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PENGARUH PERMAINAN MODIFIKASI SOCCER BALL GAME TERHADAP MOTORIK HALUS PADA SISWA KELAS I SDN 101764 BANDAR KLIPPA Khaira Saumina; Winara; Fahrur Rozi; Khairul Usman; Putra Afriadi
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Publish
Publisher : STKIP Subang

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Abstract

This study aims to determine the effect of a modified Soccer Ball Game on the fine motor skills of first-grade students of SDN 101764 Bandar Klippa. This study used a quasi-experimental method with a Nonequivalent Control Group Design. The study sample consisted of 50 students, consisting of 25 students in the experimental class and 25 students in the control class. Data collection used a fine motor skills observation sheet that had been validated by experts and tested for inter-rater reliability. Data analysis was conducted using the Shapiro-Wilk normality test, Levene's homogeneity test, and hypothesis testing using the Independent Sample t-test using SPSS version 26. The results showed a significant effect of the modified Soccer Ball Game on the fine motor skills of first-grade students. This was evidenced by the Independent Sample t-test results, which obtained a calculated t-value of 4.617 with a significance value of 0.000 (p < 0.05), thus accepting the alternative hypothesis. Descriptively, the average posttest score for the experimental class was 13.48, higher than the 11.68 for the control class. Based on these results, it can be concluded that the modified Soccer Ball Game significantly improved the fine motor skills of first-grade students at SDN 101764 Bandar Klippa.
PENGARUH MODEL BODILY KINESTHETIC INTELLIGENCE TERHADAP KETERAMPILAN GERAK TARI PADA SISWA KELAS V SDN 174552 TAMBUNAN Imel Fitaloca Tambunan; Putra Afriadi; Apiek Gandamana; Winara; Sri Mustika Aulia
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 Nomor 02, Juni 2026 Published
Publisher : STKIP Subang

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Abstract

ABSTRACT This study aims to determine the effect of the Bodily Kinesthetic Intelligence learning model on the dance movement skills of Class V students at SDN 174552 Tambunan. This research employed a Quasi-Experimental Design using a Non-equivalent Control Group Design with pretest and posttest administration on two groups: an experimental group and a control group. The subjects were 44 fifth-grade students (22 experimental, 22 control) at SDN 174552 Tambunan, Balige District, Toba Regency, North Sumatra. Data collection instruments included dance movement skill observation sheets covering aspects of wiraga, wirama, wirasa, and harmony, along with a Zapin Melayu dance assessment rubric validated through expert judgment. Data analysis comprised normality tests (Shapiro-Wilk), homogeneity tests (Levene), independent sample t-tests, N-Gain analysis, and effect size (Cohen’s d). The results showed a significant posttest difference: the experimental group achieved a mean of 70.341 compared to 47.159 for the control group (t = 12.626, p < 0.001). The N-Gain analysis yielded a mean of 0.504 (moderate category) for the experimental group versus 0.083 (low category) for the control group. The Cohen’s d value of 3.807 indicates a large practical effect. It is concluded that the Bodily Kinesthetic Intelligence model has a significant positive effect on dance movement skills of Class V students at SDN 174552 Tambunan.
PENGARUH PENGGUNAAN MEDIA SPINNING WHEEL BERBANTUAN KANCING WARNA TERHADAP HASIL BELAJAR OPERASI HITUNG PERKALIAN SISWA KELAS III SD SWASTA PELANGI MEDAN Nanda Amalia Batubara; Elvi Mailani; Wildansyah Lubis; Nur Hudayah Manjani; Putra Afriadi
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.12760

Abstract

This study aims to determine the effect of using a spinning wheel learning media assisted by colored buttons on students’ learning outcomes in multiplication operations. This research employed a quantitative approach with a quasi-experimental design using a pretest–posttest nonequivalent control group design. The study was conducted at SD Swasta Pelangi Medan in the academic year 2025/2026. The population consisted of all third-grade students, with class III-A as the experimental group and class III-B as the control group. Data were collected through pretest and posttest instruments that had been validated and tested for reliability. The data analysis technique included prerequisite tests (normality and homogeneity) and hypothesis testing using an independent sample t-test. The results showed that the average posttest score of the experimental class (80.42) was higher than that of the control class (61.88), with an improvement of 32.50 compared to 21.05. The hypothesis test results indicated a significance value of less than 0.05 (Sig. < 0.001), meaning that there was a significant effect of the spinning wheel media assisted by colored buttons on students' learning outcomes. Thus, the use of interactive learning media can improve students’ understanding, engagement, and learning outcomes in multiplication material.
PENGARUH MEDIA PEMBELAJARAN AUGMENTED REALITY PADA MATERI KERAGAMAN BUDAYA TERHADAP HASIL BELAJAR PENDIDIKAN PANCASILA SISWA KELAS V SEKOLAH DASAR Khofifah Shaira Siregar; Waliyul Maulana Siregar; Elvi Mailani; Apiek Gandamana; Putra Afriadi
Jurnal Merah Putih Sekolah Dasar Vol. 3 No. 4 (2026): MARET 2026
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jmpsd.v3i4.72620

Abstract

This study aims to determine the effect of using Augmented Reality media on student learning outcomes in Pancasila Education in grade V of SD Negeri 101744 Klambir Village. This study used a quantitative approach with a quasi-experimental design of the nonequivalent control group type. The research sample consisted of two classes, namely class VA as the control class, which received conventional learning methods in the form of lectures and assignments, and class VB as the experimental class, which was given treatment using Android-based Augmented Reality media. Data collection was carried out through pretest and posttest tests, then analyzed using the independent sample t-test. The results showed that there was a significant effect on student learning outcomes after the implementation of Augmented Reality media. Students in the experimental class experienced an increase in learning outcomes of 84.63%, while students in the control class only achieved 72.00%. Based on the results of data analysis, the t-count value was greater than the t-table (4.798 > 2.009) with a significance value (2-tailed) of 0.000 < 0.05. The results of the hypothesis test show that H₀ is rejected and Hₐ is accepted, so it can be concluded that the use of Augmented Reality media in Pancasila Education learning is proven to be effective in improving student learning outcomes.