Claim Missing Document
Check
Articles

Found 3 Documents
Search

PEMANFAATAN TEKNOLOGI SEBAGAI MEDIA PEMBELAJARAN KREATIF DI ERA 4.0 Nena Puspita Sari; Afrida Hanum; Cut Maulina; Rini Susiani; Nurmalina Nurmalina
COVIT (Community Service of Health) Vol. 2 No. 2 (2022): SEPTEMBER 2022
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/covit.v2i2.10767

Abstract

The use of technology is a demand that must be carried out in the 4.0 era. In the world of education, technology can be used as a medium of learning. This technology-based learning media can be developed according to the teacher's creativity. The teacher's role is very important in conveying knowledge and it will be easy if it is adjusted to the development of the 4.0 era, namely using technological media. SD Negeri Pertiwi Lambarot Aceh Besar District is one of the schools that want to implement this technology-based learning media. Therefore, the author carried out Community Service activities by giving seminars to all teachers at the school, totaling 25 teachers as activity participants. The methods used in these activities are lectures, discussions, and questions and answers. The results obtained from this activity are to add insight into the use of technology-based learning media and teachers begin to develop creative ideas to produce technology-based learning media which can then be implemented in the learning process at the school. Keywords: Era 4.0, Technology, Learning Media
PENERAPAN GAME BASED LEARNING (GBL) BERBASIS EDUCANDY SEBAGAI INOVASI PEMBELAJARAN UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI INDONESIAKU KAYA BUDAYA KELAS IV SD NEGERI SAMAHANI Dinita Salsabila; Ruslaini Ruslaini; Cut Maulina
Jurnal Tunas Bangsa Vol 13 No 2 (2026)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya keterlibatan dan hasil belajar siswa pada materi Indonesiaku Kaya Budaya di kelas IV SD Negeri Samahani akibat penggunaan metode pembelajaran yang masih konvensional. Penelitian ini bertujuan untuk mengetahui pengaruh penerapan pembelajaran berbasis permainan menggunakan media Educandy terhadap hasil belajar siswa. Penelitian menggunakan pendekatan kuantitatif dengan jenis penelitian eksperimen semu menggunakan desain satu kelompok sebelum dan sesudah perlakuan. Subjek penelitian berjumlah 25 siswa kelas IV SD Negeri Samahani Tahun Ajaran 2025/2026. Teknik pengumpulan data dilakukan melalui tes, observasi, dan dokumentasi. Hasil penelitian menunjukkan bahwa nilai rata-rata siswa mengalami peningkatan dari 61,49 menjadi 91,36 setelah diterapkan pembelajaran berbasis permainan menggunakan Educandy. Hasil analisis peningkatan belajar menunjukkan kategori tinggi. Pengujian hipotesis juga menunjukkan adanya pengaruh yang signifikan terhadap hasil belajar siswa. Selain itu, aktivitas siswa selama pembelajaran berada pada kategori sangat baik. Dengan demikian, pembelajaran berbasis permainan menggunakan media Educandy efektif dalam meningkatkan hasil belajar siswa kelas IV SD Negeri Samahani.AbstractThis study was motivated by the low level of student engagement and learning outcomes on the topic Indonesiaku Kaya Budaya in grade IV of SD Negeri Samahani due to the use of conventional teaching methods. This study aimed to determine the effect of game-based learning using Educandy media on students’ learning outcomes. The study employed a quantitative approach with a quasi-experimental method using a one-group pretest-posttest design. The subjects of this study were 25 fourth-grade students of SD Negeri Samahani in the 2025/2026 academic year. Data were collected through tests, observations, and documentation. The results showed that the students’ average score increased from 61.49 to 91.36 after the implementation of game-based learning using Educandy media. The analysis of learning improvement indicated a high category. Hypothesis testing also showed a significant effect on students’ learning outcomes. In addition, students’ learning activities during the learning process were categorized as very good. Therefore, game-based learning using Educandy media was effective in improving the learning outcomes of fourth-grade students at SD Negeri Samahani.
PENERAPAN MODEL PEMBELAJARAN CHILDREN LEARNING IN SCIENCE (CLIS) UNTUK MENINGKATKAN KETERAMPILAN PROSES SAINS DAN MINAT BELAJAR PESERTA DIDIK KELAS IV SDN 18 BANDA ACEH Cut Maulina; Nena Puspita Sari
Jurnal Dedikasi Pendidikan Vol. 10 No. 2 (2026): JULI 2026
Publisher : Center for Research and Community Service (LPPM) University of Abulyatama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30601/dedikasi.v10i2.7787

Abstract

The purpose of this study was to see whether the Children Learning In Science (CLIS) learning model can improve science process skills and learning interest of Elementary School Students. This study used a quantitative research method using a pre-experimental method. The research design used was a pre-test and post-test that only used one experimental group without using a comparison group. The population in this study were all fourth-grade students of SD Negeri 18 Banda Aceh with a total of 30 students, where this entire population will be used as a research sample. The types of instruments used in this study were test instruments and questionnaires. For the results of Science process skills, the average pretest score of students before the application of the Children Learning in Science (CLIS) model was 19.47. While during the posttest after the application of the Children Learning in Science (CLIS) model, the student's score increased to 80.00. There was a significant increase in the value of students' science process skills after the application of the Children Learning in Science (CLIS) model on the material of animal classification and types of food. The average increase in science process skills gain of 0.75 is included in the high category. For learning interest, the results obtained were: for the answers Strongly Agree (SS) as much as 97.89%, Agree (S) as much as 1.58%, Disagree (TS) and Strongly Disagree (STS) were 0% with the overall percentage of answers obtained being 99.47%. Based on the interest indicator interval, the overall percentage of answers of 99.47% falls into the very good category