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Journal : Indo-MathEdu Intellectuals Journal

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
Pengaruh Penggunaan Model Pembeljaran Make a Match dan Team Games Tournament Terhadap Hasil Belajar IPAS Kelas V SDN 104206 Sei Rotan Tinambunan, Fadjri Lewaldi; Gultom, Ibrahim; Simanjuntak, Eva Betty; Perangin-Angin, Laurensia Masri; Sirait, Albert Pauli
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.v6i4.3574

Abstract

This research aims to determine the effect of the Make A Match and Team Games Tournament learning models on student learning outcomes in Natural and Social Sciences (IPAS) in class V SDN 104206 Sei Rotan for the 2024/2025 academic year. This study employs a quasi-experimental design with a two-group pretest-posttest design. The subjects of the research are two experimental classes, each consisting of 20 students. Class V-A uses the Make A Match model, while class V-B uses the Team Games Tournament model. The data collection instrument is a validated multiple-choice test that has been tested for reliability. The results of the study indicate a significant improvement in learning outcomes after the implementation of both learning models. The average posttest score for students in the Make A Match class is 81.25, an increase from the pretest score of 63. Meanwhile, the average post-test score for the Team Games Tournament class is 66.15, an increase from the pre-test score of 51. The t-test shows a significance value of 0.001 < 0.05, which means there is a significant difference between the two models. Thus, it can be concluded that both learning models have a positive effect on the learning outcomes of IPAS, but the Make a Match model has a more significant impact compared to the Team Games Tournament