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Penerapan Media Film Kartun pada Mata Pelajaran Bahasa Indonesiadi SD Swasta Patria Al-Ittihadiyah Percut Sei Tuan Deli Serdang Elza Zairima; Rustam Rustam; Lailatun Nur Kamalia Siregar
Pendekar : Jurnal Pendidikan Berkarakter Vol 2 No 2 (2024): April : Jurnal Pendidikan Berkarakter
Publisher : LPPM Politeknik Pratama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pendekar.v2i2.677

Abstract

This study aims to determine how the application of cartoon film media in Class V students of Indonesian language subjects at Patria Al Ittihadiyah Private Elementary School Percut Sei Tuan Deli Serdang and the obstacles that occur in the implementation of Indonesian language learning by using cartoon film media in class V students of Patria Al-Ittihadiyah Private Elementary School Percut. This research is a type of qualitative research and uses a descriptive qualitative approach method. Data obtained through several sources, namely observation, interviews, and documentation data supporting visual learning media, the availability of textbooks and the activeness of Al-Ittihadiyah Private Elementary School teachers in participating in trainings related to learning media. The application of cartoon film media in Indonesian language subjects in class V has been running quite well by using a projector as an auxiliary tool. However, there are several obstacles that hinder the learning process using this media, including: first, the lack of technicians who can operate projectors and make powerpoints to become learning media, second, there are still many teachers in this elementary school who do not understand the technology that has developed rapidly in this digital era. Thus, the Principal has an initiative to add an operator who can provide direction to teachers in this elementary school so that they can use learning media for students. Because with this learning media, it is more inviting for students during lesson hours.
Pengembangan Media Tangram Materi Bangun Datar untuk Meningkatkan Minat Belajar Siswa Kelas II MIS Ikhwanul Muslimin Nesta Marienty Partisya; Nurdiana Siregar; Lailatun Nur Kamalia Siregar
Journal Innovation In Education Vol. 2 No. 4 (2024): Desember : Journal Innovation in Education (INOVED)
Publisher : STIKes Ibnu Sina Ajibarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59841/inoved.v2i4.1913

Abstract

The research that has been carried out is entitled “Development of tangram media with flat material to increase interest in learning for class II MIS Ikhwanul Muslimin” and is based on the learning phenomenon which still revolves around the teacher, the unavailability of learning media, and low interest in learning which makes the class atmosphere less fun and finally sleepy. Tangram media is an educational game that can increase interest in learning about flat shapes. This research aims to develop tangram media to increase interest in learning mathematics. The teaching material presented in this development is class II flat figures. The subjects in this research were students in class II-A MIS Ikhwanul Muslimin. Tangram media development procedures in this research refer to research and development with the ADDIE development code, which goes through the stages : analysis, design, development, implementation, and evaluation. Data collection methods use observation, interviews, questionnaire contents. Data collection techniques use validation, questionnaires and tests. All instruments used have gone through the validation stage by experts. The results of this research show that the validity of the material expert obtained a score of 75% in the valid category, then the validation expert obtained a score of 98% in the very valid category, the two scores were averaged to obtain the final validation score, so the final result of the validation was 86,5% in the very valid category. Based on the results of the practicality of tangram media obtained from the responses of 26 students 98% were in the very practical category, then the teachers response obtained a score of 96% in the very practical category, so that the average score obtained from the two practical respondents was 97% in the very practical category. Whilw the level of effectiveness using the N-Gain formula and obtaining an average N-Gain score reached a score of 0,88 which is a percentage of 88% in the high category. Thus, the development of tangram media is very effective in increasing interest in learning mathematics.
PENGARUH MEDIA PEMBELAJARAN KINCIR PINTAR TERHADAP KEMAMPUAN BERHITUNG PERKALIAN SISWA KELAS II MIN12 Nurazmi Br. Siregar; Pangulu Abdul Karim; Lailatun Nur Kamalia Siregar
MERDEKA : Jurnal Ilmiah Multidisiplin Vol. 2 No. 2 (2024): Desember
Publisher : PT PUBLIKASI INSPIRASI INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62017/merdeka.v2i2.3136

Abstract

Penelitian yang telah dilakukan dilatarbelakangi oleh rendahnya kemampuan berhitung perkalian siswa. Rendahnya kemampuan berhitung diduga karena penggunaan media pembelajaran yang kurang menarik dan terbilang monoton. Penelitian ini bertujuan untuk mengetahui kemampuan berhitung perkalian peserta didik sebelum dan setelah menggunakan media kincir pintar serta untuk mengetahui apakah media pembelajaran kincir pintar dapat berpengaruh terhadap peningkatan kemampuan berhitung perkalian siswa kelas II MIN 12 Kota Medan Tembung. Penelitian ini menggunakan penelitian kuantitatif dengan jenis penelitian adalah Quasi Eksperiment (eksperimen semu). Desain yang digunakan dalam penelitian ini adalah Quasi Eksperiment. Dalam desain ini sampel dipilih secara acak menggunakan teknik Simple Random Sampling, sampel yang digunakan adalah peserta didik kelas II dengan kelas II E berjumlah 25 siswa sebagai kelas eksperimen dan kelas II A berjumlah 24 siswa sebagai kelas kontrol. Teknik pengumpulan data menggunakan teknik tes dan dokumentasi. Teknik analisis data menggunakan uji Paired Simple T-Test. Berdasarkan hasil penelitian didapat rata-rata pada kelas kontrol nilai pre-test sebesar 57,08 dan nilai post-test sebesar 64,16 dan rata rata pada kelas eksperimen nilai pre-test sebesar 56,80 dan nilai post-test sebesar 77,20. Kemudian pada hasil uji Paired Simple T-Test bahwa terdapat nilai signifikansi (2-tailed) 0,000 < 0,05 dengan begitu maka dapat dikatakan bahwa  diterima dan  ditolak, yang dimana menunjukkan bahwa terdapat pengaruh yang signifikan pada media kincir pintar terhadap kemampuan berhitung perkalian siswa.
PENGEMBANGAN MEDIA RODA PUTAR UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI PENJUMLAHAN DAN PENGURANGAN PADA KELAS I MIN 12 MEDAN TEMBUNG Rodiatul Hasanah Lubis; Pangulu Abdul Karim; Lailatun Nur Kamalia Siregar
MERDEKA : Jurnal Ilmiah Multidisiplin Vol. 2 No. 2 (2024): Desember
Publisher : PT PUBLIKASI INSPIRASI INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62017/merdeka.v2i2.3137

Abstract

Penelitian ini yang dilatarbelakangi kurangnya minat belajar siswa dan terbatasnya media pembelajaran yang digunakan pada proses pembelajaran, Penelitian ini bertujuan untuk menghasilkan media roda putar pembelajaran matematika materi penjumlahan dan pengurangan, mengetahui tingkat kelayakan media, tingkat kepraktisan, dan keefektifan media pada hasil belajar peserta didik. Metode yang digunakan dalam penelitian ini adalah Research and Development, dengan menggunakan model ADDIE. Sampel yang digunakan yaitu Kelas I E dengan jumlah 24 peserta didik. Hasil penelitian menunjukkan bahwa: pengembangan media roda putar berhasil diimplementasikan di kelas 1 E MIN 12 Medan tembung dan berhasil menarik perhatian peserta didik. Pada tingkat kelayakan media memperoleh hasil 92% termasuk kategori sangat layak digunakan, validasi materi memperoleh hasil 85% kategori sangat layak. Tingkat kepraktisan angket respon guru memperoleh hasil 92% dan angket respon peserta didik 97,08% termasuk dalam kategori sangat praktis. Pada tingkat keefektifan media roda putar dilihat dari hasil pre-test 56,25% pada pembelajaran sebelum menggunakan media roda putar, dan hasil post-test 88,33% disini mengalami peningkatan setelah menggunakan media roda putar. Berdasarkan hasil dan temuan penelitian diatas maka media roda putar ini efektif dalam meningkatkan hasil bejar peserta didik dalam materi penjumlahan dan pengurangan pada pembelajaran matematika di kelas 1 E MIN 12 Medan Tembung.
THE BENEFITS OF MULTIMEDIA LEARNING ON THE QUALITY OF UNDERSTANDING OF ELEMENTARY SCHOOL STUDENTS Wafi Harahap; Lailatun Nur Kamalia Siregar; Nindya Putri; Azmi Oktari Harahap; Buti Sarma Sitompul; Khairina Habib Rangkuti; Tasya Sabrin
Journal of Quality Islamic Education Research Vol 2 No 1 (2025)
Publisher : CV. Asry Persada Quality

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

Abstract

This article aims to provide an alternative in integrating the benefits of multimedia learning. Learning is essentially used to develop a student's potential. Tools that can help the teaching and learning process are usually called learning media. In this discussion, we will discuss one of the learning media, namely multimedia. Multimedia is a media that describes two or more elements, for example media consisting of text, graphics, images, photos, audio, and animation. The benefits of using multimedia learning are to make the learning process more interesting, interactive, reduce the amount of learning time, improve the quality of student learning, the learning process can foster student interest and motivation to learn. The design of writing or compiling this article uses qualitative research or approach, this is because the results of our group discussions are obtained from literacy sourced from reading books about multimedia learning.
PENGEMBANGAN MEDIA COUNTING BOX UNTUK MENINGKATKAN KEMAMPUAN BERHITUNG BILANGAN BULAT KELAS I SDIT SYIFAURRAHMAH Syifaurrahmah; Nurdiana Siregar; Lailatun Nur Kamalia Siregar
JURNAL MULTIDISIPLIN ILMU AKADEMIK Vol. 2 No. 1 (2025): Februari
Publisher : CV. KAMPUS AKADEMIK PUBLISHING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jmia.v2i1.3316

Abstract

The research that has been carried out is entitled "Development of Media Counting Box to Improve the Ability to Count Integers of Grade 1 Students of SDIT Syifaurrahmah" which is based on the background that students' ability to count numbers in addition and subtraction materials is still lacking, as well as the lack of use of teaching aids from teachers so that students get bored easily so that their understanding of addition and subtraction materials has not been achieved. The research methodology uses research and development methods or often called Research and Development (R&D) using the ADDIE model. The data collection technique uses observation, interviews, questionnaires and documentation. Then the data analysis technique of this study uses qualitative descriptive analysis and quantitative descriptive analysis. The validity of the Counting Box learning media by media expert validators was 97%, by material expert validators was 98% with a very valid category. The results of practicality by the teacher's response were 94% and the students' response was 97% and the results of the analysis of the two respondents received an average score of 96% in the practical category. The students' learning outcomes were an average score of 82% obtained through pretest and posttest questions which showed that the Counting Box media was effective to use.
PENGARUH PROJECT BASED LEARNING TERHADAP KEMAMPUAN BERPIKIR KREATIF PADA MATA PELAJARAN MATEMATIKA KELAS V MADRASAH IBTIDAIYAH NEGERI Zaidatul Wahdiyah; Rora Rizky Wandini; Lailatun Nur Kamalia Siregar
JURNAL ILMIAH PENELITIAN MAHASISWA Vol 3 No 2 (2025): April
Publisher : Kampus Akademik Publiser

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jipm.v3i2.774

Abstract

The research that has been carried out is entitled "INFLUENCE PROJECT BASED LEARNING REGARDING THE ABILITY TO THINK CREATIVELY IN MATHEMATICS SUBJECT CLASS V MIN 5 LABUHANBATU" and has been based on problems that have been found in the field that indicators of mathematical ability have not been met, one of which is the ability to think creatively, where mathematics is still considered difficult and boring, and is carried out using conventional learning In fact, mathematics learning must have an appropriate learning model in order to attract students' attention. Where by involving students in learning, with the current curriculum project based learning be one of the options in implementing learning, project based learning always involves students in learning and can improve students' creative thinking abilities. The research methodology uses a pre-experimental design research type using one group pretest-posttest. In this research, the research population is 25 students and the research sample is the entire population, namely 25 students. The purpose of this research is to determine the results of students' creative thinking abilities after using project based learning in mathematics learning.Based on research conducted in class V MIN 5 LABUHANBATU, learning uses a model project based learning turned out to provide significant results on students' creative thinking in mathematics subjects. This can be seen through the average score of students' creative thinking abilities by implementing Project Based Learning, which is 85.00. Meanwhile, according to the results of the t test, a value of 0.000 was obtained so that sig(2tailed) < 0.05 which states that Ha accepted and HO rejected, the average student thinks creatively before implementing it Project Based Learning is 61.60
Pengaruh Penggunaan Paper Mode Berbasis Aplikasi Quizizz terhadap Hasil Belajar Matematika Siswa SDIT Khairur Rahman Nurhaidah Anggraeni Putri; Sapri Sapri; Lailatun Nur Kamalia Siregar
JISPENDIORA Jurnal Ilmu Sosial Pendidikan Dan Humaniora Vol. 3 No. 1 (2024): April : Jurnal Ilmu Sosial, Pendidikan Dan Humaniora (JISPENDIORA)
Publisher : Badan Penerbit STIEPARI Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56910/jispendiora.v3i1.1389

Abstract

The objectives of this study were, 1) to determine the mathematics learning outcomes of SDIT Khairur Rahman students without using the Quizizz application-based paper mode, 2) the use of the Quizizz application-based paper mode, 3) the significant effect of using the Quizizz application-based paper mode on the learning outcomes of SDIT Khairur Rahman students. This research methodology uses quantitative research using the Quasi Experiment method (pseudo experiment) which is a development of the true experiment design. This research was conducted at SDIT Khairur Rahman, located on Jl. Arief Rahman Hakim Gg. Sukahati No. 1 Kel. Tegal Sari III, Kec. Medan Area, Medan City, North Sumatra. The population and sample of this study were all 3rd grade students consisting of 2 classes, namely the experimental class and the control class totaling 52 students. The test instruments used were pre-test and post-test in the form of multiple choice. The type of data analysis carried out by analyzing the Paired Sample T-Test test. The results of this study indicate 1) student learning outcomes without using the Quizizz application-based paper mode obtained an average pre-test score of 32.08 and post-test 63.96. 2) student learning outcomes using the Quizizz application-based paper mode obtained an average pre-test value of 48.00 and post-test 91.80. 3) there is an effect of using paper mode based on the Quizizz application on the learning outcomes of SDIT Khairur Rahman students. This is evidenced by the results of the Paired Sample T-Test test Sig value. 0.00 <0.05 so that Ha is accepted and Ho is rejected. Thus, the use of paper mode based on the Quizizz application can be applied by teachers to improve student learning outcomes.
Pengaruh Penggunaan Gadget terhadap Perkembangan Disiplin Siswa Kelas V di MIS Pesantren Dairi Syarifah Tio Wulan R; Ramadan Lubis; Lailatun Nur Kamalia Siregar
Dewantara : Jurnal Pendidikan Sosial Humaniora Vol. 4 No. 1 (2025): Maret: Dewantara: Jurnal Pendidikan Sosial Humaniora
Publisher : Universitas 45 Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30640/dewantara.v4i1.3998

Abstract

This research discusses the influence of gadget use on the development of class V students' discipline at MIS Pesantren Dairi with the aim of 1) knowing the intensity of gadget use for class V students at MIS Pesantren Dairi; 2) determine the level of discipline of class V students at MIS Pesantren Dairi; 3) determine the effect of gadget use on the development of discipline in class V students at MIS Pesantren Dairi. This research uses a quantitative type of research, the approach used in this research is an ex post facto approach. Research with an ex post facto approach is used to see the influence of the independent variable on the dependent variable. The data collection technique in this research is in the form of a questionnaire distributed to students. The subjects of this research were 30 class V students at MIS Pesantren Dairi. The results of this research show that the use of gadgets influences the development of students' disciplined character in learning. The relationship between the two variables X and Y is obtained using the Pearson product moment formula with a result of 0.4711. Based on the classification table of Pearson's r correlation coefficient values, the relationship between the two variables is quite strong/quite large. From the research results, it can be concluded that the higher the use of gadgets by students, the higher the influence on the development of students' disciplinary character (negative impact). Conversely, the lower the use of gadgets by students, the lower the influence on the development of students' disciplinary character.
PENGARUH METODE MONTESSORI TERHADAP KEMAMPUAN MENGENAL KONSEP BILANGAN SISWA KELAS I MIS AISYIYAH WILAYAH SUMUT DESA BANDAR KHALIFAH KECAMATAN PERCUT SEI TUAN KABUPATEN DELI SERDANG Lusi Safitri; Pangulu Abdul Karim; Lailatun Nur Kamalia Siregar
Jurnal Penelitian Pendidikan Indonesia (JPPI) Vol. 2 No. 3 (2025): April
Publisher : Publikasi Inspirasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62017/jppi.v2i3.4284

Abstract

Penelitian ini memiliki tujuan untuk mengetahui: (1) Kemampuan siswa dengan mengaplikasikan metode montessori pada pembelajaran materi mengenal konsep bilangan di kelas I MIS Aisyiyah Wilayah Sumut Desa Bandar Khalifah Kec. Percut Sei Tuan Kab. Deli Serdang. (2) Pengaruh yang signifikan dalam pengaplikasian metode montessori terhadap kemampuan mengenal konsep bilangan di kelas I MIS Aisyiyah Wilayah Sumut Desa Bandar Khalifah Kec. Percut Sei Tuan Kab. Deli Serdang. Penelitian ini menggunakan metode kuantitatif dengan jenis penelitian Quasi-Experiment. Populasi penelitian merupakan siswa Kelas I MIS Aisyiyah Wilayah Sumut dengan jumlah sampel 48 siswa dari kelas I-B sebagai kelas eksperimen dan I-C sebagai kelas kontrol. Hasil penelitian menunjukan bahwa metode montessori berpengaruh terhadap kemampuan siswa dalam mengenal konsep bilangan. Pada kelas eksperimen nilai rata-rata hasil posttest adalah 76,25 sedangkan untuk kelas kontrol nilai rata-rata hasil posttest adalah 65,83. Berdasarkan Hasil uji-t menunjukkan hasil sig. yaitu 0,659 yang berarti lebih besar dari 0,05. Kemudian untuk perbedaan rata-ratanya sebesar -10.417. Didapat thitung sebesar 2,712 dan ttabel yaitu 0,197. Maka dapat disimpulkan thitung>ttabel yaitu 2,712>0,197. Sedangkan nilai sig (2-tailed) sebesar 0,00 yang berarti sig (2-tailed) <0,05. maka Artinya Ho ditolak dan Ha diterima yang berarti terdapat pengaruh yang signifikan terhadap pengunaan metode Montessori terhadap kemampuan mengenal konsep bilangan siswa kelas I MIS Aisyiyah Wilayah Sumut Desa Bandar Khalifah Kecamatan Percut Sei Tuan Kabupaten Deli Serdang. Maka metode montessori layak digunakan dan diaplikasikan oleh guru sebagai suatu solusi untuk meningkatkan kualitas pembelajaran pada mata pelajaran matematika materi mengenal konsep bilangan.