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Implementasi Metode Demonstrasi Berbantuan Multimedia Interaktif untuk Meningkatkan Keterampilan Ibadah Siswa Kelas 3 Sekolah Dasar Angkin Dayu Safitri; Firdaus Firdaus; Pamungkas Stiya Mulyani
Al-Tarbiyah : Jurnal Ilmu Pendidikan Islam Vol. 4 No. 3 (2026): Juli: Al-Tarbiyah: Jurnal Ilmu Pendidikan Islam
Publisher : STAI YPIQ BAUBAU, SULAWESI TENGGARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59059/al-tarbiyah.v4i3.3091

Abstract

This study examines the effectiveness of integrating the demonstration method with audio-visual interactive multimedia to enhance Grade III elementary students' proficiency in sunnah rawatib prayers. A quasi-experimental design was employed with an experimental group (n=21) receiving demonstration-assisted multimedia instruction and a control group (n=22) undergoing conventional teaching. The primary instrument was a validated worship practice observation checklist (CVR=1; Cronbach's Alpha=0.873). Data analysis included the Shapiro-Wilk normality test, N-Gain calculation, and the Mann-Whitney U test. The experimental group achieved a posttest mean of 85.95 (100% mastery rate) compared to the control group's 74.32 (77.27% mastery). The experimental group's N-Gain score of 0.7146 (high category) substantially exceeded the control group's 0.4423 (moderate category). The Mann-Whitney U test yielded an Asymp. Sig. (2-tailed) value of < .001, confirming a statistically significant difference between both groups. These findings affirm that demonstration enriched by interactive multimedia scaffolding effectively constructs students' procedural knowledge of worship rituals and optimally engages multiple sensory modalities at the primary level.
PENGEMBANGAN ALAT PERAGA SISTEM PEREDARAN DARAH OTOMATIS MENGGUNAKAN DINAMO DALAM PEMBELAJARAN IPA SEKOLAH DASAR Ratna Dewi Puspita; Pamungkas Stiya Mulyani; Sri Jumini
SPEKTRA: Jurnal Kajian Pendidikan Sains Vol. 9 No. 1 (2023): SPEKTRA: Jurnal Kajian Pendidikan Sains
Publisher : Physics Education Study Program, Faculty of Education and Teacher Training, UNSIQ

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32699/fjaee575

Abstract

Alat peraga sangat penting untuk membantu menyampaikan atau mengembangkan konsep-konsep abstrak untuk dipahami anak-anak .Penelitian ini merupakan pengembangan dari alat peraga sistem peredaran yang manula manual di kembangkan menggunakan dinamo. Sehingga siswa dapat menggunakan alat peraga dengan mudah serta mudah di pahami aliran darah pada alat perga tersebut. Tujuan dari penelitian ini adalah untuk mengetahui bagaimana validitasnya pengembangan alat peraga sistem peredaran darah manusia otomatis menggunakan dinamo dalam pembelajaran IPA; Metode untuk mencapai tujuan tersebut adalah penelitian dan pengembangan (R&D) menurut model Borg and Gall. Tahapan penelitian ini terdiri dari: 1) mengumpulkan informasi, 2) merancang, 3) mengembangkan bentuk produk asli, 4) melakukan uji coba terbatas, 5) meninjau ulang, 6) melakukan uji coba lapangan, 7) uji coba. Pakar media, pakar konten, dan profesional industri memvalidasi perangkat pembelajaran yang dikembangkan. Hasil validasi produk oleh ketiga praktisi rata-rata berkategori sangat baik, baik dari segi materi pelajaran, unsur-unsur media yang baik serta sebagai pengguna, produk ini dapat diterapkan pada materi pembelajaran sistem peredaran darah manusia.
DAMPAK PENGGUNAAN APLIKASI GAME TERHADAP PERILAKU MORAL DALAM BERMASYARAKAT PADA ANAK USIA DINI: LITERATURE REVIEW Salis Wahyu Hidayati; Sibawaihi; Vava Imam Agus Faisal; Umi Latifah; Pamungkas Stiya Mulyani; Anita, Sri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.50044

Abstract

Technology influences the social lives of both young children and adults. According to research, games and video games can provide engaging life experiences and keep children occupied without burdening parents with childcare. Games and video games are now widely available in schools and homes around the world. In this literature review, the research focuses on determining whether games and video games have a social-moral impact on the development of young children during their “golden age.” Research sources were synthesized from articles published in high-quality international databases such as IEEE Xplore, Springer, ScienceDirect, Scopus, and ResearchGate, as well as the nationally indexed SINTA database. The objectives of this study are to identify the purposes of interactive games and videos in the physical and social-moral development of young children; to identify the features of games and videos that impact the physical and social-moral development of young children; and to identify the technologies commonly used to engage young children in their daily lives. It was found that games or video games influence young children’s interest in learning within the school environment because, when aligned with the school curriculum, they have a very positive impact on moral development, fostering empathy and collaboration with other children. However, on the other hand, the lack of restrictions on the use of games and video games outside the school environment has a negative impact on children’s emotional and mental development. Furthermore, children who become addicted to games without time limits, supervision, or defined goals may develop antisocial behavior.