Claim Missing Document
Check
Articles

Found 24 Documents
Search

PENGEMBANGAN E “ MODULE INTERAKTIF BERBASIS WEBSITE 2 APK BUILDER DENGAN MODEL PROBLEM BASED LEARNING PADA MATERI PEMBAGIAN UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS IV SD Sabela Amelia; Elvi Mailani; Wildansyah Lubis; Nurmayani Nurmayani; Putra Afriadi
JGK (Jurnal Guru Kita) Vol. 8 No. 3: Juni 2024
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jgk.v8i3.57842

Abstract

Tujuan penelitian ini adalah untuk menghasilkan E Module interaktif berbasis website 2 Apk builder yang valid, praktis dan efektif untuk meningkatkan hasil belajar siswa. Jenis penelitian ini adalah penelitian pengembangan dengan model 4- D yang terdiri dari 4 tahapan yakni design, define, development dan disseminate. Subjek dalam penelitian ini adalah siswa/i kelas IV. Teknik analisis data menggunakan teknik analisis data kualitatif dan kuantitatif dengan metode pengumpulan data mencakup observasi, wawancara, skala validasi dan tes. Hasil penelitian memperoleh persentase skor materi 92% (Sangat Layak), dan memperoleh persentase skor desain dan teknologi 84% (Sangat Layak). Selanjutnya persentase skor kepraktisan 90% (Sangat Praktis) serta memperoleh skor keefektivan dengan nilai rata -rata 58, 81 (Cukup Efektif). Dan setelah menggunakan E Module interaktif berbasis website 2 Apk builder perolehan rata -rata ketuntasan nilai post “ test adalah sebesar 80%. Hasil belajar siswa/i kelas IV SD IT Permata Firdaus mengalami peningkatan dan siswa menjadi lebih aktif berpartisipasi dalam proses belajar.
ANALISIS PERAN GURU DALAM MENINGKATKAN KREATIVITAS SISWA PADA MATA PELAJARAN SENI RUPA DI KELAS V-B SD NEGERI 107399 BANDAR KHALIPAH T. A 2023/2024 Miranda Agita Jabat; Putra Afriadi; Sorta Simanjuntak; Albert Pauli Sirait; Try Wahyu Purnomo
JGK (Jurnal Guru Kita) Vol. 8 No. 4: September 2024
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jgk.v8i4.59352

Abstract

Penelitian ini untuk mengetahui: kreativitas siswa, peran dan kendala yang dihadapi guru dalam meningkatkan kreativitas siswa pada pelajaran seni rupa. Analisis data menggunakan konsep analisis Miles dan Huberman menggunakan instrumen observasi, wawancara, dan dokumentasi. Hasil penelitian menunjukkan kreativitas siswa aspek kognitif dan afektif masih kurang. Kriteria kreativitas siswa pada nilai 68-100 (kreatif) berjumlah 8 orang, nilai 33-67 (cukup kreatif) berjumlah 3 orang, dan nilai <33 (kurang kreatif) berjumlah 12 orang. Dalam meningkatkan kreativitas siswa guru berperan sebagai pengajar, pembimbing, konselor, evaluator, model/teladan, dan pendorong kreativitas. Guru mengalami kendala kurangnya sarana prasarana, kurangnya minat belajar siswa, dan kesulitan ekonomi orang tua.
EFEKTIVITAS MEDIA PEMBELAJARAN BERBASIS SKETCHBOOK MATERI SENI RUPA KELAS IV DI SDN 025282 BINJAI UTARA: Penelitian Kuantitatif (metode eksperimen) Anggun Agia Arditha; Putra Afriadi; Husna Parluhutan Tambunan; Try Wahyu Purnomo; Sri Mustika Aulia
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 02 (2025): Volume 11 No. 02 Juni 2025 In Order
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i02.5865

Abstract

The problem in this study is the effectiveness of SketchBook-based learning mediain improving student learning outcomes in fine arts material for grade IV SDN025282 North Binjai. The purpose of this study was to determine the effectivenessof the media. This study is included in the quasi-experimental category with aPre-test Post-test Control Group Design design involving two classes: one classas an experimental class and one control class as a comparison. In theexperimental class, the average pre-test score of students was 47.67, indicating avery low understanding of the material. After treatment I (post-test I), the averagescore increased to 70.12, although it still did not meet the Minimum CompletionCriteria (KKM). To improve student understanding, post-test II was conducted,which resulted in an average score of 87.42. This significant increase shows thatthe use of SketchBook-based learning media is effective in helping studentsunderstand the elements of fine arts. In the control class, the average pre-testscore before treatment only reached 33.20, indicating an understanding that wasstill far from adequate. Although there was an increase in post-test I with anaverage score of 48.64, this result still did not meet the KKM. Post-test II showedan average score of 66.12, which indicates that students began to understand thematerial, but still did not reach the KKM. Based on the results of the study, it canbe concluded that the use of interactive learning media based on SketchBook iseffective for student learning outcomes in the material of drawing kitchen utensilswith elements of fine art at SDN 025282 Binjai Utara.
EFEKTIVITAS MEDIA AUDIOVISUAL BERBASIS FILMORASHARE MATERI SENI RUPA PERSPEKTIF SATU TITIK KELAS IV SDN 060926 MEDAN: Penelitian Kuantitatif Natasya Sihombing; Putra Afriadi; Try Wahyu Purnomo; Sri Mustika Aulia; Waliyul Maulana Siregar
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 02 (2025): Volume 11 No. 02 Juni 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i02.5866

Abstract

Penelitian ini mengidentifikasi permasalahan dalam ketertarikan siswa terhadap pembelajaran seni rupa yang masih rendah, serta minimnya media pembelajaran yang menarik, khususnya pada pemahaman konsep gambar perspektif satu titik di kalangan siswa kelas IV SDN 060926 Medan. Tujuan dari penelitian ini adalah untuk mengevaluasi efektivitas penggunaan media audiovisual yang berbasis Filmorashare dalam meningkatkan hasil belajar siswa pada materi perspektif satu titik. Metode penelitian yang digunakan adalah eksperimen dengan desain One-Control Group Pretest-Posttest. Dalam desain ini, satu kelompok siswa dilaksanakan pretest sebelum menerima perlakuan dan posttest setelah perlakuan untuk mengukur perubahan kemampuan siswa. Hasil pretest menunjukkan nilai rata-rata sebesar 50,95, yang menandakan pemahaman yang masih rendah dan belum mencapai Kriteria Ketuntasan Minimal (KKM). Namun, setelah penggunaan media audiovisual, nilai rata-rata posttest pertama meningkat menjadi 69,57, meskipun masih di bawah KKM. Pada posttest kedua, terjadi lonjakan yang signifikan dengan rata-rata mencapai 93,76, menunjukkan pemahaman siswa yang tinggi dan telah memenuhi KKM. Berdasarkan analisis data, dapat disimpulkan bahwa penggunaan media audiovisual berbasis Filmorashare memiliki efektivitas yang signifikan dalam meningkatkan hasil belajar siswa kelas IV SD 060926 Medan, khususnya pada materi seni rupa perspektif satu titik. Penelitian ini diharapkan dapat memberikan kontribusi dalam pengembangan metode pembelajaran yang lebih menarik.
PENGARUH PERMAINAN TRADISIONAL BEBENTENGAN TERHADAP MATERI LARI SPRINT PADA PELAJARAN PJOK KELAS V SD NEGERI 060871 MEDAN Nabilah Assyifa Lubis Habib Khairuman Lubis; Winara; Waliyul Maulana Siregar; Putra Afriadi; Masta Marselina Sembiring
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 02 (2025): Volume 11 No. 02 Juni 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i02.5942

Abstract

This study aims to determine the effect of traditional games bebentengan in sprint running material in physical education lessons class V SD Negeri 060871 Medan. This type of research is quantitative research. The research method used is Experiment with One Group Pretest and Posttest Design design. The population used was class V SD Negeri 060871 Medan which amounted to 76 students. The sample used was purposive sampling technique, namely V-B 25 students. Data collection techniques used are test techniques, test scores. Based on the results of the study it was found that there was an effect of traditional games bebentengan. This is tested from the value of the average difference in sprint running time in the pre-test 3,76 and post-test 3,44. Based on the data obtained from the hypothesis test results for the data, namely 3,22 > 1.70, Ho is rejected and Ha is accepted. It can be concluded that “There is an Effect of Bebentengan Traditional Games on Sprint Running Material in Physical Education Class V State Elementary School 060871 Medan”. The results of the research on the traditional game method bebentengan obtained an increase in students' sprint running time so that it gave an influence on the ability to run sprints in students' running speed.
PENGARUH MEDIA PEMBELAJARAN VISUAL BERBASIS QUIVER TERHADAP HASIL BELAJAR MEWARNAI SISWA KELAS V SDN 060843 MEDAN BARAT : Penelitian Kuantitatif Ratih Ratih Ayunda; Putra Afriadi; Nurmayani; Tiarnita Maria Sarjani Br. Siregar; Sri Mustika Aulia
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 02 (2025): Volume 11 No. 02 Juni 2025 In Order
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i02.6407

Abstract

The study was conducted with the aim of determining the effect of Quiver-based visual learning media on the learning outcomes of fifth grade students of SDN 060843 Medan Barat. The study population consisted of all students in grades V-2 and V-4 of SDN 060843 totaling 50 students. The research sample was the total number of students in grades V-2 and V-4 of SDN 060843 totaling 50 students taken using total sampling. The data collection technique used in this study was by using 4 data in the form of observation data, interviews, written tests and documentation. The results of the study showed that there was an effect on the learning outcomes of fifth grade students of SDN 060843 after using Quiver-based visual learning media after conducting normality tests and t-tests on the research data. Based on the findings of the research results, it is recommended for researchers and educators to be able to optimize learning media by utilizing technology, especially those based on Augmented Reality (AR).
Efektivitas Media Pembelajaran Mozaik Berbasis Potongan Limbah Kertas Terhadap Hasil Belajar Pada Mata Pelajaran Seni Rupa Kelas IV SD Negeri 200512 Salambue T.A 2024/2025: Penelitian Kuantitatif Eksperimen Sederhana Wahyuni Amanda; Putra Afriadi; Laurensia Masri Perangin Angin; Try Wahyu Purnomo; Sri Mustika Aulia
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 02 (2025): Volume 11 No. 02 Juni 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i02.6416

Abstract

Penelitian ini bertujuan untuk mengetahui efektivitas media pembelajaran mozaik berbasis potongan limbah kertas terhadap hasil belajar siswa pada mata pelajaran seni rupa kelas IV SD Negeri 200512 Salambue. Penelitian menggunakan metode quasi eksperimen dengan desain non-equivalent control group. Sampel penelitian terdiri dari dua kelas, yaitu IV A sebagai kelompok kontrol dan IV B sebagai kelompok eksperimen, masing-masing sebanyak 15 siswa. Hasil penelitian menunjukkan bahwa nilai rata-rata pretest siswa pada kelompok eksperimen adalah 45,07 dengan standar deviasi 8,75, dan meningkat menjadi 81,33 pada posttest dengan standar deviasi 9,31. Sementara itu, kelompok kontrol hanya mengalami peningkatan dari 36,8 menjadi 56,4. Hasil uji independent sample t-test menunjukkan nilai t = -8,176 dengan p < 0,001, yang berarti terdapat perbedaan yang signifikan antara kedua kelompok. Dengan demikian, penggunaan media pembelajaran mozaik berbasis limbah kertas terbukti efektif dalam meningkatkan hasil belajar siswa secara signifikan. Selain meningkatkan nilai, media ini juga menumbuhkan keterlibatan aktif dan kreativitas siswa selama proses pembelajaran.
ANALISIS MOTIVASI BELAJAR SISWA MELALUI PERTUNJUKAN SENI TARI PADA SISWA KELAS V SD NEGERI 107417 SEI MERAH Dwi Putri Dina Saharani Putri; Putra Afriadi; Laurensia Masri Perangin Angin; Sri Mustika Aulia; Waliyul Maulana Siregar
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7062

Abstract

This study aims to investigate students’ learning motivation through dance performances in Grade V at SD Negeri 107417 Sei Merah. The background of this research is the low learning motivation among students, indicated by a lack of participation and enthusiasm during lessons, especially in dance classes. This study employed a descriptive quantitative method using purposive sampling. The sample consisted of 1 teacher and 12 fifth-grade students. Data were collected through observation, interviews, documentation, and a questionnaire consisting of 20 statement items. The data were analyzed using descriptive statistical techniques in the form of percentages. The results showed that students’ learning motivation was categorized as "very good" with an average overall score of 84.58%. This reflects that dance performances can enhance students' enthusiasm, self-confidence, cooperation, and perseverance in the learning process. The teacher also noted positive changes in students’ discipline and social interactions after participating in dance activities. Thus, it can be concluded that dance performances contribute positively to improving the learning motivation of Grade V students at SD Negeri 10741 7 Sei Merah and can serve as an effective and enjoyable learning method.
PENGARUH MEDIA PEMBELAJARAN INOVATIF BERBASIS BOTANI TERHADAP KREATIVITAS SISWA PADA MATA PELAJARAN SENI RUPA SISWA KELAS IV SDN 101775 SAMPALI Windy Antika; Putra Afriadi; Laurensia Masri Perangin-angin; Winara; Try Wahyu Purnomo
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 02 (2025): Volume 11 No. 02 Juni 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i02.7301

Abstract

The study aims to determine the effect of Innovative Botanical-Based Learning Media onStudent Creativity in Fine Arts Subjects of Grade IV Students of SDN 101775 Sampali.This type of research is Pre-Experimental (non-design). The sample in this study were 32students of grade IV-A of SDN 101775. Data collection techniques used were observation,interviews, documentation. The research instruments used were observation sheets(person, press, process, product). Data analysis techniques used were normality test,homogeneity test, hypothesis test (T-test). The average post-test value was 74.66.Furthermore, the Paired Sample Test test obtained 0.000 < 0.05 (p < 0.05) then Ho wasrejected and Ha was accepted. So it can be concluded that there is an effect of the use ofbotanical-based learning media on the creativity of students in fine arts subjects of gradeIV SDN 101775 Sampali.
PENGARUH MEDIA INSTRUMEN RECYCLE TERHADAP HASIL BELAJAR SISWA KELAS V PADA MATERI POLA RITMIS SD NEGERI 107415 TANJUNG SARI Sri Rahayu; Putra Afriadi; Irsan; Try Wahyu Purnomo; Sri Mustika Aulia
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01 Maret 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.12015

Abstract

ABSTRACT This study aimed to determine the improvement of students’ learning outcomes in music subjects through the use of recycled instrument media. The research employed an experimental method with a One Group Pretest–Posttest design. The population consisted of 33 fifth-grade students of SD Negeri 107415 Tanjung Sari, all of whom were selected as the research sample. The research instrument was a performance skill test assessing aspects of beat and tempo accuracy, rhythmic pattern consistency, playing technique, and students’ self-confidence. The instrument had been tested for validity and reliability. The data were analyzed using descriptive statistics, the Shapiro–Wilk normality test, and the Paired Sample t-Test for hypothesis testing. The results showed that the mean pretest score was 43.56 (low category), while the mean posttest score increased to 76.14 (good category). The normality test indicated that the data were normally distributed, and the hypothesis test showed a significance value of 0.000 < 0.05, indicating a significant difference between the pretest and posttest scores. Based on these findings, it can be concluded that the use of recycled instrument media is effective in improving students’ psychomotor learning outcomes in rhythmic pattern material. This study provides empirical evidence that the implementation of innovative and contextual learning media can significantly enhance students’ skills and understanding. Keywords: Learning Outcomes, Recycled Instrument Media