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PERENCANAAN REHABILITASI JARINGAN IRIGASI PERMUKAAN PADA DAERAH IRIGASI SIMODONG KABUPATEN BATU BARA Suparjan, Edy; Siregar, Batumahadi; Siregar, Syafiatun
Jurnal Insinyur Profesional Vol. 3 No. 1 (2023): Jurnal Insinyur Profesional (Mei)
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jip.v2i3.42546

Abstract

Irigasi permukaan adalah bagian dari rancangan saluran irigasi dengan cara menyalurkan (mendistribusikan) air ke lahan pertanian dan membiarkan air mengalir dipermukaan lahan pertanian secara gravitasi. Perencanaan proyek rehabilitasi merupakan salah satu dari sebagain proyek yang dikerjakan oleh Unit Pengelola Teknik (UPT) Pengelolaan Irigasi Asahan_Danau Toba Dinas Sumber Daya Air dan Tata Ruang Provinsi Sumatera Utara. Jaringan irigasi permukaan pada daerah irigasi Simodong dilakukan sebagai bagian dari proyek pengendalian banjir dan pemberian air pada daerah irigasi. Tujuan khusus penelitian ini adalah untuk mendapatkan konstruksi dan dimensi saluran irigasi, untuk meningkatkan kebutuhan air serta dapat mendistribusikan air ke lahan persawahan. Metodologi yang dilakukan dengan tahapan mengumplkan data sekunder dan primer, menganalisis kebutuhan air sawah, menganalisis debit rrencana dan mengganalisis dimensi saluran. Hasilnya didapat: saluran existing dilakukan lining (perkerasan dinding) saluran, kapasitas debit rencana didapat sebesar 0,107 m3/det, dimensi saluran berbentuk trapesium dengan lebar bawah berkisar 0,70-0,80 m, lebar atas 3,5 “ 4,0 meter, kedalaman 0,6 meter, freeboard (tinggi jagaan) 0,2 meter dan kemiringan dasar saluran sebesar 0,0003, konstruksi saluran dilakukan perkerasaannya digunakan pasangan batu padas dengan ketebalan 0,3 - 0,4 meter, serta bagian luar diplester.Kata Kunci: Irigasi permukaan, saluran irigasi, Simodong
Interfaith Harmony and Cultural Dynamics in Mbawa Village, Indonesia Nursani, Nursani; Syahbuddin, Syahbuddin; Suparjan, Edy
Abrahamic Religions: Jurnal Studi Agama-Agama Vol. 4 No. 2 (2024)
Publisher : Prodi Studi Agama-Agama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/arj.v4i2.24657

Abstract

In Indonesia, religious life is a crucial aspect of national identity, as reflected in the 1945 Constitution. In Mbawa, a village in Donggo Ipa, religious diversity and local cultural values, such as tolerance and mutual respect, play a key role in fostering social harmony and preventing interfaith conflict. This study aims to analyze interfaith harmony and cultural dynamics in Mbawa Village, Indonesia, focusing on the practices of social and cultural tolerance. Employing a descriptive qualitative research method, data were collected through observation, interviews, and documentation techniques. The findings reveal that interfaith tolerance in Mbawa Village is fostered through a strong kinship system, the Kaco'i Angi culture, and the practice of mutual assistance, supporting robust social harmony. The study concludes that interfaith tolerance in Mbawa Village reflects a deep integration of cultural and religious elements. The implications of this study suggest the need for policies supporting the preservation of cultural rituals like Raju to strengthen communal solidarity.
ANALISIS EFEKTIVITAS KAHOOT SEBAGAI MEDIA PEMBELAJARAN BERBASIS GAME UNTUK MENINGKATKAN HASIL BELAJAR PPKN SISWA MIS YASIM ROKA Julaiha; Edy Suparjan; Khairul Sani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.28870

Abstract

The methods and media that are often used by teachers are generally lecture methods, which results in students quickly becoming bored with the learning process. This study was conducted to identify the effectiveness of kahoot in improving students PPKN learning outcomes. All 18 students from class 3 at MIS Yasim Roka were selected as subjects for the study. Data collection techniques using tests in the form of pre-test and post-test. The instrument in this study was to use a learning outcome test with 10 multiple choice questions and documentation as supporting data. The pre-test result showed that out of 18 students, only 1 student (5.56%) achieved the minimum completenedd score (score 65). In contrast, in the post-test, all 18 students (100%) managed to score above the Minimum Completion Criteria (KKM).
The Impact of Online Gaming on Social Skills among Fourth-Grade Students in a Semi-Urban Indonesian School Rustina, Rustina; Suparjan, Edy; Saputra, Ady
Sinthop: Media Kajian Pendidikan, Agama, Sosial dan Budaya Vol. 4 No. 1 (2025): January-June
Publisher : Lembaga Aneuk Muda Peduli Umat, Bekerjasama dengan LaKaspia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69548/sinthop.v4.i1.22.27-34

Abstract

This study aims to examine the influence of online gaming intensity on the social skills of fourth-grade students at SD Inpres Tonggorisa, a public elementary school in a semi-urban area characterized by limited digital literacy. Employing a quantitative approach with a correlational design, data were collected from 30 students using a structured questionnaire that measured the frequency of online gaming and social skills indicators based on the Social Skills Rating System (SSRS). The results of linear regression analysis revealed a significant negative relationship between the two variables. Students with higher gaming intensity demonstrated lower levels of cooperation, self-control, and communication. These findings support Erikson’s theory of psychosocial development and highlight the urgent need for collaboration between schools and families to foster adaptive digital literacy. The study contributes to the limited body of research on digital behavior in non-urban settings and underscores the importance of implementing context-based character education strategies in the digital era.
Penguatan Literasi Membaca Melalui Program (LASITA) di SDN Pela Suparjan, Edy; Hidayat, A Gaffar; Zulkifli, Zulkifli
E-Dimas: Jurnal Pengabdian kepada Masyarakat Vol 15, No 3 (2024): E-DIMAS
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/e-dimas.v15i3.18341

Abstract

Tujuan dari Pengabdian masyarakat ini adalah dalam rangka melakukan penguatan Literasi membaca melalui Program Literasi sambil Wisata (LASITA) dengan Sasaran siswa Kelas 3 dan 4 SD kegiatan dilaksanakan di Kelas dan di Bendungan Pelaparado sebagai Lokasi Wisata. Kegiatan ini sangat membantu dan memberikan motivasi kepada siswa untuk meningkat daya baca serta kegiatan belajar yang menyenangkan di alam bebas. Kegiatan ini dilaksanakan selama 2 bulan sejak Agustus sampai September 2023. Adapun Metode yang digunakan dalam pengabdian ini adalah Pendampingan langsung di Lapangan bersama Guru Kelas. Kegiatan ini dimulai dengan sosialisasi di sekolah bersama Guru, kemudian Identifikasi membaca siswa, praktik membaca teks kemudian terakhir membaca Gambar yang diberikan oleh Tim kemudian di Tulis. Berdasarkan uraian hasil dan pembahasan diatas, bahwa penguatan Literasi membaca dan menulis sambil Wisata dapat menumbuhkan minat membaca menulis siswa serta dapat meningkatkan nilai kebersamaan, tanggungjawab dan etos kerja bagi siswa. Kemudian program LASITA dapat memberikan konsep baru bagi sekolah dalam melakukan penguatan literasi berbasis wisata pendidikan di lokasi-lokasi wisata terdekat. Progam LASITA dilakukan melalui berbagai kegiatan seperti: (1) membaca gambar, menulis dan menceritakan kembali sebagaimana alur gambar yang diamati; (2) kegiatan menulis dan melengkapi nama-nama benda dan hewan; (3) mencocokkan kata dan gambar berbantuan permainan Harta Karun; dan (4) permainan dan menyanyi bersama. 
Pengembangan Media Pembelajaran Interaktif Berbasis Canva pada Keterampilan Membaca Narasi di Kelas V SDN Dadibou Mina Mawarti; Ady Irawan; Edy Suparjan
Joined Journal (Journal of Informatics Education) Vol 8 No 1 (2025): Volume 8 Nomor 1 (2025)
Publisher : Universitas Ivet

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31331/joined.v8i1.3884

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran interaktif berbasis Canva guna meningkatkan keterampilan membaca narasi pada siswa kelas V SDN Dadibou. Latar belakang penelitian ini berangkat dari rendahnya kemampuan literasi membaca siswa dan minimnya penggunaan teknologi dalam pembelajaran Bahasa Indonesia. Metode yang digunakan adalah R&D dengan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Media yang dikembangkan divalidasi oleh ahli media dan materi serta diujicobakan kepada siswa. Hasil validasi menunjukkan bahwa media tergolong sangat valid, dengan persentase 90% dan 96,67% dari dua validator media, serta 73,33% dari validator materi. Respon siswa menunjukkan tingkat ketertarikan yang tinggi, dengan 98,95% siswa menyatakan sangat setuju terhadap efektivitas dan kemenarikan media. Selain itu, hasil tes menunjukkan peningkatan signifikan, dengan rata-rata N-Gain sebesar 0,84 (kategori tinggi). Dengan demikian, media Canva terbukti efektif dalam meningkatkan keterampilan membaca narasi siswa sekolah dasar dan dapat menjadi alternatif inovatif dalam pembelajaran berbasis teknologi.
Pelatihan Pembuatan Komik Edukatif Pencegahan Kekerasan di SD Inpres Lere dengan Bantuan ChatGPT Irawan, Ady; Suparjan, Edy; Irawan, Roni
Prima Abdika: Jurnal Pengabdian Masyarakat Vol. 5 No. 4 (2025): Volume 5 Nomor 4 Tahun 2025 (Desember 2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar Universitas Flores Ende

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37478/abdika.v5i4.5084

Abstract

This training program is designed to instill anti-violent values through visual storytelling in the form of educational comics created by teachers themselves, adapted to the cultural context and environment of students. This initiative stems from the need for teachers to have engaging, relevant, and effective learning media to prevent violence in elementary schools. The Service Learning (SL) method integrates academic learning with social services, emphasizing direct experience through activities such as designing, discussing, and practicing the skills taught. The training begins with an introductory session on the forms and dynamics of violence in elementary schools, followed by an introduction to comics as a medium for communicative learning. The next stage is comic-making training, in which participants design stories grounded in anti-violence values, covering the following themes: norms in everyday life, anti-bullying, peaceful conflict resolution, the courage to report, deliberations on forming a violence-prevention team, and the character "BOWO" as an anti-violence ambassador. The pre-test results showed that teachers' initial abilities were in the adequate category, with an average score of 38–43. Teachers had strengths in visual creativity, but remained weak in plot development and the use of digital applications. The training process was conducted through hands-on practice, demonstrations, and intensive mentoring, enabling participants to master technical skills ranging from script writing and character design to integrating violence-prevention messages and using digital technology in the creative process. The post-test after the training showed significant improvement with an average score of 80–90, or a good category. A gain score of 0.685 indicated a strong and effective training impact. Overall, the training program was shown to increase teachers' empowerment in producing educational anti-violence comics that are engaging, contextual, and applicable. The resulting comics are expected to serve as a strategic medium for building a positive culture, strengthening student character, and minimizing the potential for violence in elementary education environments.