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PENGARUH PENGGUNAAN MEDIA PERMAINAN UTANG (ULAR TANGGA) TERHADAP HASIL BELAJAR SISWA PADA PEMBELAJARAN IPS KELAS V SD NEGERI 96 PALEMBANG pramuditasari, dian; djunaidi, djunaidi; suriadi, aan
eL-Muhbib jurnal pemikiran dan penelitian pendidikan dasar Vol 8 No 2 (2024): Desember
Publisher : Program Studi Pendidikan Guru Madrasah Ibtidaiyah (PGMI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52266/el-muhbib.v8i2.2932

Abstract

ABSTRAK Penelitian ini bertujuan untuk mengetahui bagaimana pengaruh penggunaan media permainan UTANG (ular tangga) terhadap hasil belajar siswa pada pembelajaran IPS kelas V SD Negeri 96 Palembang.Sampel penelitian ini adalah seluruh siswa kelas V yang terdiri dari dua kelas dengan teknik sampel sensus yaitu, siswa kelas V A dan V B di SD Negeri 96 Palembang.Penelitian ini menggunkan metode penelitian eksperimen.Metode pengumpulan data aktivitas siswa melalui observasi dan dokumentasi, sedangkan data hasil belajar siswa dikumpulkan menggunakan tes berbentuk pilihan ganda.Dengan desain Nonequivalent Control Group Design.Metode analisis data penelitian menggunakan analisis kuantitatif dengan menggunakan uji Independent Sampel T-test. Hasil menunjukkan rata-rata posttest kelas eksperimen 87,85 dan kelas kontrol 76,42. Hasil perhitungan diperoleh = 3,678 dan = 1,706 dengan taraf signifikan = 0,05. Berarti , maka dapat disimpulkan ditolak dan diterima. Menunjukkan bahwa terdapat pengaruh penggunaan media permainan UTANG (ular tangga) terhadap hasil belajar siswa pada pembelajaran IPS kelas V SD Negeri 96 Palembang. Kata Kunci: Media Permainan UTANG (ular tangga), Hasil Belajar, IPS
PENERAPAN METODE JARIMATIKA UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI PERKALIAN DI KELAS II SD NEGERI 27 TALANG KELAPA Desanjaya, Jossy; Lusiana, Lusiana; Suriadi, Aan
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 5 No. 2 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v5i2.5437

Abstract

This research is motivated by the difficulty of elementary school students in understanding the concept of mathematical multiplication, which is often considered abstract and can cause learning boredom. The low initial learning outcomes indicate the need for a more concrete and interactive learning method. Therefore, this study focuses on testing and describing the improvement in student learning outcomes after the jarimatika method is applied. The main objective is to determine the effectiveness of this method on multiplication material in grade II of SD Negeri 27 Talang Kelapa. This study used a pre-experimental design with a one-group pre-test-post-test design on 25 students. The important stages of the study include giving a pre-test to measure initial abilities, applying the jarimatika method as a treatment, and giving a post-test to measure the final results. The collected learning outcome data were analyzed using descriptive statistics and the N-Gain test. The results showed a significant increase in student learning outcomes. The average score of students increased from 42.40 in the pre-test to 74.60 in the post-test. Further analysis using N-Gain resulted in an average score of 0.56, indicating a level of improvement in the "moderate" category. Thus, it is concluded that the jarimatika method has proven effective in improving multiplication learning outcomes. This method also has the potential to overcome boredom and increase students' enthusiasm and creativity in learning mathematics. ABSTRAKPenelitian ini dilatarbelakangi oleh kesulitan siswa sekolah dasar dalam memahami konsep perkalian matematika, yang seringkali dianggap abstrak dan dapat menimbulkan kejenuhan belajar. Rendahnya hasil belajar awal menunjukkan perlunya sebuah metode pembelajaran yang lebih konkret dan interaktif. Oleh karena itu, penelitian ini berfokus untuk menguji dan mendeskripsikan peningkatan hasil belajar siswa setelah diterapkan metode jarimatika. Tujuan utamanya adalah untuk mengetahui efektivitas metode ini pada materi perkalian di kelas II SD Negeri 27 Talang Kelapa. Penelitian ini menggunakan desain pre-experimental dengan rancangan one-group pre-test-post-test pada subjek 25 siswa. Tahapan penting penelitian meliputi pemberian pre-test untuk mengukur kemampuan awal, penerapan metode jarimatika sebagai perlakuan, dan pemberian post-test untuk mengukur hasil akhir. Data hasil belajar yang terkumpul dianalisis menggunakan statistik deskriptif dan uji N-Gain. Hasil penelitian menunjukkan adanya peningkatan yang signifikan pada hasil belajar siswa. Skor rata-rata siswa meningkat dari 42,40 pada saat pre-test menjadi 74,60 pada post-test. Analisis lebih lanjut menggunakan N-Gain menghasilkan skor rata-rata 0,56, yang mengindikasikan tingkat peningkatan dalam kategori "sedang". Dengan demikian, disimpulkan bahwa metode jarimatika terbukti efektif meningkatkan hasil belajar perkalian. Metode ini juga berpotensi mengatasi kejenuhan serta meningkatkan semangat dan kreativitas siswa dalam pembelajaran matematika.
THE HISTORICAL VALUE OF THE KETUPAT WAR TRADITION IN AIR LINTANG VILLAGE TO GROW CULTURAL IDENTITY IN SMA NEGERI 1 TEMPILANG Ela, Ela; Sukardi, Sukardi; Zamhari, Ahmad; Suriadi, Aan
International Conference On Social Science Education Vol 1 (2023): 1st International Conference On Social Science Education
Publisher : Jurusan Pendidikan Ilmu Pengetahuan Sosial, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/g34t3k67

Abstract

The historical value of the Ketupat War is a cultural heritage from the past in the people of Air Lintang Tempilang Village, West Bangka. Formulation of the problem for students who do not know the history and values contained in the ketupat war tradition; this ketupat war tradition fosters student cultural identity to find out the historical values contained in the Ketupat war tradition. This research method uses a qualitative descriptive method with data collection techniques using field data such as documentation and observation interviews. Data analysis techniques by presenting questionnaires and drawing conclusions. The results of this study show that there are historical values contained in the Ketupat War Tradition that foster the cultural identity of students at SMA Negeri 1 Tempilang.
THE SYMBOLIC MEANING OF SONGKET WEAVING CULTURAL HISTORY IN GROWING AWARENESS OF HISTORY IN METHODIST 04 BANYUASIN III HIGH SCHOOL STUDENTS Samosir, Sarah Pratiwi; Nindiati, Dina Sri; Zamhari, Ahmad; Suriadi, Aan
International Conference On Social Science Education Vol 1 (2023): 1st International Conference On Social Science Education
Publisher : Jurusan Pendidikan Ilmu Pengetahuan Sosial, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/4ces1t27

Abstract

Symbolic meaning is a whole series of things related to meaning and the study of signs that have their own meaning. Songket woven fabric is a craft created by the creation of cultural arts that must be maintained and preserved. Songket cloth has different symbolic meanings. Problem Formulation How the Symbolic Meanings of Songket Weaving Cultural History Can Grow Students' Historical Awareness at Methodist 04 Banyuasin High School III. From the problem the researcher has the aim of this study to find out the symbolic meaning of the cultural history of Songket Weaving, to find out the historical awareness of Methodist 04 Banyuasin III high school students. The research method used in this study is a qualitative descriptive method and data collection techniques using observation, interviews, documentation questionnaires and literature study. The results of the study are to get students' understanding of the value of historical awareness, that students do not understand about songket cloth so researchers must introduce songket cloth so as to foster awareness of the history of songket cloth.
THE INFLUENCE OF THE PROJECT-BASED LEARNING (PJBL) LEARNING MODEL ON STUDENT LEARNING OUTCOMES IN HISTORY SUBJECT AT SMA NEGERI 2 SUNGAI KERUH Kurnia, Sisi; Zamhari, Ahmad; Suriadi, Aan
International Conference On Social Science Education Vol 1 (2023): 1st International Conference On Social Science Education
Publisher : Jurusan Pendidikan Ilmu Pengetahuan Sosial, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/qmsm2y32

Abstract

The Learning Model is a conceptual framework that systematically arranges procedures for organizing learning experiences to achieve specific learning goals. It is also helpful as a guide for teachers in planning and implementing the learning process. Project Based Learning is a form of learning that uses projects or activities as media. This study aimed to determine whether or not the project-based Learning (PJBL) learning model influenced student learning outcomes in history subjects. This research method uses the Quantitative Experiment method and data collection techniques using observation data, test data, and documentation. Data analysis techniques use validation tests, reliability tests, homogeneity tests, normality tests, t-tests, and u-tests. Student learning outcomes Based on the hypothesis test from the independent sample test table above, the value of Sig. (2-tailed) is 0.000, and the significant level value a = 0.05; thus, 0.000 0.05 means HO is rejected and Ha is accepted. The Project-Based Learning Learning Model influences student learning outcomes in history subjects at SMA Negeri 2 Sungai Keruh.
Pemanfaatan Lingkungan Sebagai Sumber Pembelajaran untuk Meningkatkan Hasil Belajar IPAS Siswa Kelas IV SD Negeri 244 Palembang Putri, Nafa Astria; Lusiana, Lusiana; Suriadi, Aan
Indonesian Research Journal on Education Vol. 4 No. 4 (2024): irje 2024
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/irje.v4i4.2161

Abstract

Penelitian ini memiliki tujuan untuk mengetahui peningkatan hasil belajar IPAS siswa melalui pemanfaatan lingkungan sebagai sumber belajar IPAS siswa kelas IV SD Negeri 244 Palembang. Penelitian ini menggunakan metode deskriptif kuantitatif dengan quasi eksperimental. Subjek tes penelitian adalah siswa kelas IV SD Negeri 244 Palembang yang berjumlah 40 siswa. Pengumpulan data yang dipakai pada penelitian ini adalah tes. Berdasarkan analisis data yang digunakan pada penelitian ini yaitu menggunakan perhitungan skor tes individu dan perhitungan skor gain ternormalisasi. Berdasarkan hasil penelitian ini diperoleh NGain_Score yang dianggap efektif umumnya berada di atas 0,7, yang menunjukkan peningkatan signifikan, dan dengan rata-rata NGain_Score sebesar 0,7125 serta rata-rata NGain_Percent sebesar 71,257%, hal ini menunjukkan bahwa sebagian besar subjek dalam sampel mengalami peningkatan yang cukup tinggi, yaitu sekitar 71% dari maksimal peningkatan yang diharapkan, sehingga peningkatan ini secara keseluruhan dapat dikatakan cukup tinggi dan efektif, artinya hasil peningkatan belajar IPAS siswa kelas IV SD Negeri 244 Palembang setelah melakukan pembelajaran pemanfaatan lingkungan sebagai sumber pembelajaran tergolong cukup tinggi.
PENGARUH PENGGUNAAN ROBLOX GAME SEBAGAI MEDIA PEMBELAJARAN INTERAKTIF TERHADAP INTERAKSI SOSIAL SISWA KELAS IV DI SD NEGERI 68 PALEMBANG Fatimah Azzahra, Cindy; Murjainah; Suriadi, Aan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.25651

Abstract

This study aims to determine whether the use of Roblox Game as an interactive learning medium can improve the social interaction of fourth-grade students at SD Negeri 68 Palembang. Interactive learning media is considered one of the interesting ways to encourage students to be more actively involved in the learning process, especially in building cooperation and communication among peers. This research used a pre-experimental method with a one-group pretest-posttest design. The research subjects consisted of 21 students. Before the treatment was given, students were asked to complete a pretest questionnaire to measure their initial level of social interaction. The learning process was carried out in three meetings. The first meeting used conventional methods without any game. In the second and third meetings, students learned using Roblox games that were adjusted to the learning material. The games used were Roblox Brookhaven and Work at a Pizza Place. Students worked in small groups, and each of them took an active role during the gameplay. The researcher also provided student worksheets (LKPD) and observed their behavior while playing. After all the learning activities were completed, students filled out the posttest questionnaire. The results showed an increase in students’ social interaction after participating in the game-based learning. Students became more active in communicating, helping each other, and working together during the lessons. Therefore, Roblox Game can be used as a fun and effective alternative learning medium to develop students’ social skills.