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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.
PENGARUH PERAN ORANG TUA TERHADAP KEMAMDIRIAN BELAJAR SISWA KELAS V SD Pesta Romauli Gultom; Arifin Siregar; Putra Afriadi; Robenhart Tamba; N Nurmayani
Jurnal Merah Putih Sekolah Dasar Vol 2 No 1 (2024): SEPTEMBER 2024
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jmpsd.v2i1.61152

Abstract

The aim of this research is to reveal the influence of the role of parents on student independence. This research will discuss the role of parents and student independence. This type of research is quantitative using the ex post facto method. The population in this study were fifth grade students at SD Gugus 35, Onanrunggu District, Samosir Regency with a sample size of 40 students. The sampling technique uses simple random sampling. Data collection techniques used questionnaires and interviews. Data was collected using a questionnaire directly in the field using a shift system, which consisted of a statement of the parental role variable (X) and a statement of the independence variable (Y). Then the data was processed using SPSS version 2.0. The phenomenon that occurs at SD Gugus 35, Onanrunggu District, Samosir Regency is that there are students who are able to make decisions and solve the problems they face themselves. However, there are also students who are still afraid to make decisions and solve their own problems, and to solve these problems students are assisted by their parents. The role of parents is the method used by parents so that later they can become a guide for their children. The role of parents is to help students develop student independence. of 0.133 or 13.3%in the quite strong category. For every additional 1!^ value of the role of parents as a variable (X), student independence (Y) will decrease by 0.021 and vice versa. Looking at the ANOVA table, it is known that Sig is 0.021. So 0.021 <0.05, it can be concluded that H0 is rejected and Ha is accepted, meaning that there is a significant influence of the parental role variable on the independence variable of class V students at Gugus 35 Elementary School, Onanrunggu District, Samosir Regency.
PENGEMBANGAN MEDIA PEMBELAJARAN KARTU KUARTET BERBASIS APLIKASI CANVA PADA MATA PELAJARAN PENDIDIKAN PANCASILA DI KELAS IV SD Eka Widawati Manalu; Apiek Gandamana; Eva Betty Simanjuntak; Dr. Halimatussakdiah; Putra Afriadi
Jurnal Merah Putih Sekolah Dasar Vol 2 No 1 (2024): SEPTEMBER 2024
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jmpsd.v2i1.63714

Abstract

This research is motivated by the problem of limited learning media, which causes difficulties for students in understanding the material during the learning process. This study aims to determine the feasibility, practicality, and effectiveness of Canva application-based quartet card learning media for the Pancasila Education subject in Grade IV at SD Negeri 060872, Medan Perjuangan District. This type of research is developmental research (Research and Development) with the 4-D model, consisting of four stages: define, design, development, and disseminate. The subjects of this study were 21 students from Grade IV at SDN 060872, Medan Perjuangan District. Data collection techniques used in the research were interviews, questionnaires, tests, and documentation. This research and development resulted in a product of Canva application-based quartet cards for the Pancasila Education subject in Grade IV at SD Negeri 060872, Medan Perjuangan District. The data analysis techniques used in this study were qualitative and quantitative. The research results show that 1). The feasibility test was categorized as "feasible" with the material expert validator scoring 84% and the learning design expert validator scoring 95%, categorized as "highly feasible". 2). The practicality test by the Grade IV teacher scored 92%, categorized as "highly practical". The effectiveness test showed an average pre-test score of 57.1, categorized as "incomplete", and an average post-test score of 83.3, categorized as "complete". The test results indicate an increase in scores, showing that the quartet cards are effective to be implemented in schools with the qualification of being highly practical. Thus, the Canva application-based quartet cards for the Pancasila Education subject in Grade IV at SD Negeri 060872, Medan Perjuangan District, are declared feasible, practical, and effective as teaching materials that create active and effective learning.
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.