proven successful in significantly increasing children's cognitive development.
Peningkatan Kemampuan Motorik Halus Memegang Alat Tulis melalui Media Spidol Ajaib pada Anak Kelompok A di TK Al Izzah Indah Susanti; Delrefi Delrefi; Zahratul Qalbi; Rafhi Febryan Putera
Journal on Teacher Education Vol. 5 No. 2 (2023): Journal on Teacher Education
Publisher : Universitas Pahlawan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jote.v5i2.21915

Abstract

Penelitian ini dilatarbelakangi oleh refleksi awal peneliti dalam melaksanakan observasi kegiatan belajar mengajar di TK AL IZZAH yang menunjukkan kondisi anak didik kami usia 4-5 tahun (Kelompok A) di kelas sejumlah 12 anak menolak kegiatan pembelajaran menulis serta menggambar dengan menyampaikan keadaan capek dan terlihat lebih memilih untuk bermain balok dan puzzle yang ada di rak mainan. Kegiatan belajar berlangsung oleh pendidik menggunakan metode pembelajaran pemberian tugas dengan membagikan pensil dan buku tulis kepada anak anak tanpa menggunakan media menggambar yang menarik, hal ini berdampak terhadap kualitas proses pembelajaran dan hasil karya anak. Didalam laporan ini terdapat uraian perencanaan pembelajaran, informasi sederhana pelaksanaan pembelajaran setiap siklus dan hasil belajar anak menggunakan media Spidol Ajaib. Dari analisis data yang dilakukan diperoleh bahwa kemampuan motorik halus memegang alat tulis menggunakan spidol ajaib pada anak Kelompok A terbukti dapat meningkatkan hasil karya anak. Hal ini dapat dilihat dari persentase ketuntasan belajar Siklus  I sebesar 66% sebanyak 8 anak dan pada siklus II meningkat menjadi sebesar 92% yaitu 11 anak.
Pengaruh Permainan Maze Terhadap Kemampuan Bercerita di TK Negeri 1 Padang Baru Zahratul Qalbi; Serli Marlina; Rafhi Febryan Putera; Isa Hidayati; Melia Eka Daryati
Jurnal Pelita PAUD Vol 4 No 2 (2020): Jurnal Pelita PAUD
Publisher : STKIP Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/pelitapaud.v4i2.1013

Abstract

Permasalahan yang melatarbelakangi penelitian di TK N 01 Padang Baru bahwa kemampuan bercerita anak belum berkembang dengan baik. Penyebabnya adalah kurangnya kreatifitas guru dalam menciptakan suatu alat permainan edukatif. Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan Maze terhadap Kemampuan Bercerita Anak di TK N 01 Padang. Penelitian ini menggunakan pendekatan Kuantitatif yang berbentuk Quasy Eksperiment. Populasi penelitian adalah anak TK N 01 Padang Baru yang berjumlah 47 orang. Teknik pengambilan sampel yaitu Purposive Sampling, yaitu kelas B3 dan kelas B4 masing-masingnya berjumlah 10 orang anak. Hasil penelitian terlihat bahwa anak pada kelas eksperimen yang menggunakan Permainan Maze memiliki nilai rata-rata lebih tinggi jika dibandingkan dengan anak pada kelas kontrol yang pembelajarannya menggunakan buku dongeng. Berdasarkan perhitungan t-test diperoleh (3,96) lebih besar dari (2,10) menunjukkan bahwa terdapat perbedaan yang signifikan antara kedua kelas tersebut.
Peningkatan Hasil Belajar Peserta Didik dalam Pembelajaran Pendidikan Pancasila Menggunakan Model Game Based Learning (GBL) di Kelas IV UPT SD Negeri 16 Padang Magek Kabupaten Tanah Datar Indriyani, Indriyani; Waldi, Atri; Wijanarko, Tiok; Putera, Rafhi Febryan
Indo-MathEdu Intellectuals Journal Vol. 6 No. 2 (2025): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i2.2783

Abstract

This research aims to improve the learning outcomes of students in learning Pancasila Education using a game-based learning model. This type of research is Classroom Action Research (PTK) with qualitative and quantitative approaches. The research is carried out in two cycles, each cycle involves four stages, namely planning, implementation, observation and reflection stages. The subject of the study is class IV students totaling 27 students. Data collection was carried out through tests, observations, and interviews. The results of the study showed that the increase was evidenced by the results in the aspect of the teaching module in the first cycle with an average of 83.33% (B) and increased in the second cycle with an average of 91.67% (A). In the aspect of teacher activity in the first cycle with an average of 82.82% (B) and increased in the second cycle with an average of 93.75% (A). In the aspect of student activity in the first cycle with an average of 81.25% (B) and increased in the second cycle with an average of 90.63% (A). As well as in the learning outcomes of students in the first cycle with an average of 78.4 (C) and increased in the second cycle with an average of 90.43 (A). Based on this data, it can be concluded that using the game-based learning model can improve the learning outcomes of grade IV students of SDN 16 Padang Magek, Tanah Datar Regency.
Desain Media Evaluasi Berbasis Wordwall pada Pembelajaran Pendidikan Pancasila Nababan, Kesnawati; Putera, Rafhi Febryan
Indo-MathEdu Intellectuals Journal Vol. 6 No. 2 (2025): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i2.2896

Abstract

This study aims to develop more interactive and interesting learning evaluation media for fourth grade elementary school students in Pancasila Education learning. The evaluation media developed is based on educational games using the wordwall.net platform with the open the box game type. This type of research is research and development with the ADDIE model which consists of five stages, namely analysis, design, development, implementation, and evaluation. The data collection techniques used by the researcher are observation, documentation interviews. Researchers can collect data by conducting documentation and direct observation in the field. The resulting data was analyzed descriptively quantitatively. The overall validation results obtained a percentage of 94.8%, of which the validity of the material was 94.28%, the validity of the language was 96%, and the media validation was 94.28%. The results of practicality at the SDN 26 Sungai Nanam test school obtained a percentage of 91.21%. In the first research school at SDN 02 Sungai Nanam obtained a percentage of 93.34% then in the second research school at SDN 18 Sungai Nanam obtained a percentage of 97.71%. The effectiveness of learning media was very successful, as seen from 94.73%, of students in the trial school who achieved learning completeness. For learning completeness, it managed to reach 82.60% in the first research school and 88% in the second research school. Thus, it can be concluded that the Wordwall-based evaluation media in grade IV of Elementary School is declared valid, practical and effective to use.
Development of Interactive Flipbook Based Teaching Materials on the Matter of Application of Norms in Life in Grade V Elementary School Elpina, Elpina; Masniladevi , Masniladevi; Putera, Rafhi Febryan; Nisa, Sahrun
Journal of Educational Sciences Vol. 9 No. 3 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.3.p.1311-1325

Abstract

This research is motivated by the absence of interactive flipbook-based teaching materials in elementary schools. This study aims to develop teaching materials in the form of interactive flipbooks on the material of the application of norms in life in grade 5 elementary school. This research is a type of R&D (Research and Development) research. The development model used is the ADDIE model (Analyze, Design, Development, Implementation, and Evaluation). The research data consists of qualitative data and quantitative data. The results showed that: 1) The results of the validity test by three validators obtained a percentage of 90% from material experts, 97.5% from media experts, and 82.5% from linguists with a very valid category. 2) The results of the practicality test showed an average percentage of teachers of 92.28% with a very practical category, and the and student practicality tests averaged 96.61% with a very practical category. Therefore it can be concluded that the development of interactive flipbook based on the topic of applying norms in life in grade v elementary school is very feasible to use in the learning process.
Peningkatan Hasil Belajar Peserta Didik dalam Pembelajaran Pendidikan Pancasila Menggunakan Model Game Based Learning (GBL) di Kelas IV UPT SD Negeri 16 Padang Magek Kabupaten Tanah Datar Indriyani, Indriyani; Waldi, Atri; Wijanarko, Tiok; Putera, Rafhi Febryan
Indo-MathEdu Intellectuals Journal Vol. 6 No. 2 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i2.2783

Abstract

This research aims to improve the learning outcomes of students in learning Pancasila Education using a game-based learning model. This type of research is Classroom Action Research (PTK) with qualitative and quantitative approaches. The research is carried out in two cycles, each cycle involves four stages, namely planning, implementation, observation and reflection stages. The subject of the study is class IV students totaling 27 students. Data collection was carried out through tests, observations, and interviews. The results of the study showed that the increase was evidenced by the results in the aspect of the teaching module in the first cycle with an average of 83.33% (B) and increased in the second cycle with an average of 91.67% (A). In the aspect of teacher activity in the first cycle with an average of 82.82% (B) and increased in the second cycle with an average of 93.75% (A). In the aspect of student activity in the first cycle with an average of 81.25% (B) and increased in the second cycle with an average of 90.63% (A). As well as in the learning outcomes of students in the first cycle with an average of 78.4 (C) and increased in the second cycle with an average of 90.43 (A). Based on this data, it can be concluded that using the game-based learning model can improve the learning outcomes of grade IV students of SDN 16 Padang Magek, Tanah Datar Regency.
Desain Media Evaluasi Berbasis Wordwall pada Pembelajaran Pendidikan Pancasila Nababan, Kesnawati; Putera, Rafhi Febryan
Indo-MathEdu Intellectuals Journal Vol. 6 No. 2 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i2.2896

Abstract

This study aims to develop more interactive and interesting learning evaluation media for fourth grade elementary school students in Pancasila Education learning. The evaluation media developed is based on educational games using the wordwall.net platform with the open the box game type. This type of research is research and development with the ADDIE model which consists of five stages, namely analysis, design, development, implementation, and evaluation. The data collection techniques used by the researcher are observation, documentation interviews. Researchers can collect data by conducting documentation and direct observation in the field. The resulting data was analyzed descriptively quantitatively. The overall validation results obtained a percentage of 94.8%, of which the validity of the material was 94.28%, the validity of the language was 96%, and the media validation was 94.28%. The results of practicality at the SDN 26 Sungai Nanam test school obtained a percentage of 91.21%. In the first research school at SDN 02 Sungai Nanam obtained a percentage of 93.34% then in the second research school at SDN 18 Sungai Nanam obtained a percentage of 97.71%. The effectiveness of learning media was very successful, as seen from 94.73%, of students in the trial school who achieved learning completeness. For learning completeness, it managed to reach 82.60% in the first research school and 88% in the second research school. Thus, it can be concluded that the Wordwall-based evaluation media in grade IV of Elementary School is declared valid, practical and effective to use.
Analisis Efektivitas Media Book Creator pada Mata Pelajaran Pendidikan Pancasila di Kelas V Sekolah Dasar Vera, Fajriah Okta; Reinita, Reinita; Mansurdin, Mansurdin; Putera, Rafhi Febryan
Indo-MathEdu Intellectuals Journal Vol. 6 No. 3 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i3.3049

Abstract

This study aims to determine the effectiveness of Book Creator-based digital learning media to improve students' Pancasila Education learning outcomes. This research is included in the type of development research (Research and Development) using the ADDIE development model. After the media is applied in the learning process, an effectiveness test is carried out to assess the extent of the effectiveness of the media, by comparing the results of the pretest and posttest of the students. Therefore, the data collection technique used is a test. The effectiveness test was analyzed using the percentage formula. This effectiveness test was carried out in three schools, namely SDN 22 Tanjung which showed an average pretest score percentage of 73.33%, while the posttest reached 88.67%. At SDN 3 Tanjung, the percentage of pretest scores is 78%, and it increases to 90% in the posttest. Meanwhile, at SDN 15 Tanjung, the average pretest score was 76.25% and increased to 91.87% in the posttest. Based on the analysis of the N-Gain test in the three schools, an average score of 0.603307 was obtained which was included in the medium category. Thus, it can be concluded that the use of Book Creator media is effective in supporting the learning process.
Peningkatan Hasil Belajar Peserta Didik Menggunakan Model Problem Based Learning (PBL) Berbantuan Media Berbasis Canva Pada Mata Pelajaran Pendidikan Pancasila di Kelas V SDN 01 Asam Kumbang Kabupaten Pesisir Selatan Husna, Fidrathul; Iraqi, Hana Shilfia; Putera, Rafhi Febryan; Zuryanty, Zuryanty
Indo-MathEdu Intellectuals Journal Vol. 6 No. 3 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i3.3128

Abstract

This study aims to describe how to improve student learning outcomes in Pancasila Education learning using the Problem Based Learning (PBL) model in class V SDN 01 Asam Kumbang Kabupaten Pesisir Selatan. This research is a Classroom Action Research (CAR) using qualitative and quantitative approaches, which is implemented in two cycles, namely cycle I (two meetings) and cycle II (one meeting) carried out in four stages, namely planning, implementation, observation and reflection. The subjects of this study were teachers and students of class V SDN 01 Asam Kumbang Kabupaten Pesisir Selatan with a total of 19 students, 8 boys and 11 girls. The results of this study showed an increase in the teaching module cycle I with an average of 85.41% (Good) and cycle II 95.83 (Very Good). Assessment of teacher activity cycle I with an average of 82.14% (Good) and cycle II 96.42% (Very Good). Assessment of student activity cycle I with an average of 82.14% (Good) and cycle II 96.42% (Very Good). Assessment of students in improving learning outcomes in cycle I obtained 74.94% and cycle II with an average of 85.76%. Based on these results, it can be concluded that the Problem Based Learning (PBL) model can improve learning outcomes of Pancasila Education in grade V.
Co-Authors Adrias Adrias Afriza Media Ahmad Syaf Ya Habibi Akmal, Atika Ulya Andani, Shafira Anna Ayu Herawati Annisa Arrumaisyah Daulay Annisa Kharisma Chairunnisa, Azizah Chandra Chandra Chandra Delrefi Delrefi Delrefi Delrefi Delrefi Delrefi, Delrefi Desyandri Desyandri Elpina Elpina Elpina, Elpina Etri Wahyuni Ferdinand, Yovella Patricya Gumilar, Teguh Gustifal, Rahmi Habibi , Ahmad Syaf Ya Habibi, M. Hafizatul Wardiah Herawati, Anna Ayu Husna Husna Husna, Fidrathul Indah Susanti Indrawadi, Junaidi Indriyani Indriyani Iraqi, Hana Shilfia Isa Hidayati Iskandar, Puguh Kenedi, Ary Kiswanto Khairiyah, Ummi Kurniawan, Cecep Ladiva, Hasmai Bungsu Latifah Gunarsih Leni Zahara Lifina Riskita K M. Habibi Mahfuzah, Ainun Mansurdin, Mansurdin Masniladevi , Masniladevi Maula, Fiya Zakiatul Melia Eka Daryati Mohamad Aldy Rozikin Muhardila Fauziah Nababan, Kesnawati Nana Fauzana Azima Nirya, M. Haikal Alfarisi Nisa, Sahrun Putri, Agtania Yunisa Putri, Nurul Ikhsani Putri, Oktami Mayusta Qalbi, Zahratul QOLBI, NURUL Ragustini Ragustini Ragustini, Ragustini Rahmadia, Yesi Rahmatina, Rahmatina Ramadhanti, Adinda Asri Ramayani, Neti Reinita Reinita S, Farida Safitri, Sanseni Salmi Afrida Selpina Selpina Serli Marlina Serli Marlina Shella Marcelina Silfi Melindawati Siti Aisah Syafra, Rafifatunnisa Syarif, Eva Fitriyana Syofianti Engreini Teguh Gumilar Tiok Wijanarko Trinindi Eriswan Fitri Vera, Fajriah Okta Waldi, Atri Wembrayarli Wisman Wisman Yalvema Miaz Yesi Anita Yesi Anita Yesni Yenti Zahratul Qalbi Zahratul Qalbi Zahratul Qalbi Zainil, Melva Zakwandi, Rizki Zohro, Miftahus Silmi Zuardi Zuardi Zuryanty Zuryanty, Zuryanty