Claim Missing Document
Check
Articles

Found 18 Documents
Search

PENANAMAN POHON MATOA DAN SEMPUR DI BANTARAN PINGGIRAN SUNGAI DESA SUKA MAKMUR KECAMATAN SIBOLANGIT Nuri Ramadhan; Hendra Hendra; Emy Hariati; Leni Malinda; Nurbaity Situmorang; Wahyu Hidayat; Dewi Novina Sukapiring; Nizmi Putri; Febriantika Febriantika; Chatrine Virginia Tamara
Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Vol 4 No 2 (2023): Jurnal Pengabdian Pendidikan Masyarakat Vol 4 No 2 (2023)
Publisher : LPPM UNIVERSITAS MUHAMMADIYAH MUARA BUNGO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jppm.v4i2.1264

Abstract

Community service activities for lecturers are an effort to carry out one of the tri dharma tasks of higher education. This service activity aims to educate the public about the importance of protecting the environment around river basins by planting productive trees. In addition, the community can also understand the importance of reforestation to restore natural conditions, especially river banks which will be damaged due to natural and human factors. The implementation of this community service activity was carried out by providing an open green space for the elderly and the local community on May 28 2022 in the riverbank area of ​​Jl. Letjen Jamin Ginting Km 45 Gelora Kasih GBKP 100 Year Jubilee Park Complex, Suka Makmur Village, Sibolangit District, Deli Serdang Regency, North Sumatra Province. This Community Service is very beneficial for the elderly who are in the area where the tree is planted. This greening culture must be familiarized from an early age through the practice of planting trees. By frequently planting trees, it is hoped that it can increase people's awareness and love for preserving and protecting the environment, especially watersheds. With this Community Service activity, it is hoped that it will help the community to realize the importance of protecting the environment. The expected output targets from this activity are, First, provide an open green space for the elderly and the local community. Second, growing the local community's economy from the production of matoa and simpur tree seeds. Third, Improving the welfare of the surrounding community and the elderly.
Analisis Model MURDER (Mood, Understand, Recall, Digest, Expand, Review) dalam Pembelajaran Pendidikan Pancasila Kelas V SD Negeri 106166 Marindal II Tahun Ajaran 2025/2026. Vita Sari Saragih; Nizmi Putri; Leni Malinda
Al-mujahidah Vol 7 No 2 (2026): Mei-Oktober
Publisher : Institut Agma Islam Hamzanwadi NW Lombok TImur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51806/al-mujahidah.v7i2.471

Abstract

Penelitian ini bertujuan untuk menganalisis implementasi model pembelajaran MURDER (Mood, Understand, Recall, Digest, Expand, Review) dalam pembelajaran Pendidikan Pancasila bagi siswa kelas lima di SD Negeri 106166 Marindal II. Penelitian ini dimotivasi oleh kecenderungan guru untuk menggunakan metode pembelajaran konvensional yang membatasi partisipasi siswa dan pengembangan berpikir kritis. Penelitian ini menggunakan pendekatan deskriptif kualitatif yang melibatkan 21 siswa kelas lima, guru kelas, dan kepala sekolah sebagai partisipan penelitian. Data dikumpulkan melalui observasi, wawancara, dan dokumentasi. Analisis data dilakukan melalui reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa implementasi model pembelajaran MURDER dilakukan secara efektif melalui enam fase pembelajaran sistematis. Model ini berhasil menciptakan lingkungan belajar yang lebih aktif, bermakna, dan berpusat pada siswa. Siswa menunjukkan peningkatan pemahaman nilai-nilai Pancasila, partisipasi aktif dalam diskusi, dan ketekunan yang lebih besar selama proses pembelajaran. Secara teoritis, penelitian ini berkontribusi pada pengembangan model pembelajaran kooperatif di pendidikan dasar, sedangkan secara praktis memberikan strategi pembelajaran alternatif bagi guru untuk meningkatkan keterlibatan siswa dalam Pendidikan Pancasila. Oleh karena itu, model pembelajaran MURDER dapat dianggap sebagai pendekatan pembelajaran yang efektif untuk meningkatkan pemahaman dan partisipasi siswa.
Pengaruh Media Monopoli terhadap Hasil Belajar Siswa Kelas V Tema tentang Keberagaman Budaya Bangsaku di Sekolah Dasar Negeri 105273 Helvetia Eva Septiany Damanik; Leni Malinda; Nizmi Putri
Pedagogika: Jurnal Ilmu-Ilmu Kependidikan Vol. 6 No. 1 (2026)
Publisher : Medan Resource Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57251/ped.v6i1.2142

Abstract

Learning outcomes in elementary education are strongly influenced by the selection of instructional media capable of fostering students' engagement and participation during classroom activities. This study investigates the effect of Monopoly game-based learning media on the learning outcomes of fifth-grade students in the My Nation's Cultural Diversity thematic unit at State Elementary School Number 105273 Helvetia. Employing a quantitative approach with a quasi-experimental design, the research compared students' learning outcomes before and after the implementation of Monopoly-based instructional media. Data were collected through achievement tests and analyzed using appropriate statistical techniques to determine the significance of the observed differences. The findings reveal that the use of Monopoly learning media significantly improved students' learning outcomes by creating a more interactive, enjoyable, and student-centered learning environment while enhancing motivation, collaboration, and conceptual understanding of Indonesia's cultural diversity. These results demonstrate that integrating educational game-based media into thematic instruction contributes positively to students' academic achievement and classroom engagement. The study concludes that Monopoly learning media represents an effective instructional strategy for improving learning outcomes in elementary education, particularly in thematic learning that emphasizes students' active participation and meaningful learning experiences.
SOSIALISASI PENCEGAHAN NARKOBA MENUJU KECERDASAN BANGSA Emy Hariati; Nizmi Putri; Nuri Ramadhan; Astria Ayu Ramadianti; Mastari Ramadhani; Leni Malinda; Syarifah Ainun Harahap; Layil Safitri; Thessa Herdyana
Jurnal Pengabdian Indonesia (JPI) Vol. 2 No. 2 (2026): Vol. 2 No. 2 Edisi Juli 2026
Publisher : PT. Jurnal Center Indonesia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62567/jpi.v2i2.2782

Abstract

Sosialisasi adalah proses dimana individu memperoleh budaya kelompok mereka dan menginternalisasi norma sosial mereka sampai batas tertentu, mengarahkan individu untuk mempertimbangkan harapan orang lain. Dengan dilaksanakannya sosialisasi ini dapat berinteraksi tanya jawab antara pembicara dan siswa/siswi SD Negeri 105323 yang teletak di Desa Bakaran Batu Kecamatan Batang Kuis tentang bahaya narkoba menujun kecerdasan bangsa. Hal ini juga untuk mencegah terjadinya penyalahgunaan narkoba pada anak usia dini. Metode pelaksanaan meliputi pemaparan materi, sosialisasi bahaya narkoba pada anak usia dini, sesi tanya jawab terhadap siswa/siswi sebagai pengenalan dan pemberian pemahaman bagi siswa siswi terkait bahaya narkoba bagi kalangan anak usia dini dan pentingnya pemahaman edukasi yang diberikan tentang pencegahan narkoba untuk menuju kecerdasan bangsa terutama kepada Siswa SD Negeri 105323.
Penerapan Pendekatan Deep Learning dalam Pembelajaran Pendidikan Kewarganegaraan di Kelas V Sekolah Dasar Negeri 060814 Medan Rido Pratama; Nizmi Putri; Syarifah Ainun Harahap
Pedagogika: Jurnal Ilmu-Ilmu Kependidikan Vol. 6 No. 2 (2026)
Publisher : Medan Resource Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57251/ped.v6i2.2172

Abstract

Conventional Pancasila and Citizenship Education often remains teacher-centered, potentially contributing to cognitive fatigue and academic anxiety while limiting students’ meaningful engagement with learning. This study examines the implementation of the Deep Learning approach through three interconnected pillars—Mindful, Meaningful, and Joyful Learning—and explores its influence on students’ learning behaviors and psychological responses. Using a descriptive qualitative design, the study involved one fifth-grade teacher and nine fifth-grade students at State Elementary School 060814 Medan as key informants. Data were collected across four classroom meetings through participatory observation using teacher-behavior and student-learning-behavior indicators, complemented by in-depth interviews. The findings revealed a consistent improvement in the teacher’s implementation of the three pillars, including more effective reflective activities through Sharing Circles. Students demonstrated a shift from surface-level memorization toward deeper information processing and contextual understanding. Interview findings further indicated reduced academic anxiety, increased confidence and self-efficacy, and stronger intrinsic motivation. These findings suggest that Deep Learning can foster a more reflective, meaningful, and psychologically supportive environment for Pancasila and Citizenship Education.
Pengembangan Media Permainan Ludo Berbasis Digital dalam Pembelajaran Pancasila untuk Meningkatkan Motivasi Belajar Siswa Kelas IV Sekolah Dasar Islam Terpadu Al Azhar Galang Selly Wulandari; Nizmi Putri; Syarifah Ainun Harahap
Pedagogika: Jurnal Ilmu-Ilmu Kependidikan Vol. 6 No. 2 (2026)
Publisher : Medan Resource Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57251/ped.v6i2.2184

Abstract

The limited availability of interactive digital learning media can reduce students’ engagement and motivation in Pancasila Education, particularly when learning about behaviors that reflect respect for cultural diversity. This study aimed to develop a digital Ludo game as an instructional medium, evaluate its feasibility, and examine its effectiveness in enhancing the learning motivation of fourth-grade students at Al Azhar Galang Integrated Islamic Elementary School. The study employed a Research and Development approach using the ADDIE model, comprising Analysis, Design, Development, Implementation, and Evaluation, and involved 23 fourth-grade students. Data were collected through observation, questionnaires, and documentation. Validation results demonstrated that the developed medium achieved scores of 91.25% from subject matter experts and 92.30% from media experts, indicating a highly feasible level. Students’ learning motivation increased from 67.18% before implementation to 89.62% afterward, representing an improvement of 22.44 percentage points. A paired-samples t-test yielded a statistically significant result (p < 0.001), indicating a significant improvement in learning motivation. These findings demonstrate that the digital Ludo game is a feasible and effective instructional medium for supporting students’ motivation in Pancasila Education.
Pengaruh Model Pembelajaran Self-Directed Learning terhadap Hasil Belajar Peserta Didik pada Materi Keragaman Suku Bangsa di Kelas V Madrasah Ibtidaiyah Swasta Al-Furqon Klumpang Kebun Putri Ramadhani; Nizmi Putri; Astria Ayu Ramadianti
Pedagogika: Jurnal Ilmu-Ilmu Kependidikan Vol. 6 No. 2 (2026)
Publisher : Medan Resource Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57251/ped.v6i2.2196

Abstract

Low learning outcomes and limited student participation remain significant challenges in teaching ethnic diversity, highlighting the need for instructional approaches that promote greater learner autonomy and active engagement. This study aimed to examine the effect of the Self-Directed Learning model on the learning outcomes of fifth-grade students in the topic of ethnic diversity at Madrasah Ibtidaiyah Swasta Al-Furqon Klumpang Kebun during the 2024/2025 academic year. The study employed a quantitative approach with an experimental research design involving fifth-grade students as research participants. Data were collected through learning outcome tests, classroom observations, and documentation and subsequently analyzed using statistical procedures to determine the effect of Self-Directed Learning on students’ learning outcomes. The study focused on whether providing students with greater responsibility for managing and engaging in their learning process could contribute to improved academic achievement. The findings provide an empirical basis for evaluating Self-Directed Learning as an instructional approach to fostering student autonomy, active participation, and learning outcomes in the teaching of ethnic diversity at the elementary education level.
Penerapan Permainan Dadu untuk Meningkatkan Pemahaman Nilai-Nilai Kebangsaan dalam Pembelajaran Pendidikan Pancasila pada Siswa Kelas V Sekolah Dasar Negeri 105270 Sunggal Olga Nazar; Nizmi Putri; Thessa Herdyana
Pedagogika: Jurnal Ilmu-Ilmu Kependidikan Vol. 6 No. 2 (2026)
Publisher : Medan Resource Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57251/ped.v6i2.2197

Abstract

Understanding national values is an essential component of Pancasila Education, yet students may experience difficulties in comprehending these values when learning activities rely on less engaging instructional approaches. This study investigates whether the use of a dice game can improve fifth-grade students’ understanding of national values at State Elementary School 105270 Sunggal. The study employed Classroom Action Research based on the Kemmis and McTaggart model and was conducted in two cycles involving 29 fifth-grade students. Data were collected through observation, tests, and documentation. The findings demonstrated a progressive improvement in students’ understanding and learning mastery. The mean score increased from 62.06 in the pre-cycle to 73.45 in Cycle I and 78.62 in Cycle II, while classical learning mastery rose from 20.68% to 58.62% and subsequently to 82.76%. These findings indicate that the implementation of a dice game can enhance students’ understanding of national values. Therefore, integrating dice-based learning activities into Pancasila Education provides an interactive instructional approach for strengthening fifth-grade students’ understanding of national values.