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PENGEMBANGAN LEMBAR KERJA PESERTA DIDIK (LKPD) BERBASIS WIZER. ME PADA MATERI RAGAM HIAS SUMATERA UTARA DI KELAS V SD NEGERI 104241 KELURAHAN KAMPUNG SYAHMAD Cucu Tri Ayu Ningrum; Putra Afriadi; Robenhart Tamba; Winara; Try wahyu Purnomo
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 3 (2026): Volume 12 No. 3, September 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i3.17164

Abstract

This study aimed to develop a Wizer.me-based Student Worksheet (LKPD) on the topic of North Sumatra Traditional Ornament for fifth-grade students at SD Negeri 104241 Kelurahan Kampung Syahmad and to determine its validity, practicality, and effectiveness. This research employed the Research and Development (R&D) method using the ADDIE model, which consists of the Analysis, Design, Development, Implementation, and Evaluation stages. Data were collected through observations, interviews, documentation, validation questionnaires, practicality questionnaires, and learning outcome tests. The results showed that the developed Wizer.me-based LKPD met the criteria of being highly valid, highly practical, and highly effective. The media expert validation obtained a score of 96%, the material expert validation obtained 92%, and the assessment rubric validation obtained 93.75%, all of which were categorized as highly valid. The teacher practicality test obtained a score of 92.7%, indicating that the LKPD was highly practical, while the effectiveness test showed an N-Gain score of 0.80 (80%), which falls into the high category. Therefore, the developed Wizer.me-based LKPD is considered valid, practical, and effective for use as instructional material in teaching North Sumatra Traditional Ornament to fifth-grade elementary school students.
PENGEMBANGAN MEDIA PEMBELAJARAN IPA MENGGUNAKAN COCO DIORAMA BERBASIS LIMBAH SABUT KELAPA PADA MATERI SIKLUS AIR DI KELAS V SDN 060800 MEDAN AREA Refi Yulina; Zainuddin Muchtar; Winara; Laurensia Masri; Lidia Simanihuruk
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 3 (2026): Volume 12 No. 3, September 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i3.18119

Abstract

This study aims to develop a science learning media in the form of coco diorama that utilizes coconut fiber waste in the water cycle material for fifth grade elementary school students, and to determine the level of validity, practicality, and effectiveness of the media. This study applies the 4D development model (Define, Design, Development, Disseminate). The subjects in this study were 21 fifth grade students of SDN 060800 Medan Area. Data collection techniques were carried out through interviews, observations, questionnaires, and tests. The data analysis used qualitative and quantitative approaches. The results of the study showed that: (1) the coco diorama learning media was considered valid based on the validation results of material experts by 94% and media experts by 89% with the category "very feasible"; (2) the coco diorama learning media was declared practical based on teacher responses with a percentage of 92% in the category "very practical"; and (3) the coco diorama learning media was proven effective in improving student learning outcomes. This can be seen from the average pre-test score of 46.9% which increased to 88.3% in the post-test. In addition, at the dissemination stage there was also an increase in learning outcomes from 47.0% to 87.0% with an N-Gain value of 0.764 or 76.4% which is included in the high category. Thus, the coco diorama learning media based on coconut fiber waste is proven to be valid, practical, and effective for use in science learning on the water cycle material in elementary schools, and is able to significantly improve student learning outcomes outcomes
DEVELOPMENT OF DIGITAL COMICS MEDIA BASED ON PROBLEM BASED LEARNING TO INTERNALIZE SOLIDARITY VALUES IN GRADE V STUDENTS AT SD IT AL-MINAH Ulina Rahmayani; Yakobus Ndona; Zuraida Lubis; Daulat Saragi; Samsidar Tanjung; Winara
SOSIOEDUKASI Vol 15 No 3 (2026): SOSIOEDUKASI : JURNAL ILMIAH ILMU PENDIDIKAN DAN SOSIAL
Publisher : Fakultas Keguruan Dan Ilmu Pendidikan Universaitas PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36526/sosioedukasi.v15i3.8898

Abstract

The phenomenon of character crisis in the form of bullying at the elementary school level reflects a decline in moral values ​​and a dulling of empathy and solidarity among students. This study aims to develop, test the feasibility, practicality, and effectiveness of digital comic media based on Problem-Based Learning (PBL) assisted by Canva to internalize the value of solidarity in fifth-grade students of SD IT Al-Minah. This type of research is research and development (Research and Development) using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research subjects involved 21 fifth-grade students. Data were collected through observation, interviews, expert validation questionnaires, education practitioners, student responses, and test instruments (pre-test and post-test). Data analysis techniques were carried out qualitatively and quantitatively. The results of the study show that PBL-based digital comic media meets the following criteria: (1) Very Feasible based on the validation test of material experts by 92% (Very Valid), media experts by 93% (Very Valid), and language experts by 96% (Very Valid); (2) Very Practical based on 93% of teacher responses, 82% of individual student responses (Very Practical), and 87% of large group trials (Very Practical); and (3) Effective based on significant improvements in cognitive and affective learning outcomes. The success of internalizing the value of solidarity was analyzed using Max Scheler's hierarchy of values, which showed a shift in students' behavioral motives from mere sensory pleasure to ethical-spiritual awareness, reflected through indicators of inclusive collaboration, active concern, and sharing. The developed PBL-based digital comic media proved valid, practical, and effective as an innovative instrument to suppress bullying behavior and internalize the value of solidarity at the elementary education level
PENGARUH MODEL TEAM GAMES TOURNAMENT TERHADAP MINAT BELAJAR SISWA KELAS III MATERI VARIASI GERAK BERJALAN DAN BERLARI DI SEKOLAH DASAR Heliza Ayuningsi Sitorus; Khairul Usman; Winara Winara; Tiarnita Maria Sarjani Br. Siregar; jani Br. Siregar4, Fajar Sidik Siregar
Primary Education Journals (Jurnal Ke-SD-An) Vol 6 No 2 (2026): JULI 2026
Publisher : Universitas Islam Raden Rahmat Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36636/primed.v6i2.9488

Abstract

Penelitian ini dilaksanakan untuk mengetahui pengaruh penerapan model pembelajaran Team Games Tournament (TGT) berbasis media Kokami terhadap minat belajar siswa kelas III SD Swasta Advent Martoba Pematangsiantar pada pembelajaran PJOK materi variasi gerak dasar berjalan dan berlari. Metode penelitian ini adalah kuantitatif dengan desain pre-experimental berupa one group pretest-posttest design. Subjek penelitian melibatkan 24 siswa kelas III yang diberikan perlakuan berupa penerapan model TGT berbasis media Kokami. Teknik pengumpulan data menggunakan angket minat belajar yang diberikan sebelum dan sesudah perlakuan yang disusun berdasarkan indikator perhatian, perasaan senang, keterlibatan, dan ketertarikan siswa, serta dokumentasi sebagai data pendukung. Data dianalisis melalui uji prasyarat berupa uji normalitas, uji homogenitas, dan uji hipotesis menggunakan paired sample t-test. Hasil penelitian menunjukkan bahwa rata-rata skor minat belajar siswa meningkat dari 2,26 pada saat pretest menjadi 3,12 pada saat posttest dengan selisih peningkatan sebesar 0,86 poin. Hasil uji hipotesis menunjukkan nilai t hitung sebesar -7,538 dengan df = 23 dan nilai Sig. sebelum dan sesudah perlakuan. Minat belajar siswa meningkat dari kategori rendah dan sangat rendah menjadi kategori tinggi serta sangat tinggi. Penerapan model pembelajaran Team Games Tournament (TGT) berbasis media Kokami berpengaruh terhadap minat belajar siswa pada pembelajaran PJOK di sekolah dasar
Gaya Kepemimpinan Kepala Sekolah Dalam Meningkatkan Kinerja Guru Berbasis Teknologi Di SDN 060926 Medan Al Hilal Hamdi Rambe; Winara Winara; Wildansyah Lubis
Indonesian Journal of Innovation Multidisipliner Research Vol. 4 No. 2 (2026): April - Juni
Publisher : Institute of Advanced Knowledge and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69693/ijim.v4i2.1087

Abstract

Gaya kepemimpinan kepala sekolah menjadi faktor penentu dalam membentuk budaya kerja guru, termasuk dalam adopsi pembelajaran berbasis teknologi di sekolah dasar. Penelitian ini bertujuan menganalisis gaya kepemimpinan kepala sekolah dalam meningkatkan kinerja guru berbasis teknologi di SD Negeri 060926 Medan, dengan fokus pada penguatan kompetensi digital, penggunaan platform teknologi pembelajaran, administrasi digital sekolah, dan pengembangan profesionalisme guru. Pendekatan kualitatif deskriptif digunakan dengan teknik pengumpulan data berupa wawancara mendalam, observasi terstruktur, dan dokumentasi. Informan penelitian terdiri atas kepala sekolah, satu guru senior, dan satu guru muda yang dipilih secara purposif. Analisis data mengikuti model Miles, Huberman, dan Saldana yang mencakup kondensasi data, penyajian data, dan penarikan kesimpulan, sedangkan keabsahan data dijamin melalui triangulasi sumber, triangulasi teknik, dan member checking. Hasil penelitian menunjukkan bahwa kepala sekolah SD Negeri 060926 Medan dominan menerapkan gaya kepemimpinan transformasional yang ditandai dengan motivasi inspirasional, stimulasi intelektual, pertimbangan individual, dan pengaruh ideal. Strategi konkret yang dilaksanakan meliputi pelatihan digital terjadwal menggunakan Platform Merdeka Mengajar, pemanfaatan Canva Education dan Google Workspace for Education, digitalisasi administrasi pembelajaran, serta supervisi akademik berbasis teknologi. Upaya tersebut terbukti meningkatkan kompetensi digital guru, kualitas perangkat ajar digital, dan inovasi pembelajaran secara keseluruhan. Meskipun menghadapi kendala infrastruktur dan literasi digital yang tidak merata, pendekatan fasilitatif dan kolaboratif kepala sekolah yang konsisten telah mendorong transformasi budaya digital sekolah secara bertahap namun berkelanjutan.
PENGARUH METODE PEMBELAJARAN ROLE PLAYING TERHADAP KEMAMPUAN PEMAHAMAN KONSEP IPA PADA SISWA KELAS IV SEKOLAH DASAR NEGERI 101770 KECAMATAN MEDAN TEMBUNG Joya Situmorang; Wildansyah Lubis; Fahrur Rozi; Winara; Tiarnita Siregar
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 03, September 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.17454

Abstract

This study aimed to determine the effect of the Role Playing learning method on the science concept understanding of fourth-grade students at SD Negeri 101770 Medan Tembung District. This research employed a quantitative approach using a Quasi-Experimental method with a Nonequivalent Control Group Design. The population consisted of all fourth-grade students at SD Negeri 101770 Medan Tembung District. The sample comprised two classes: Class IV-A as the experimental group and Class IV-B as the control group, with a total sample of 30 students. Data were collected through pretests and posttests using an instrument that had been tested for validity, reliability, item difficulty, and discrimination index. The data were analyzed using descriptive statistics, the Shapiro–Wilk normality test, Levene's Test for homogeneity, and the Independent Samples t-test for hypothesis testing. The results showed that the science concept understanding of students in the experimental group was better than that of students in the control group. The hypothesis test yielded a significance value (Sig. 2-tailed) of less than 0.05, indicating that the null hypothesis (H₀) was rejected and the alternative hypothesis (H₁) was accepted. These findings indicate that the Role Playing learning method has a significant effect on the science concept understanding of fourth-grade students at SD Negeri 101770 Medan Tembung District. Therefore, the Role Playing learning method can be used as an effective alternative instructional strategy to improve students' science concept understanding.
Pengaruh Permainan Boy-Boyan Terhadap Kemampuan Lari Sprint Siswa Kelas V Di UPT SD Negeri 060885 Medan Baru Natalia Br Sinukaban; Khairul Usman; Winara; Try Wahyu Purnomo; Sri Mustika Aulia
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 3, September 2026 Released
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.17852

Abstract

This study aims to determine the effect of the Boy-Boyan game on the sprinting ability of fifth-grade students at UPT SD Negeri 060885 Medan Baru. The study employs a quantitative approach using a pre-experimental design, specifically the One-Group Pretest-Posttest Design. The sample consisted of 24 fifth-grade students selected using the total sampling technique. Data collection involved a 60-meter sprint test to measure completion time and a rubric to assess sprinting technique covering the starting technique, body position, leg movement, arm swing, movement coordination, and the finish-line technique. Data analysis was conducted using the Shapiro-Wilk normality test, Levene’s homogeneity test, and the Wilcoxon Signed-Ranks Test, assisted by IBM SPSS Statistics 32 software. The results indicate that the average sprint completion time decreased from 12.27 seconds in the pretest to 11.40 seconds in the posttest, representing a 7.16% improvement. Additionally, the average score for sprinting technique increased from 13.29 to 19.00, an improvement of 42.97%. The Wilcoxon test results showed an Asymp. Sig. (2-tailed) value of <0.001 (p<0.05), indicating a significant difference between the pretest and posttest. Thus, the Boy-Boyan game has a significant effect on improving the sprinting ability of fifth-grade students, in terms of both speed and technical quality. The Boy-Boyan game can serve as an effective and enjoyable alternative for Physical Education (PJOK) instruction that enhances the motor skills of elementary school students.
Co-Authors , Waliyul Maulana Siregar Abda Abda Abdullah Munawir Nasution Adek Cerah Kurnia Azis Adinda Mutia Rahma Siregar Afriadi, Putra Al Hilal Hamdi Rambe Ambarita, Dody Feliks Pandimun Anastasia Desmeria Br Ginting Andri Kristianto Sitanggang ANDRI KRISTIANTO SITANGGANG Anggie Puspita Sari Nasution Angginta, Teguh Anggun Arditha Angin, Laurensia Masri Perangin Anisa Ruhi Shabrina Anwar Anwar Apiek Gandamana Arifin Siregar Batubara, Hamdan Yusup Bungana, Reh Charles Fransiscus Ambarita Christin Angelita Sianturi Cindy Pratiwi Cucu Tri Ayu Ningrum Dalila Pohan Daniaty Daniaty Darling Krisman Zega Daulat Saragi Daulat Saragi Demmu Karo – Karo Demmu Karo-Karo Dian Kartika Sari Diha Stephenia Borucky Samosir Dinda Boru Anugrah Dodi F. Pandimun Ambarita Dwi Yuli Annisa Edizal Hatmi ELVI MAILANI ELVI MAILANI Esra Theresia Sinambela EVA BETTY SIMANJUNTAK Eva Betty Simanjuntak Fahira, Rachyana Fahrur Rozi Faisal Faisal Fitria adi Ningsih Fitriyani, Afifah Halimatusakdiah Hanna Putri Syahkira Hanniyah, Ummu Harahap, Nisa Pratiwi Hasibuan, Hikmah Khairani Hatmi, Edizal Heliza Ayuningsi Sitorus Hidayat Hidayat Husna, Nazuani Ibrahim Gultom Imel Fitaloca Tambunan Imelda Free Unita Manurung Ina Annafi’ah Telaumbanua Indah Mutia Irsan jani Br. Siregar4, Fajar Sidik Siregar Jayawarsa, A.A. Ketut Joya Situmorang Kartika Sari Khaira Saumina Khairani, Siti Khairul Usman Khairunnisa Lainatussifa LALA JELITA ANANDA Latifah Utami Siregar Laurensia Masri LAURENSIA MASRI PERANGINANGIN Lestaria Simamora Lidia Simanihuruk Limbong, Febby ontryna Liza Satria Maharani, Indra Mairani Mita Oktavy Mona Yuniar Tambunan Monika Nainggolan Muhammad Kalkautsar Muslim Muslim Nabilah Assyifa Lubis Habib Khairuman Lubis Naeklan Simbolon Nanda Septanya Putri Resipa Sitanggang Nasuka Nasuka, Nasuka Nasution, Nia Afrilda Nasution, Yusra Natalia Br Sinukaban Natalia Silalahi Natasya Sihombing Ndona, Yakobus Nina Akbar Nisa Angelia Pasaribu Noni Rozaini Nurbulan, Eka Nurhairani Nurhairani Nurhairan Nurhasannah NURMAYANI NURMAYANI Pane, Dian Ade Putri Popy Sigalingging Prawijaya, Septian Putra Afriadi Putri Balqis Ar Raudhah Rachell Maretta Laurencia Rachyana Fahira Rahma Sari Dewi Rahman, Anisa Raisyah Aulia Nabila Lubis Ramadani, Alya Ratno, Suyit Ratu Bulqish Indriani Refi Yulina Rezky, Sri RISMA SITOHANG Robenhart Tamba ROBENHART TAMBA Rosvilani Saragih Rumini - Samsidar Tanjung Samuel Sianturi Saragih, Emi Juwita Saragih, Rosvilani Sartika Sari Sinaga SEMBIRING, MASTA MARSELINA Septian Prawijaya Shabina Dinisyah Fajar, Natasya Shofyani Salasa SIDIK SIREGAR, FAJAR Sidik Siregar, Fajar Sihombing, Evi Silalahi, Yulianda Ghrace Simanihuruk, Lidia Simanungkalit, Selsa Sinaga, Septi Rahmadani Siregar, Arifin Siti Afifah Siregar Siti Chairunisa Sorta Simanjuntak Sorta Simanjuntak, Sorta Sri Mustika Aulia Sri Rezky Sri Yunita Sri Yunita Sugiharto Sugiharto Suhaila Putri Siregar Surbakti, Jean Emeninta Surbakti, Sania Micalany Br Syahrial Syahrial SYAHRIAL SYAHRIAL Syakila, Qaulan Syifaushudur Harefa Tambunan, Husna Parluhutan Tiarma Violita Tambunan Tiarnita Maria Sarjani br Siregar Tiarnita Maria Sarjani Br. Siregar TIARNITA MARIA SARJANI SIREGAR Tiarnita Siregar Tria Amanda Nasution Try Wahyu Purnomo Ulina Rahmayani Ummu Hanniyah Usman, Khairul Veronika Banjarnahor Waliyul Maulana Siregar Wassalwa Sitorus, Manna Wesly Silalahi Wildansyah lubis Wildansyah Lubis Wildansyah Lubis Wildansyah lubis, Wildansyah Windy Antika Yohana Gabriella Putri Sitanggang Yusra Nasution Zahara, Jihan Zainuddin Muchtar Zega, Darling Krisman Zuraida Lubis