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PENGEMBANGAN MEDIA PUZZLE MENYUSUN BAIT PANTUN KELAS V SD NEGERI 98 PALEMBANG Wiki Tegu Kurnia; Liza Murniviyanti; Aldora Pratama
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 3 (2023): Volume 09 No. 03 Juli 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i3.1422

Abstract

ABSTRAC his study aims to develop valid puzzle media on the material for composing verses and to develop practical puzzle media for the material for composing verses for class V SD Negeri 98 Palembang. The type of research used by researchers is R&D. The type of development used is ADDIE (Analysis, Design, Development, Implementation and evaluation) . The population and sample of this study are the population of class V participants at SD Negeri 98 Palembang totaling 10 people. The results of research on puzzle media products composing verse rhymes for class V SD. These products are made using styrofoam materials of various colors. The advantages and results of the development of puzzle media in composing interesting rhyme verses and motivating students in the process of learning activities because they have interesting writing and numbers that are adapted to the ability of students to train concentration. The expert assessment shows that the media puzzle composes verses with a percentage of 72% validators, media experts and a percentage of 64% material experts. With this, it can be concluded that the development of puzzle media composing rhyme verses for class V SD is included in the valid category. And the results of student responses obtained a percentage of 88% in the one to one trial and a percentage of 87.7% in the small group trial. it can be concluded that the practicality of puzzle media in composing bat rhymes in fifth grade elementary school learning is included in the very practical cat Keywords: Media Puzzle, Composing Pantun, and Indonesian ABSTRAK Penelitian ini bertujuan untuk mengembangkan media puzzle yang valid pada materi menyusun bait pantun dan mengembangkan media puzzle yang praktis pada materi menyusun bait pantun kelas V SD Negeri 98 Palembang.. Jenis penlitian yang digunakan oleh peneliti adalh R&D jenis pengembangan yang dignakan adalah ADDIE (Analisys, Desain, Development, Implementasi dan evaluasi) . Populasi dan sampel penelitian ini yaitu populasi peserta kelas V SD Negeri 98 Palembang berjumlah 10 orang. Hasil penelitian produk media puzzle menyusun bait pantun kelas V SD. Produk tersebut dibuat deengan menggunakan bahan styrofoam yang beraneka warna. Keunggulan dan hasil pengembangan media puzzle menyusun bait pantun menarik dan memotivasi siswa dalam proses kegiatan pembelajaran karena memiliki tulisan dan angaka yang menarik yang disesuaikan dengan kemampuan peserta didik dalam melatih konsentrasi. Penilaiam para ahli menunjukan baliwa media puzzle menyusun bait pantun dengan persentase sebesar 72% validator ahli media dana persentase sebesar 64% ahli materi. Dengan denikian dapat disimpulkan bahwa pengembangan media puzzle menyusun bait pantun kelas V SD termasuk dalam kategori valid. Dan hasil respon siswa diperoleh persentase sebaesar sebesar 88% pada uji coba one to one dan persentase 87,7% pada uji coba small group Dengan demikian. dapat disimpulkan bahwa kepraktisan media puzzle menyusun bait pantun pada pembelajaran kelas V Sekolah Dasar termasuk dalam kategon sangat praktis. Kata Kunci : Media Puzzle, Menyusun Bait Pantun, dan Bahasa Indonesia
PENGEMBANGAN MEDIA MIND MAPPING BERBANTUAN LIFT THE FLAP PADA MATERI RANTAI MAKANAN UNTUK SISWA KELAS V SD NEGERI 142 PALEMBANG Silpa Kholonisa; Sukardi; Aldora Pratama
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 3 (2023): Volume 09 No. 03 Juli 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i3.1435

Abstract

ABSTRACT This development research aims to: how is the development of lift the flap assisted mind mapping media on food chain material for fifth grade students at SD Negeri 142 Palembang which is valid and practical. The method used in this study is the R&D (Research and Development) method with the ADDIE model. The development research process was carried out in several stages of the ADDIE model, namely: Analyze, Design, Development, Implementation, and Evaluation. The analyze phase is carried out by analyzing field observation data in the form of needs analysis and material analysis. The design stage is to design learning media. The development stage includes the creation of learning media, which will be validated by material experts and media experts as well as 2 trials consisting of: 1. One to one 2. Small group. The implementation stage is a trial run to all students which is carried out on 27 students. The evaluation stage is evaluating the feasibility and practicality of the media. Based on the results of the study, it was shown that the assessment by media experts obtained a score of 77.33% in the "Decent" category, material experts namely 86.15% in the "Very Practical" category, while the assessment of class teachers obtained a score of 90.76% in the "Very Practical" category. The results of the student assessment in the one to one trial obtained a score of 91.33% in the "Very Practical" category, while the small group trial obtained a score of 90.02% in the "Very Practical" category. Assessment of all students obtained a score of 87.48% in the "Very Practical" category. Thus the media developed in the form of lift the flap assisted mind mapping media can be used by teachers and students as learning media. Keywords: Development, Lift the Flap Assisted Mind Mapping Media ABSTRAK . Penelitian pengembangan ini bertujuan untuk: bagaimanakah pengembangan media mind mapping berbantuan lift the flap pada materi rantai makanan untuk siswa kelas V SD Negeri 142 Palembang yang valid dan praktis. Metode yang digunakan dalam penelitian ini yaitu menggunakan metode R&D (Reseacrh and Development) dengan model ADDIE. Proses penelitian pengembangan ini dilaksanakan dengan beberapa tahapan dari model ADDIE yaitu: Analyze, Design, Development, Implenentation, and Evaluation. Tahap analyze dilakukan dengan menganalisis terhadap data-data observasi lapangan berupa analisis kebutuhan dan analisis materi. Tahap design yaitu membuat rancangan media pembelajaran. Tahap development meliputi pembuatan media pembelajaran, yang akan divalidasi ahli materi dan ahli media serta 2 kali uji coba yang terdiri dari: 1. One to one 2. Small group. Tahap implementation merupakan uji coba kepada seluruh siswa yang dilakukan kepada 27 siswa. Tahap evaluation yaitu mengevaluasi kelayakan dan kepraktisan media. Berdasarkan hasil penelitian menunjukan bahwa penilaian oleh ahli media memperoleh skor 77,33% dengan kategori “Layak”, ahli materi yaitu 86,15% dengan kategori “Sangat Praktis”, sedangkan penilaian dari guru kelas memperoleh skor 90,76% dengan kategori “Sangat Praktis”. Hasil penilaian siswa pada uji coba one to one memperoleh skor 91,33% dengan kategori “Sangat Praktis”, sedangkan pada uji coba small group memperoleh skor 90,02% dengan kategori “Sangat Praktis”. Penilaian kepada seluruh siswa memperoleh skor 87,48% dengan kategori “Sangat Praktis”. Dengan demikian media yang dikembangkan berupa media mind mapping berbantuan lift the flap dapat digunakan oleh guru dan siswa sebagai media pembelajaran. Kata Kunci: Pengembangan, Media Mind Mapping berbantuan Lift the Flap
PENGARUH MODEL PEMBELAJARAN QUANTUM TEACHING TERHADAP KEAKTIFAN DAN HASIL BELAJAR SISWA KELAS 1 DI SD NEGERI 19 BALAI MAKMUR BANYUASIN 1 Siti Rahma; Sukardi; Aldora Pratama
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 3 (2023): Volume 09 No. 03 Juli 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i3.1466

Abstract

Penelitian ini bertujuan untuk mengetahui Adanya pengaruh model pembelajaran quantum teaching terhadap keaktifan dan hasil belajar siswa kelas I Di SD Negeri 19 Balai Makmur Banyuasin I. Penelitian ini merupakan jenis penelitian kuantitatif dengan menggunakan penelitian eksperimen, teknik sampling menggunakan (purposive sampling). Variabel penelitian ini terdiri atas variabel dependent (X) yaitu Model Pembelajaran Quantum Teaching dan variabel dependent (Y1) Keaktifan Belajar dan (Y2) Hasil Belajar. Populasi pada penelitian adalah seluruh siswa kelas I SD Negeri 19 Balai Makmur Banyuasin I Y yang berjumlah 60 orang. Sampel penelitian ini adalah siswa kelas 1A 30 siswa dan 1B 30 siswa. Teknik pengumpulan data pada penelitian ini adalah tes, angket dan dokumentasi. Teknik analisis data menggunakan Independent Sampel T-Test yang dilakukan setelah diketahui uji normalitas, homogenitas, uji anova dua arah dan uji manova. Hasil Didaktik : Jurnal Ilmiah PGSD STKIP Subang, ISSN Cetak : 2477-5673 ISSN Online : 2614-722X Volume XX Nomor XX, Bulan Tahun Didaktik : Jurnal Ilmiah PGSD STKIP Subang, ISSN Cetak : 2477-5673 ISSN Online : 2614-722X Volume XX Nomor XX, Bulan Tahun kelas eksperimen diperoleh nilai Sig<0,05 yaitu 0,025 < 0,05 sehingga H0 ditolak dan Ha diterima. Hasil kelas kontrol diperoleh nilai Sig< 0,05 yaitu 0,022< 0,05 sehingga H0 ditolak dan Ha diterima.
PENGARUH MODEL PEMBELAJARAN KOOPERATIF LEARNING TIPE TEAMS GAMES TOURNAMENT (TGT) TERHADAP KECERDASAN INTERPERSONAL Aldora Pratama; Ade Putri Apriyani; Sukardi
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 8 No. 2 (2022): Volume 08 No 02, Desember 2022
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i3.1482

Abstract

Tujuan melakukan penelitian ini untuk mengetahui adakah pengaruh model pembelajaran kooperatif learning tipe teams games tournament (TGT) terhadap kecerdasan interpersonal pada mata pelajaran IPS di SD Negeri 1 Tebing Tinggi . Metode penelitian ini menggunakan metode kuantitatif dengan desain penelitian one-group pretest- posttest. Menggunakan teknik sampling purposive merupakan teknik pengambilan sampel dari sumber data tertentu Sampel diambil dengan kategori usia mulai dari 8 sampai dengan 10 tahun. Sampel digunakan sebanyak 30 orang, merupakan pembelajaran IPS. Berdasarkan Hasil dari penelitian ini adalah diterima Ha jika T hitung > T tabel (1- α) dan tolak H0 jika T hitung < T tabel (1- α), karena Thitung (3,843) > Ttabel (13,167) maka terdapat perbedaan yang signifikan antara pre-test dan post-test, dengan demikian maka hipotesis H0 ditolak dan hipotesis Ha diterima. Pernyataan Ha yaitu: Ada pengaruh model pembelajaran kooperatif learning tipe teams games tournament terhadap kecerdasan interpersonal pada mata pelajaran IPS di SD Negeri 1 Tebing TInggi. Kesimpulan atau hasil dari penelitian ini adalah latihan menggunakan metode teams games tournament dapat berpengaruh untuk meningkatkan kemampuan pembelajaran IPS terhadap ker karena dengan berlatih kecerdasan interpersonal menggunakan metode kooperatif learning tipe teams games tournament dapat berpengaruh besar terhadap kecerdasan interpersonal pada mata pelajaran IPS karena bisa meningkatkan kemampuan pembelajaran IPS.
PENGARUH PENGGUNAAN MULTIMEDIA CD INTERAKTIF TERHADAP HASIL BELAJAR SISWA KELAS IV SD NEGERI 09 TANJUNG SAKTI PUMU Livia Afrizah Pintasti; Dessy Wardiah; Aldora Pratama
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 3 (2023): Volume 09 No. 03 Juli 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i3.1558

Abstract

Background of this research that learning activities are less effective because in the teaching and learning process teachers tend to use tools in the form of simple media, so it is less interesting to be noticed by students. This study aims to determine the effect of using Interactive Multimedia CD on the learning outcomes of grade IV students of SD Negeri 09 Tanjung Sakti Pumu. This research was conducted at SD Negeri 09 Tanjung Sakti Pumu located in Gunung Raya Village, Tanjung Sakti Pumu District, Lahat District, South Sumatra, with zip code 31581. This research is a type of experimental research, namely the type of pre-Experimental Design. The population and sample in this study were grade IV students of SD Negeri 09 Tanjung Sakti Pumu, totaling 20 people. Data collection techniques in this study are Test, Observation and Documentation. Data analysis techniques in this study include Normality Test, Homogeneity Test, Hypothesis Test. The result of this study is a hypothesis test showing that t count ≥ t table or 11.251 ≥ 2.110, then it can be concluded that H0 is rejected and H1 is accepted. This means that there is an influence of interactive multimedia CDs on the learning outcomes of grade IV students of SD Negeri 09 Tanjung Sakti Pumu.
PENGARUH MEDIA PEMBELAJARAN GAME INTERAKTIF TERHADAP KECERDASAN EMOSIONAL PADA MATERI SUHU DAN KALOR KELAS V SEKOLAH DASAR Ropita Sari; Sukardi; Aldora Pratama
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 3 (2023): Volume 09 No. 03 Juli 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i3.1560

Abstract

The formulation of the research problem is whether there is an influence of interactive game learning media on emotional intelligence in the subject of temperature and heat in grade V elementary school? This study aims to determine the effect of interactive game learning on emotional intelligence in the material temperature and heat class V Elementary School. This research was conducted in the even semester of the 2023/2024 academic year. The method used in this research is the pre-experimental method with a one group pretest-posttest design. The research sample consisted of one class of 30 students. The research instrument used was a questionnaire of 20 questions, while the data analysis technique used the t test. Based on the results of the study it was found that the average pretest value questionnaire produced was 66,30 and the posttest questionnaire average was 78,47. Thus, it can be concluded that interactive game learning media has an effect on emotional intelligence in the subject of temperature and heat in class V of elementary school.
PENGEMBANGAN MEDIA BIG BOOK DUA DIMENSI MATERI PERPINDAHAN KALOR/PANAS PADA MATA PELAJARAN IPA KELAS V SEKOLAH DASAR Rafika Duri; Hetilaniar; Aldora Pratama
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 3 (2023): Volume 09 No. 03 Juli 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i3.1561

Abstract

This research was motivated by the emergence of problems at SD Negeri 57 Palembang, namely the absence of interesting and varied learning media in the use of learning media in the learning process, so that students were less interested in participating in learning which caused students to find it difficult to understand the material presented by educators. The purpose of the research is to develop two-dimensional digital big book learning media in order to determine the validity and practicality of the developed big book media. The type of research used is Research and Development (R&D) with the ADDIE model which consists of 5 stages, namely the Analysis stage, the Design Stage, the Development Stage, the Implementation Stage and the Evaluation Stage. The results of the big book learning media research were declared valid, shown in the average percentage results with validation results by material expert validation, namely 87.14% in the "Very Valid" category. The average percentage obtained by media expert validation is 71% with the "Valid" category. As for the average percentage obtained by linguist validation, which is equal to 80% with the "Valid" category from the results of this percentage, the big book media has quality, appearance and content design that is in accordance with the development of students. The results obtained in validation one to one obtained a percentage of 90.4% with the criteria "Very Practical", while in the small group trial it was 82.1% with the criteria "Very Practical". The media developed is in accordance with the level of development of students, communicative. It is concluded that the big book learning media on heat transfer material at SD Negeri 57 Palembang which was developed is very feasible, valid and very practical to use as a learning medium.