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ANALISIS PERMASALAHAN DAN SOLUSI DALAM PEMBELAJARAN BILANGAN BULAT DI SD NEGERI 060872 Fadilah, Rizki; Elvi Mailani; Utari, Septi; Nasution, Hajjaziah
Jurnal Keluarga Sehat Sejahtera Vol 23 No 1 (2025): JURNAL KELUARGA SEHAT SEJAHTERA
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jkss.v23i1.66036

Abstract

Learning integers in elementary schools is often a challenge, characterized by students' difficulties in understanding the concept and operating positive and negative numbers. Observational research at SDN 060872 Medan identified crucial problems in this process. This study aims to offer practical and innovative solutions to overcome these obstacles. We propose the implementation of various strategies, including the use of concrete teaching aids, contextual approaches, interactive learning media, and differentiation of teaching methods that are responsive to students' learning styles. The series of solutions offered include visualizing concepts through teaching aids, connecting materials with students' daily experiences, using interactive technology to increase engagement, and adjusting teaching methods to accommodate individual differences. The implementation of these solutions is expected to improve students' conceptual understanding of integers, their ability to solve problems, and create a more inclusive and effective learning environment. This study provides valuable insights for educators and policy makers in improving the quality of mathematics learning at the elementary level.
PENGARUH PENGGUNAAN MEDIA KARTU MOTIF GORGA TERHADAP KEMAMPUAN MENGHITUNG NILAI TEMPAT BILANGAN SISWA KELAS II SD NEGERI 060910 MEDAN Fuji Chintya; Elvi Mailani; Fahrur Rozi; Winara; Nur Hudayah M
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.v12i01.12206

Abstract

This study aims to determine the effect of using Gorga motif card media on students’ ability to calculate place value in grade II of SD Negeri 060910 Medan. This research used a quasi-experimental method with a pretest-posttest control group design. The sample consisted of 56 students divided into experimental and control classes. Data were collected using tests and analyzed with an independent sample t-test. The results showed a significance value (Sig. 2-tailed) of 0.016 < 0.05, indicating a significant effect of the use of Gorga motif card media on students’ ability to calculate place value. In addition, the use of culture-based media makes learning more meaningful and improves students’ understanding. Thus, the Gorga motif card media is effective in improving mathematics learning outcomes.
PENGARUH MODEL PEMBELAJARAN SEARCH, SOLVE CREATE, AND SHARE TERHADAP KEMAMPUAN BERPIKIR KRITIS SISWA PADA PEMBELAJARAN MATEMATIKA KELAS V SDN 101775 SAMPALI Tessalonika Ambarita; Elvi Mailani; Nurmayani; Natalia Silalahi; Syahrial
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.v12i01.12308

Abstract

ABSTRACT This study aims to determine the effect of the Search, Solve, Create, and Share (SSCS) learning model on students' critical thinking skills in Mathematics learning for fifth graders at SDN 101775 Sampali. This research was conducted at SDN 101775 Sampali using a Quasi-Experimental Design with a Nonequivalent Control Group Design. The subjects in this study were fifth grade students at SDN 101775 Sampali, consisting of two classes totaling 62 students. Data collection techniques were carried out through observation and tests. The instrument used in this study was an essay test to measure students' critical thinking skills. The results of the study showed a significant and positive influence between before and after the implementation of the SSCS learning model in improving critical thinking skills in fifth-grade mathematics learning. This is evidenced by the results of the hypothesis test with a t-test obtained a significance value of 0.045 <0.05. This indicates that H0 is rejected and Ha is accepted. Thus, it can be concluded that there is an influence of the Search, Solve, Create, and Share Learning Model on Students' Critical Thinking Skills in Fifth-grade Mathematics Learning at SDN 101775 Sampali.
PENGEMBANGAN MEDIA VIDEO ANIMASI EDUKASI UNTUK MENINGKATKAN HASIL BELAJAR PENJUMLAHAN SISWA KELAS II SD NEGERI 060861 PULO BRAYAN MEDAN Dearni Inmaida Br Sinaga; Elvi Mailani; Albert Pauli Sirait; Fajar Sidik Siregar; Nur Hudayah
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 Nomor 02, Juni 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.12836

Abstract

This study aims to develop and examine the feasibility, practicality, and effectiveness of an educational animated video as a learning medium to improve second-grade students’ learning outcomes in addition at SD Negeri 060861 Pulo Brayan Medan. The study is motivated by the low learning outcomes in simple addition, caused by students’ difficulties in understanding concepts and the limited use of engaging and innovative learning media. The research method employed is Research and Development (R&D) using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The subjects of this study were second-grade students of SD Negeri 060861 Pulo Brayan Medan. Data collection techniques included observation, interviews, questionnaires, and learning outcome tests. Data analysis was conducted to determine the validity, practicality, and effectiveness of the developed media. The results indicate that the educational animated video developed has a very high level of validity based on expert evaluations of both material and media aspects. Furthermore, the media is considered very practical based on positive responses from teachers and students during the learning process. The developed media is also proven to be effective in improving students’ learning outcomes, as indicated by an increase in scores before and after the use of the media. Therefore, the educational animated video is feasible to be used as an alternative learning medium to enhance mathematics learning outcomes in addition material at the elementary school level effectively and sustainably.
PENGARUH PERMAINAN TANGRAM TERHADAP KREATIVITAS SISWA DALAM PEMBELAJARAN MATEMATIKA DI KELAS IV SD NEGERI 050688 SAWIT SEBERANG Putri Theresa Theoni Filsia Br.Siagian; Nur Hudayah; Zainuddin; Elvi Mailani; Natalia Silalahi
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.13076

Abstract

This study addresses the low level of students’ creativity in mathematics learning, particularly in geometry, caused by conventional teaching methods that limit exploration and active participation. The purpose of this research is to determine students’ creativity before and after the implementation of the Tangram game and to analyze its effect on students’ creativity in mathematics learning. This study employed a quantitative approach with a quasi-experimental method using a One Group Pretest-Posttest design. The population and sample consisted of 20 fourth-grade students of SD Negeri 050688 Sawit Seberang. Data were collected using creativity tests covering fluency, flexibility, and originality aspects. Data analysis techniques included the Wilcoxon test and N-Gain score. The results showed a significant improvement in students’ creativity after the implementation of the Tangram game, indicated by the Wilcoxon test results where the significance value was less than 0.05 (p < 0.05). Additionally, the average N-Gain score of 55.99% was categorized as moderate, indicating that the Tangram game was sufficiently effective in enhancing students’ creativity. Therefore, it can be concluded that the Tangram game has a significant effect on students’ creativity in mathematics learning.
Pengembangan Media Tanam Kokedama Pada Pembelajaran IPAS Di Kelas V Sekolah Dasar: Penelitian Etry Apriany Sihotang; Zainuddin Muchtar; Elvi Mailani; Fahrur Rozi; Imelda Free Unita Manurung
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 4 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 4 Tahun 2026
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i4.6231

Abstract

Penelitian ini bertujuan untuk mengetahui validasi kelayakan, praktikalitas dan efektivitas media pembelajaran diorama media tanam kokedama sabut kelapa pada mata Pelajaran IPAS materi Kerusakan Lingkungan di kelas V SD HKBP Pagar Jati. Jenis penelitian pengembangan yang digunakan adalah model ADDIE yang terdiri 5 tahap yaitu Analysis, design, development, implementation dan evaluation. Subjek penelitian ini sebanyak 21 siswa kelas V SD HKBP Pagar Jati. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah observasi, wawancara serta tes dengan memakai analisis data kuantitatif dan kualitatif. Hasil penilaian validasi oleh ahli materi menunjukkan persentase sebesar 96% dengan kategori sangat layak, penilaian validasi ahli media menunjukkan persentase sebesar 92% dengan kategori sangat layak dan penilaian validasi ahli praktisi sebesar 90% dengan kategori sangat praktis. Efekktivitas media dilihat dari hasil belajar siswa melalui pre-test dan post-test yang dianalisis menggunakan perhitungan N-Gain Score dengan persentase sebesar 58,94 % dengan kategori Efektif. Dengan demikian, dapat disimpulkan bahwa media pembelajaran diorama media tanam kokedama sabut kelapa pada materi Kerusakan Lingkungan sangat layak, praktis dan efektif digunakan dalam kegiatan pembelajaran di kelas.