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PENGGUNAAN MEDIA PUZZLE DAN TUBOPIN UNTUK MENINGKATKAN PEMAHAMAN KONSEP BANGUN DATAR PADA KELAS IV SEKOLAH DASAR Arina Zawani Akmal; Asrar Aspia Manurung; Irvan Irvan; Lydia Doris Fransiska Simare-mare
OMEGA: Jurnal Keilmuan Pendidikan Matematika Vol. 4 No. 2 (2025): OMEGA: Jurnal Keilmuan Pendidikan Matematika
Publisher : Program Studi Pendidikan Matematika, Fakultas Keguruan Dan Ilmu Pendidikan, Universitas Alwashliyah Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47662/jkpm.v4i2.949

Abstract

This study aims to improve the understanding of flat shape concepts among fourth-grade students at SD Negeri 065853 Medan through the use of Puzzle and Tubopin media. The research method used is Classroom Action Research (CAR), consisting of two cycles. Each cycle includes the stage of planning, implementation, observation, and reflection. The research instruments include observation, tests, and documentation. The results of the study indicate an improvement in students’ conceptual understanding, with the average score increasing from 55.50 in the pre-cycle to 78.75 in the second cycle. The percentage of students meeting the Minimum Mastery Criteria (KKM) also increased from 30% to 85%. This proves that the use of Puzzle and Tubopin media is effective in making the learning process more enjoyable, interactive, and meaningful.
PENGGUNAAN MEDIA PANJARBARU UNTUK MENINGKATKAN PEMAHAMAN KONSEP BANGUN RUANG PADA SISWA KELAS V SD Wanti Dahlia Siregar; Asrar Aspia Manurung; Irvan Irvan; Anhar Anhar
OMEGA: Jurnal Keilmuan Pendidikan Matematika Vol. 4 No. 2 (2025): OMEGA: Jurnal Keilmuan Pendidikan Matematika
Publisher : Program Studi Pendidikan Matematika, Fakultas Keguruan Dan Ilmu Pendidikan, Universitas Alwashliyah Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47662/jkpm.v4i2.954

Abstract

This classroom action research aimed to improve the conceptual understanding of three-dimensional shapes among fifth-grade students at SD Negeri 065853 Medan through the use of PANJARBARU (Three-Dimensional Net Boards) as a concrete learning medium. The study employed the Kemmis and McTaggart model, conducted over two cycles. Data collection techniques included observation and written tests (pre-test and post-test). The results indicated a significant improvement in students' conceptual understanding, with the average post-test score increasing from 71.78 in the first cycle to 81.78 in the second cycle. The percentage of students achieving the minimum mastery criterion (KKM) rose from 57% to 85%. The use of PANJARBARU effectively facilitated students’ spatial visualization skills by allowing them to construct 3D objects from 2D nets, thereby enhancing both engagement and learning outcomes.
The Use of Animated Video Media to Improve Student Learning Outcomes on the Material of State Emblems and Pancasila Symbols at UPT SDN 043 Siunongunong Julu Hotnida Manalu; Asrar Aspia Manurung; Ismail Saleh Nasution
EDUCATION JOURNAL OF INDONESIA Vol. 7 No. 1 (2026)
Publisher : EDUCATION JOURNAL OF INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/eji.v7i1.4935

Abstract

This study aims to explore the impact of the application of animated video media in improving students' absorption of the National Emblem and Pancasila Symbols subject matter at UPT SD Negeri 043 Siunongunong Julu. This study involved 10 first-grade students of UPT SD Negeri 043 Siunongunong Julu, all of whom became research subjects. Using a quantitative approach, an experimental design was applied to compare two learning methods. In Cycle I, the control group received instruction using conventional methods, while in Cycle II, the experimental group was taught with animated video media. Data were collected through tests related to learning outcomes in the form of essay questions, which were then analyzed to see differences in learning outcomes. The results of the analysis showed that in Cycle I, the average score of students with the conventional method was 75.8, while in Cycle II, the use of animated video media produced an average score of 79.8, which was included in the medium category. The t-test revealed a significant difference between the two groups, where the experimental group showed better learning outcomes. Based on these findings, it is recommended that animated video media be used as an effective alternative in PKN learning, especially for the topic of State Emblems and Pancasila Symbols, in order to improve the quality of teaching and students' understanding.   Keyword: Pancasila symbols, animated videos, learning outcomes. conventional method was 75.8, while in Cycle II, the use of animated video media resulted in an averagescoreof 79.8, whichis included in themedium category. Thet tes trevealeda significant difference betweenthe twogroups,wheretheex perimental group showed better learning outcomes. Based on these findings, it is recommended that animated video media be used as an effective alternative in PKN learning, especially for the topics of National Emblems and Pancasila Symbols, in order to improve the quality of teaching and students' understanding.
Development of A Smart Monitoring System for IoT – Based Tide Observation Indah Purnama Sari; Asrar Aspia Manurung
Al'adzkiya International of Computer Science and Information Technology (AIoCSIT) Journal Vol 6, No 2 (2025)
Publisher : Al'Adzkiya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55311/aiocsit.v6i2.351

Abstract

This research presents the development of a smart monitoring system for real-time tide observation using Internet of Things (IoT) technology. The system is designed to monitor sea level fluctuations continuously and transmit data wirelessly to a cloud-based platform for remote access and analysis. The hardware consists of ultrasonic sensors for water level measurement, a microcontroller for data processing, and wireless communication modules for data transmission. The collected data can be accessed through a web-based dashboard or mobile application, enabling users to monitor tidal patterns from anywhere at any time. The system also incorporates alert notifications when water levels reach predetermined thresholds, providing early warning capabilities for coastal communities. Testing results demonstrate that the system can accurately measure tidal changes with minimal error and successfully transmit data in real-time. This IoT-based tide monitoring system offers a cost-effective and efficient solution for oceanographic observation, coastal management, and disaster mitigation applications. The implementation of this technology contributes to improved maritime safety, fishing activities planning, and environmental monitoring in coastal areas.
ANALISIS USER PERSONA BERDASARKAN ULASAN PENGGUNA TOKOPEDIA MENGGUNAKAN METODE SVM BERBASIS WEB Novemtri Sinulingga; Asrar Aspia Manurung
JURNAL ILMIAH PENELITIAN MAHASISWA Vol 4 No 6 (2026): Desember
Publisher : Kampus Akademik Publiser

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jipm.v4i6.3142

Abstract

Penelitian ini bertujuan membangun sistem analisis user persona berbasis web yang mengintegrasikan klasifikasi sentimen menggunakan metode Support Vector Machine (SVM) dengan data ulasan pengguna aplikasi Tokopedia dari Google Play Store. Sebanyak 5.000 ulasan dikumpulkan melalui teknik scraping menggunakan pustaka google-play-scraper, kemudian melalui proses pembersihan menjadi 4.781 ulasan valid. Tahap preprocessing meliputi cleaning, case folding, normalisasi kata slang, tokenisasi, stopword removal, dan stemming menggunakan pustaka Sastrawi, sebelum direpresentasikan dalam bentuk vektor numerik menggunakan TF-IDF yang menghasilkan 3.739 fitur aktif. Klasifikasi sentimen tiga kelas (Positif, Netral, Negatif) dilakukan menggunakan SVM dengan kernel RBF dan class_weight='balanced'. Hasil pengujian terhadap 957 data uji menunjukkan akurasi sebesar 81,09%, presisi 65,53%, recall 60,18%, dan F1-score 61,35%, dengan rata-rata K-Fold Cross Validation (K=5) sebesar 81,46% ± 0,18%. Hasil klasifikasi sentimen selanjutnya diolah menggunakan algoritma keyword-scoring untuk membentuk empat segmen user persona, yaitu Loyal Buyer (35,7%), Price Hunter (3,0%), Casual Shopper (4,7%), dan Frustrated User (56,6%). Seluruh hasil analisis divisualisasikan melalui dashboard berbasis web yang dibangun menggunakan Flask, MySQL, dan HTML/CSS/JavaScript. Penelitian ini membuktikan bahwa integrasi SVM dan algoritma keyword-scoring efektif menghasilkan profil persona pengguna yang bermakna dan dapat dimanfaatkan sebagai dasar pengambilan keputusan strategi bisnis serta pengembangan produk platform e-commerce.