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Pengembangan E-LKPD Interaktif Menggunakan Liveworksheet Berbasis Model Problem Based Learning (PBL) Pada Pembelajaran Keberagaman Budaya Kelas V Di Sekolah Dasar Diana, Putri; Masniladevi, Masniladevi; Ladiva, Hasmai Bungsu; Fitria, Yanti
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.v6i3.2904

Abstract

The background of the research arises from observations and interviews at SDN 13 Surau Gadang, SDN 24 Ujung Gurun, and SDN 20 Berok Gunung Pangilun which show a low use of electronic LKPD, thus impacting the decline in enthusiasm and active learning of students. This study aims to develop an interactive E-LKPD using liveworksheet based on the Problem Based Learning (PBL) model in the cultural diversity learning for fifth grade in elementary school. The research employs the Research & Development method with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The data collected includes validity and practicality. The validation results show a percentage of 90% (very valid) from material experts, 81.8% (very valid) from media experts, and 95% (very valid) from language experts. The practicality test resulted in a percentage of 96.4% (very practical) from teachers and 96% (very practical) from students. It can be concluded that the developed interactive E-LKPD has been proven to be valid and practical to support the learning process of Pancasila Education in fifth-grade elementary school.
Peningkatan Hasil Belajar Peserta Didik Menggunakan Model Team Games Tournament (TGT) pada Pembelajaran Pendidikan Pancasila di Kelas IV SDN 11 Ampang Kota Padang Putri, Rada Nelsa; Indrawati, Tin; Adrias, Adrias; Ladiva, Hasmai Bungsu; 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.v6i3.3083

Abstract

This study aims to describe the improvement of student learning outcomes using the Team Games Tournament (TGT) model in Pancasila Education learning in class IV SDN 11 Ampang, Padang City. This study is a Classroom Action Research (CAR) using a qualitative and quantitative approach which is carried out in two cycles. Each cycle consists of planning, implementation, observation and reflection. The subjects in this study were teachers and students of class IV SDN 11 Ampang totaling 15 people in the January-June semester of the 2024/2025 academic year. The research data are in the form of observations of teaching modules, observations of teacher and student activities, and student learning outcomes using the Team Games Tournament (TGT) model. Data collection techniques are in the form of observation analysis, tests and non-tests. The results of observations of planning cycle I were 88.27% (B), increasing in cycle II to 95.31% (SB). The results of observations of teacher aspects in cycle I were 85.71% (B), increasing in cycle II to 96.42% (SB). The results of observations of student aspects in cycle I were 82.14% (B), increasing in cycle II to 96.42% (SB). Student learning outcomes in cycle I were 78.30% (C), increasing in cycle II to 87.88% (B). Research shows that the Team Games Tournament (TGT) model can improve student learning outcomes in Civic Education learning in the fourth grade of SDN 11 Ampang Kota Padang.
Peningkatan Hasil Belajar Pancasila Menggunakan Model Pembelajaran Tipe STAD Berbantuan Canva di Kelas V SDN 03 Gunung Tuleh Aisah, Siti; Putera, Rafhi Febryan; Rahmatina, Rahmatina; Ladiva, Hasmai Bungsu
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.v6i3.3189

Abstract

This research aims to improve the learning outcomes of Pancasila education using the STAD cooperative learning model assisted by Canva in class V SDN 03 Gunung Tuleh. The type of research used is Classroom Action Research with stages of planning, implementation, observation, and reflection. The subjects in this study are teachers and students of class V SDN 03 Gunung Tuleh with a total of 18 students. Data were collected through test and non-test techniques, while the research instruments included observation sheets for teaching modules, observations of teachers, and students. The research results show that the use of the STAD cooperative learning model assisted by Canva can significantly improve the learning outcomes of Pancasila education. In the first cycle, the average score for the teaching module aspect was 85.4% with a qualification of (B), increasing in the second cycle to 95.8% with a qualification of (SB). The implementation results of the teacher and students' aspects in the first cycle obtained the same score with an average of 86.75% qualification (B), increasing in the second cycle to 93.7% qualification (SB). The students' learning outcomes in the first cycle had an average of 69.1 qualification (D), increasing in the second cycle to 87.22 qualification (B). Therefore, the application of the STAD cooperative model assisted by Canva can improve the learning outcomes of students and is suitable to be used in teaching Pancasila Education for grade V at SDN 03 Gunung Tuleh.
Pengembangan Evaluasi Digital Menggunakan Kahoot pada Pembelajaran Pendidikan Pancasila di Kelas IV Sekolah Dasar Putri, Agtania Yunisa; Putera, Rafhi Febryan; Rahmatina, Rahmatina; Ladiva, Hasmai Bungsu
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.v6i3.3197

Abstract

This research aims to develop a digital assessment using Kahoot! in the Civics education learning of fourth-grade elementary school students that is valid, practical, and effective. The development model used is the ADDIE model which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The developed digital assessment is validated by media experts, language experts, and question experts using a validation sheet in the form of a questionnaire. The practicality of the product is measured through teachers' and students' response questionnaires, while the effectiveness of the product is measured based on the improvement of students' learning outcomes after using the digital assessment media. Trials are conducted at SDN 29 Rantau Batu Pasar, the main research at SDN 26 Bukit Putus Dalam, and the effectiveness test at SDN 04 Lagan Gadang Hilir. The validation results show a validity level of 88% (media), 92% (language), and 88% (questions), all of which fall into the very valid category. The practicality level according to teachers and students is also very high, with respective percentages of 91.42% and 92.6% (trial), 94.28% and 95.8% (main research), and 95.71% and 96% (effectiveness test). The effectiveness results show an improvement in learning outcomes from 73.3% to 85.9%. Therefore, it can be concluded that the digital evaluation based on Kahoot! in Civics Education learning for fourth-grade elementary school students is proven to be valid, practical, and effective for use in the learning process.
Validity and Practicality of Kvisoft Flipbook Maker Media Using Problem Based Learning in Learning Pancasila Education in Elementary School Ulfa, Elfa Sri Surya; Reinita, Reinita; Ladiva, Hasmai Bungsu; Ahmad, Syafri
Edunesia : Jurnal Ilmiah Pendidikan Vol. 6 No. 2 (2025)
Publisher : research, training and philanthropy institution Natural Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51276/edu.v6i2.1277

Abstract

The background of this research is the use of image media or displays in learning Pancasila Education, which makes students less focused and difficult to understand the lessons. This research aims to develop a valid and practical Kvisoft Flipbook Maker interactive media. This research uses the Research and Development (R&D) method with the ADDIE model. The data was obtained through  validation questionnaire and the practicality teachers and grade IV students at SDN 22 and 24 Ujung Gurun, as well SDN 26 Rimbo Kaluang. The results of study showed that the Kvisoft Flipbook Maker learning media  was very valid with a score of 93.33% by material experts, 90% by linguists and 92% by media experts, with an average validity of 91.77%. The results of the practicality test showed that the learning media was very practical with a score of 96% by teachers and 94% by students of SDN 22 Ujung Gurun, as well as 94% by teachers and 95% by students of SDN 24 Ujung Gurun, and 98% by teachers and 98% by students of SDN 26 Rimbo Kaluang. Therefore, the interactive media Kvisoft Flipbook Maker valid and practical to use in learning Pancasila Education in grade IV of Elementary School.
Validitas E-Book Berbasis Flip PDF Corporate pada Pembelajaran Pendidikan Pancasila di Kelas V Sekolah Dasar Putri, Nurul Ikhsani; Adrias, Adrias; Putera, Rafhi Febryan; Mansurdin, Mansurdin; Ladiva, Hasmai Bungsu
Indo-MathEdu Intellectuals Journal Vol. 6 No. 4 (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.v6i4.3560

Abstract

This research aims to determine the validity of the corporate flip pdf-based e-book in the Civic Education learning for Grade V of Elementary School. The type of research method used in this study is R&D (Research and Development) research. The development model that will be used in this research is the ADDIE model. The data collection techniques used are observation, interviews, and questionnaires. The collected data is analyzed descriptively. The analysis results show that the development process received a percentage rating of 97.5% from content expert validators, 100% from language expert validators, and 95.83% from media expert validators. From the average score calculation of the three validators, a final validation score of 97.77% was obtained, categorized as 'Very Valid'. This result illustrates that the developed e-book is valid and can be used in the classroom learning process.
Penguatan Kompetensi Guru melalui Deep Learning dan Karakter Asta Cita (Kolaborasi, Kepemimpinan, dan Daya Saing) sebagai Fondasi Pendidikan Berkualitas Menuju Indonesia Emas 2045 Putera, Rafhi Febryan; Ladiva, Hasmai Bungsu; Indrawadi, Junaidi; Safitri, Sanseni; Kurniawan, Cecep
Jurnal Pengabdian Masyarakat (ABDIRA) Vol 5, No 4 (2025): Abdira, Oktober
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/abdira.v5i4.1111

Abstract

This community service activity was motivated by the importance of improving the competency of elementary school teachers to face the challenges of 21st-century education. The main objective of the activity was to improve teachers' understanding of the concept of deep learning while integrating the Asta Cita character values (collaboration, leadership, and competitiveness) as the foundation of quality education towards a Golden Indonesia 2045. The program was implemented by the Merak Study Group (Kombel) in IV Koto District, Agam Regency, involving teachers, academics, and students. The activity methods included preparation, outreach and training, implementation assistance, evaluation, and follow-up. The results of the activity demonstrated an increase in teachers' understanding of deep learning, their ability to develop innovative teaching tools, and the development of products in the form of modules and digital teaching tools. This activity made a significant contribution to strengthening teacher competency and collaboration between schools, thus playing a strategic role in achieving quality education.
Innovative Training on HOTS Learning and Digital-Based Literacy and Numeracy Question Development Tiok Wijanarko; Fitria, Yanti; Ladiva, Hasmai Bungsu; Rifa’i, Muhammad; Melati, Rima; Adrimal, Adrimal; Zuryanty, Zuryanty; Susanto, Nugroho
GANDRUNG: Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 1 (2025): GANDRUNG: Jurnal Pengabdian Kepada Masyarakat
Publisher : Fakultas Olahraga dan Kesehatan, Universitas PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36526/gandrung.v6i1.4421

Abstract

Understanding Higher Order Thinking Skills (HOTS) is crucial for elementary school teachers to develop students' critical, creative, and analytical thinking abilities. However, many teachers still face challenges in designing HOTS-based learning and developing science literacy and numeracy questions that are relevant to real-world contexts. This study aimed to provide training for teachers in V Koto Kampung Dalam District, Pariaman, in designing HOTS-based learning and digital-based science literacy and numeracy assessments. The method included pre-test, material presentation, post-test, and guided assignments. The results showed a significant improvement in teachers' understanding and skills, with the average pre-test score for HOTS-based learning increasing from 60.43 to 80, and the average score for developing science literacy and numeracy questions rising from 70 to 90 after the training. These findings highlight the importance of continuous training to enhance teachers' competencies in preparing students to face the challenges of the 21st century
IMPLEMENTASI PENDIDIKAN KARAKTER DI SD NEGERI 33 SAWAHAN Hasmai Bungsu Ladiva; Bima Prakarsa Arzfi; Rafhi Febryan Putera
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 2 (2024): Volume 09 No. 2 Juni 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i2.17689

Abstract

Character education is important to be instilled in students from an early age, considering the great influence of student character on their future lives. This study examines the implementation of character education in one of the elementary schools in Padang City, namely SD Negeri 33 Sawahan. Using a qualitative phenomenological research type, this study attempts to explain the implementation strategy, experience, handling, and various activities related to character education in SD Negeri 33 Sawahan, Padang City. The results obtained are that SD Negeri 33 Sawahan, Padang City has implemented character education both inside and outside the classroom. Positive and negative reinforcement are used in a balanced manner to ensure student consistency in implementing character values. However, technological advances and various recent discoveries will produce various different challenges, so the implementation of character education must develop in line with the times.
PENINGKATAN HASIL BELAJAR PENDIDIKAN PANCASILA MENGGUNAKAN MODEL PROBLEM BASED LEARNING BERBANTUAN CANVA DI KELAS V SDN 02 PEKAN SELASA SOLOK SELATAN Nursella; Yesi Anita; Rahmatina; Hasmai Bungsu Ladiva
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.22783

Abstract

The purpose of this research is to describe the improvement of learning outcomes of Pancasila Education using the Problem Based Learning model assisted by Canva in class V SDN 02 Pekan Selasa Solok Selatan. This study applies the type of Classroom Action Research (CAR) using qualitative and quantitative approaches. The subjects in this study were teachers (researchers) and students totaling 22 students consisting of 14 males and 8 females. The results of this study showed an increase in: a) cycle I teaching modules with an average of 85.41% (Good) and cycle II 95.83% (Very Good), b) implementation in the teacher aspect of cycle I with an average of 87.49% (Good) and cycle II 96.42% (Very Good), while the implementation in the student aspect of cycle I obtained an average of 85.71% and cycle II 96.42% (Very Good), c) assessment of students in improving learning outcomes in cycle I obtained an average of 76.59% and cycle II with an average of 85.19%. Based on these results, it can be concluded that the Problem Based Learning model assisted by Canva can improve learning outcomes of Pancasila Education in class V.