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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 AUGMENTED REALITY BERBANTU APLIKASI ASSEMBLR TERHADAP HASIL BELAJAR PENDIDIKAN PANCASILA KELAS V SDN 060826 MEDAN AREA: Penelitian HERAWATI; Apiek Gandamana; Nurmayani; Laurensia Perangin Angin; Waliyul Maulana Siregar
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.v11i02.7024

Abstract

This study aims to determine the effectiveness of using Augmented Reality (AR)-based learning media with the AssemblrEdu application in improving students' understanding of Pancasila Education material. Using a quasi-experimental method with a pretest-posttest design, this study compared student learning outcomes in the experimental class using AR media and the control class using conventional methods. The results showed a significant increase in student learning outcomes, with 81.82% of students in the experimental class achieving scores above 70 after using AR media, compared to only 45.46% before learning. The t-test showed a significant difference between the experimental and control classes (significance value 0.000 <0.05). In conclusion, the use of AR media assisted by AssemblrEdu has proven effective in improving students' understanding and learning outcomes, making learning more interesting and interactive, and helping students understand complex material more easily.
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.