Husna Tambunan
Universitas Negeri Medan

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UPAYA PENINGKATAN AKTIVITAS DAN HASIL BELAJAR SISWA DENGAN MENGGUNAKAN METODE INKUIRI DI KELAS IV SDN 060843 MEDAN TA 2013/2014 Husna Tambunan
JURNAL TEMATIK Vol 4, No 03 (2014): JURNAL TEMATIK
Publisher : JURNAL TEMATIK

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jt.v4i03.3195

Abstract

Classroom action research aims to improve the activity and student learning outcomes with the application of inquiry learning methods. The study consisted of 2 cycles of the number of students 25. Collecting data using achievement test, student questionnaire responses, and observations of students in learning activities with the method of inquiry.Data analysis using quantitative techniques and qualitative techniques by linking existing data. The analysis showed: (1) an increase in the activity of the students are in the first cycle of acquisition activity by 61.25% students and 75.63% with enough categories. In the second cycle increased to 92.50% with very good category. (2) an increase in student learning outcomes in the first cycle is the average value of student learning outcomes for cognitive assessment was increased to 82 disiklus 60 to II with the percentage of students who obtained excellent learning predicate 96%. For the assessment of students psychomotor also increased in the first cycle is the highest score obtained by the students increased 3.30 to 3.40 in the second cycle with the percentage of students who received either 72% predicate learning. For the assessment of affective (honest, discipline and cooperation) also increased in the first cycle is 12% to 48%. Based on the above results it can be concluded that the application of the inquiry method can improve the activity and learning outcomes of students in the fourth grade SDN.060843 Medan
Pengembangan Media Komik Digital Berbasis Aplikasi Canva pada Kelas III di Sekolah Dasar Negeri 064017 Medan Kecamatan Perjuangan Riska Aulika; Apiek Gandamana; Ibrahim Gultom; Dody Feliks; Husna Tambunan
Indo-MathEdu Intellectuals Journal Vol. 4 No. 2 (2023): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v4i2.266

Abstract

The purpose of this study is to develop digital comic media based on the Canva application, in terms of the feasibility and benefits of learning media in the research learning process used in this study is a type of research and development or Research and Development (R&D). The development of this media used procedures from ADDIE (Analysis, Design, Development, Implementation and Evaluation). The subjects in this study were 1 class teacher and 15 students who were directly involved in the teaching and learning process every day. As well as 1 material expert and 1 media expert. Data collection was carried out by means of: observation, questionnaires, interviews, and tests. The results showed that the Canva Application-Based Digital Comics media was "Very Eligible" with details of the eligibility percentage obtained from media experts of 88% with the criteria of "Very Eligible", material experts of 84% with the criteria of "Very Eligible", Education practitioners (teachers) by 94% with the criteria of "Very Practical", education practitioners (students) by 92% with the criteria of "Very Practitioner", and student learning outcomes after using digital comic media based on the Canva application have increased with the acquisition of a post-test score of 87.5% with the criteria of "Effective". Therefore, it can be concluded that digital comic media based on the Canva application on theme 6 sub-theme 2 learning 2 on PPKn class III content at SDN 064017 Medan Perjuangan District is feasible to use in the process of teaching and learning activities