Edizal Hatmi
Universitas Negeri Medan

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IMPRECI: INOVASI MODEL PEMBIMBINGAN SEBAGAI UPAYA MENGHASILKAN CALON GURU REFLEKTIF DI SEKOLAH DASAR Faisal Faisal; Masta Marselina Sembiring; Erlinda Simanungkalit; Edizal Hatmi; Stelly Martha Lova
ELEMENTARY SCHOOL JOURNAL PGSD FIP UNIMED Vol 12, No 3 (2022): ELEMENTARY SCHOOL JOURNAL PGSD FIP UNIMED
Publisher : FIP Unimed

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/esjpgsd.v12i3.41581

Abstract

Tujuan penelitian ini untuk mendeskripsikan inovasi pembimbingan dengan menggunakan model IMPRECI (Introduction, Modelling, Practice, Reflection, and Innovation) sebagai upaya menghasilkan calon guru reflektif di SD. Penelitian ini merupakan penelitian tindakan kelas berkelanjutan dengan menggunakan pendekatan C-NAR (Collaborative Nested Action Research). Teknik pengumpulan data dilakukan melalui kuesioner, observasi, dan pendokumentasian. Instrumen yang digunakan dalam penelitian ini berupa angket, lembar observasi, dan daftar centang dokumentasi. Data uji lapangan dianalisis dengan skor dan dijelaskan secara kualitatif. Hasil penelitian menunjukkan bahwa tingkat kemudahan penggunaan model IMPRECI menghasilkan nilai rata-rata 3.67 dengan kategori Sangat Praktis dan tingkat efektivitas pembimbingan menggunakan model IMPRECI dikategori Sangat Efektif.
Pengaruh Model Pembelajaran Make A Match Berbantuan Media Flashcard Terhadap Hasil Belajar Siswa Pada Mata Pelajaran IPAS Kelas V SD Negeri 101775 Sampali Siti Rahmayani; Yusra Nasution; Laurensia Masri Perangin Angin; Edizal Hatmi; Husna Parluhutan Tambunan
Jurnal Pendidikan dan Sastra Inggris Vol. 5 No. 1 (2025): Jurnal Pendidikan dan Sastra Inggris
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupensi.v5i1.4974

Abstract

This study aims to determine the effect of the Make a Match learning model assisted by flashcard media on student learning outcomes in the subject of science in grade V of SD Negeri 101775 Sampali. This type of research is Quasi Experiment. The sample in this study were grade V students of SD Negeri 101775 Sampali totaling 48 students. Data collection instruments used interviews, observations, tests, and documentation. Data analysis techniques used normality tests, homogeneity tests, and hypothesis tests (t-tests). Research findings show that there is a difference in the average value between the experimental class and the control class. The average post-test value obtained from the experimental class was 83.65 and the average value of the control class was 72. Furthermore, from the results of the independent sample t-test, it was obtained that tcount> ttable, namely 5.187> 2.013 and a significance value of 0.000 <0.05 can be concluded that the hypothesis Ho is rejected and Ha is accepted. This shows that there is a significant influence of the use of the Make a Match learning model assisted by flashcard media on student learning outcomes in the science subject of class V of SD Negeri 101775 Sampali.
DAMPAK GAME ONLINE TERHADAP HASIL BELAJAR SISWA KELAS V: KAJIAN FENOMONOLOGI DI UPT SD NEGERI 064037 MEDAN TEMBUNG Gabyana Margaretha Marbun; Dody Feliks Pandimun Ambarita; Eva Betty Simanjuntak; Albert Pauli Sirait; Edizal Hatmi; Charles Fransiscus Ambarita
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2025): Volume 12 No. 01 Maret 2026
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.11026

Abstract

This study aims to determine the impact of online gaming on the learning outcomes of fifth-grade students at UPT SD Negeri 064037 Medan Tembung in the 2024/2025 academic year. This research employs a descriptive method with a qualitative approach. The research subjects were 30 fifth-grade students. The instruments used in this study was an online gaming questionnaire using a Likert scale, interviews, and documentation of students’ learning outcome scores. The results of the study indicate that more than half of the students showed a tendency to neglect school assignments (55.83%), less than half experienced physical and psychological impacts (45%), the majority experienced impacts of online gaming on learning motivation positive impacts of online gaming (22.3%), and more than half experienced negative impacts of online gaming (55%).
PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE TEAM ASSISTED INDIVIDUALIZATION TERHADAP HASIL BELAJAR BAHASA INDONESIA PADA MATERI TEKS EKSPLANASI KELAS VI SDN Samuel Sianturi; Edizal Hatmi; Nurmayani; Winara; Masta Marselina Sembiring
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01, Maret 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.11978

Abstract

This study aims to determine whether there is an effect of using the Team Assisted Individualization cooperative learning model on the learning outcomes of Indonesian Language in the Explanatory Text material for sixth grade students at SDN. This research was conducted at SD NEGERI 104202 Bandar Setia, located on Jln. Terusan, Dusun V Bandar Setia, Percut Sei Tuan District, Deli Serdang Regency, North Sumatra Province, in the even semester of the 2025/2026 academic year. This study used a quasi-experimental design and a nonequivalent control group design. The sample size was 40 students, determined using total sampling. The results of the study were obtained from the Independent Sample T Test with a significance value of 0.000 < 0.05. The N-Gain test results obtained an N-Gain Score of 0.5500, and the N-Gain test score in this study was classified as moderate. Meanwhile, the N-Gain percent score was 54.9991, which according to the N-Gain test classification, means that this study was quite effective. Based on these results, it can be concluded that the use of the Team Assisted Individualization cooperative learning model had an effect and was quite effective on the Indonesian language learning outcomes for the Explanatory Text material in grade VI of SD Negeri 104202 Bandar Setia.
PENGEMBANGAN MEDIA SCRAPBOOK EDUKATIF BERMUATAN LOKAL WISDOM UNTUK MENINGKATKAN KEMAMPUAN BERCERITA PADA SISWA KELAS III SDN 106163 BANDAR KLIPPA Tiur Maria Simanullang; Halimatussakdiah Halimatussakdiah; Eva Betty Simanjuntak; Edizal Hatmi
Jurnal Ilmiah Pendidikan Dasar (JIPDAS) Vol 6 No 1 (2026): Vol. 6 No. 1 Edisi Februari 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar Fakultas Pendidikan Ilmu Pengetahuan Sosial dan Bahasa Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/jipdas.v6i1.3795

Abstract

Tujuan penelitian ini untuk mengetahui kelayakan, kepraktisan, dan keefektifan media scrapbook edukatif bermuatan lokal wisdom untuk meningkatkan kemampuan bercerita pada siswa kelas III SDN 106163 Bandar Klippa. Media pembelajaran yang dikembangkan menggunakan model pengembangan ADDIE khususnya bagi siswa kelas III SDN 106163 Bandar Klippa pada semester genap tahun ajaran 2024/2025. Sebanyak 25 siswa kelas III terlibat sebagai subjek penelitian Hasil validasi oleh ahli materi menunjukkan skor tinggi, yaitu 64 dari skor maksimal 75 dengan persentase 85,3% dengan kategori layak. Sementara validasi ahli desain media menunjukkan skor 50 dari skor maksimal 55 dengan persentase 90,9% dengan kategori sangat layak. Guru juga memberikan penilaian dengan persentase 97,3% dengan kategori “Sangat Praktis”. Sedangkan praktikalitas berdasarkan hasil respon siswa memperoleh skor rata-rata 90% dengan kategori “Sangat Praktis”. Evaluasi lebih lanjut menunjukkan peningkatan signifikan kemampuan bercerita siswa, terlihat dari perbandingan skor pretest dan posttest, dimana skor pretest 57,7 dan skor posttest meningkat menjadi 80,7, mencatat peningkatan sebesar 23. Dengan demikian dapat disimpulkan media scrapbook edukatif bermuatan lokal wisdom layak, praktis, dan efektif.