Jihan Yetama Dewi, Safrida Napitupulu
Universitas Muslim Nusantara Al-Washliyah

Published : 16 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 16 Documents
Search

Development of Interactive Learning Media Based on Articulate Storyline 3 Theme 5 My Heroes on Student Learning Interest Grade IV Elementary School Nisa Azkiah Simatupang; Safrida Napitupulu
International Journal of Educational Research Excellence (IJERE) Vol. 2 No. 2 (2023): July-December
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v2i2.455

Abstract

This study aims to develop media based on Articulate Storyline 3 on Theme 5 My Heroes, determine the feasibility and interest of grade IV students at SD Negeri 115486 Ujung Padang. This research is a type of development research (Research and Development) using the ADDIE development model which includes five stages, namely: Analysis, Design, Development, Implementation, and Evaluation. The subjects in this study were media design expert validators, material experts, learning experts (teachers) and grade IV elementary school students. The instrument used to collect data is a questionnaire. The data analysis technique used in this research is descriptive qualitative and descriptive quantitative. Based on data analysis obtained through the validity test of material experts, media design experts, teacher responses, and student responses. The results of validation by material experts are 72% including the valid / good category. The results of validation by media design experts are 66% including the valid / good category. The validation results of the fourth grade teacher's response were 72.5% including a very valid / good category, while for student responses, 85% included a very valid / good category. Based on the percentage results from material experts, media design experts, teacher responses and student responses, then calculated the average results obtained 86.2% including in the category very good / very feasible to use in the learning process. Based on the feasibility of media from the input of material experts, namely lecturers, media experts, namely lecturers and learning experts, namely the response of grade IV teachers, as well as student responses to learning media. From the data from the validation results, the development of Articulate Storyline media material on the Struggle of Heroes developed by researchers is declared very feasible to use as teaching materials in the learning process.
Implementation of English Vocabulary Learning Develop Through Association Word Games at Junior High School Sri Nur Utamy; Asnawi; Harianto II; Muhammad Noer Fadlan; Sabariah Sabariah; Asrul Siregar; Susianto Susianto; Hasanah Hasanah; Safrida Napitupulu; Faisal Husna; Muhammad Yusuf
International Journal of Educational Research Excellence (IJERE) Vol. 3 No. 1 (2024): January-June
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v3i1.765

Abstract

Basically, language is a means of oral and written communication. People use language to express their ideas and desires to others such as when they ask for help from others. According to Danzalan (2016), language allows people to recognize and express their emotions and thoughts. Language is used by humans to recognize and understand each other. As we know, God created humans in various conditions and personalities, so they must interact with each other. As Nursyamsi (2006) states that one way to communicate is through speaking
PENGEMBANGAN BAHAN AJAR REALISTIC MATHEMATICS EDUCATION PADA PEMBELAJARAN MATEMATIKA MATERI BENTUK PECAHAN KELAS IV MIS SHOLIHIN Fadhillah Arriba; Safrida Napitupulu
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 02 (2025): Volume 11 No. 02 Juni 2025
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i02.5863

Abstract

The objective of this research was to develop RME (Realistic Mathematics Education) teaching materials. It aimed to produce teaching materials as supporting media for independent, active, creative, effective, and enjoyable learning in understanding mathematics concepts. The research developed students’ learning process skills in mathematics education. The researcher employed Research and Development (R&D) with the ADDIE model. The subjects in the development of the Realistic Mathematics Education (RME) teaching materials included media experts, material experts, and teachers from MIS Sholihin, Tanjung Morawa. The object of this research was the teaching materials. The verification results from the reviewer, a media expert, indicated that the feasibility of the Realistic Mathematics Education (RME) book for mathematics with fraction material for fourth-grade students scored “4.4,” which fell into the “good” category. The result obtained from the media expert was “4.4,” categorized as “good.” The material experts also provided a score of “3.17,” categorized as "fairly good.” Finally, the teacher’s feedback yielded a score of “4.0,” categorized as “good.” Data analysis revealed that the average score was “4.19,” categorized as “good.” Therefore, it could be concluded that the Realistic Mathematics Education (RME) teaching materials for mathematics on fraction material for fourth-grade students were suitable for use
PENGEMBANGAN MEDIA AUDIO VISUAL BERBASIS KINEMASTER TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN IPAS KELAS V SD Zulfiana Ramadhani Hasibuan; Safrida Napitupulu
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.v11i03.7837

Abstract

The development of Kinemaster-based audio visual media in science and science subjects in class V elementary school was motivated by the use of media or teaching materials that were not yet optimal and varied, there was no use of audio visual learning media based on Kinemaster in science subjects in class V elementary school, and student learning outcomes in There are still many science subjects which are below the criteria for achieving learning objectives (KKTP), which is 75. This research aims to develop Kinemaster-based audio visual media in science subjects for fifth grade elementary school to produce appropriate learning media and find out student learning outcomes after using audio media. Kinemaster based visuals. This research uses Research and Development using the ADDIE development model through 5 stages, namely analysis, design, development, implementation and evaluation. The subjects in this research were material experts, media experts, teachers and 28 class V students at UPT SPF SDN 106184 Sekip, Lubuk Pakam District. Data collection techniques in this research used observation, questionnaires, tests and documentation. Data analysis techniques are qualitative and quantitative descriptive analysis techniques. The results of the research show that the Kinemaster-based audio visual media product for grade V elementary school science subjects that has been developed and published via the YouTube application obtained a product validation data value, namely by material expert validators of 90.9% in the "Very feasible" category and by media expert validators of 90.9%. 98% in the "Very appropriate" category, and teacher response results of 96% in the "very appropriate" category. Student learning outcomes after using Kinemaster-based audio visual media obtained an N-Gain value of 0.4 in the "medium" category. Based on the results of the feasibility assessment, teacher responses, and student learning outcomes, it can be concluded that KineMaster-based audio visual media products for grade V elementary school science and science subjects are very feasible and good for use in learning to have a positive impact on student learning outcomes.
PENGARUH PENGGUNAAN GAME EDUKASI DENGAN BERBANTUAN WORDWALL TERHAADAP MOTIVASI BELAJAR SISWA KELAS III SDN 105339 BINJAI BAKUNG PADA PELAJARAN MATEMATIKA Fitri; Safrida Napitupulu; Sukmawarti; Dinda Yarshal
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 01 Maret 2026 Produce
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.11687

Abstract

This study is to determine the effect of using educational games with wordwall as an aid on students' learning motivation of grade III SDN 105339 Binjai Bakung in Mathematics lessons. This type of research is a quasi-experimental study with a quantitative approach. The design used is Nonequivalent Control Group Design. The participants of this study were all students of grade IIIA UPT SPF SDN 105339 Binjai Bakung, Pantai Labu District, Deli Serdang Regency, totaling 28 students. The population in this study were all students of grade III UPT SPF SDN 105339 Binjai Bakung. The sample used in this research was a Probability Sampling technique. The results of this study are that the effect of using educational games assisted by wordwall on the learning motivation of grade III students of SDN 105339 Binjai Bakung in Mathematics lessons, especially the material on presenting data in tables. it can be concluded that the results of the study show that there is a significant effect of using the Wordwall educational game on students' learning motivation. This is proven through the independent sample t-test statistical test which produces a significance value (Sig. 2-tailed) of 0.000, which is smaller than the significance level of 0.05. This means that there is a significant difference between the learning motivation of students who use Wordwall and students who do not use it. Students who use Wordwall show a higher increase in learning motivation. Learning with Wordwall creates a more interactive, fun, and challenging learning atmosphere, so that students are more active and motivated. Although there are several obstacles such as limited time and facilities, the use of Wordwall has proven effective in increasing students' learning motivation in Mathematics.
ANALISIS PENGGUNAAN MEDIA GAMBAR FLASHCARD TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN IPAS DALAM MATERI “ AKU DAN LINGKUNGAN SEKITARKU” DI KELAS III SD 060925 MEDAN Maulida Syakira Nasution; Safrida Napitupulu; Rosmawati Harahap; Nila Lestari
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01, Maret 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.11719

Abstract

The purpose of this study was to determine the influence, increase in student learning interest and the effectiveness of the use of flashcard image media on the understanding of grade III SD students in studying the material "Me and My Surrounding Environment. This research method uses a qualitative descriptive method. The type of research design used is qualitative research. These participants will be seen from how the development of students in the subject of science. The results of this study are that the use of flashcard image media has a positive effect on student learning outcomes. This is evidenced by questionnaire data which shows that the majority of students gave responses in the categories "YES" and "NO". This media helps students understand the material more easily, interestingly, and enjoyably. Flashcards help visualize environmental concepts in concrete terms. Students recognize their home, school, and public environments more quickly through the images provided, so they can understand the material better. Flashcard image media increases student participation and activeness in learning. Students appear more enthusiastic, active in discussions, and are able to work together with their group members. This makes the learning process less boring and more meaningful. Interviews with teachers support the qualitative data obtained. Teachers stated that flashcard media is very helpful in delivering science and natural sciences material, and is able to increase students' enthusiasm for learning, especially for students who were previously passive.