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Journal : Guruku: Jurnal Pendidikan dan Sosial Humaniora

Penggunaan Media Diorama dalam Mengatasi Kesulitan Siswa Kelas V Yayasan Al- Hidayah dalam Memahami Peran Pelaku Ekonomi Julia Amelia Sormin; Anggili Pratama; Afrida Hanum Lubis; Sekar Melati Pasariu; Najwa Fadhilah Siregar; Nabila Olivia; Haya Sabila Aulia Br Munthe; Nakaya Hanaro Sihotang
GURUKU : Jurnal Pendidikan dan Sosial Humaniora Vol. 3 No. 4 (2025): GURUKU : Jurnal Pendidikan dan Sosial Humaniora
Publisher : Politeknik Kampar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59061/guruku.v3i4.1216

Abstract

This research was conducted to help fifth-grade students of the Al-Hidayah Foundation overcome difficulties in understanding the material on the role of economic actors through the use of diorama media. The background of the research departs from the students' low understanding of abstract concepts such as producers, consumers, and distributors, which have been taught using monotonous lecture methods. The research used a Classroom Action Research (CAR) approach with the Kemmis and McTaggart model which was implemented in several cycles. The results showed a significant increase in understanding after the use of diorama media. Before being implemented, only 13.3% of students were able to understand the role of economic actors, whereas after the use of diorama media, this number increased to 80%. Diorama media has been proven to be able to concretize abstract concepts, increase learning motivation, and strengthen students' understanding of economic activity material. Thus, diorama can be used as an alternative media for learning IPAS in elementary schools, especially on the topic of the role of economic actors.
Peningkatan Pemahaman Konsep Dasar Peta melalui Pemanfaatan Media Interaktif pada Siswa Kelas IV Yayasan Al-Hidayah Muhammad Hafiz Ermawan; Anggili Pratama; Aurora Febriani Br. Barus; Ferra Mutia Sari; Putri Febrianti Purba; Selpiana Dongoran; Yasria Idaman Fersi Waruwu
GURUKU : Jurnal Pendidikan dan Sosial Humaniora Vol. 3 No. 4 (2025): GURUKU : Jurnal Pendidikan dan Sosial Humaniora
Publisher : Politeknik Kampar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59061/guruku.v3i4.1219

Abstract

Understanding the concept of a base map is a crucial skill in elementary school science and social studies. However, many students still face challenges, particularly in recognizing symbols, understanding scale, and reading location-related information. This study aims to explain how the use of interactive learning media can improve the understanding of fourth-grade students at the Al-Hidayah Foundation regarding the concept of a base map. The method used involved direct observation in learning activities with interactive maps, where students actively participated by pointing out country locations, utilizing symbols, and identifying regional boundaries. The results of the observations showed that interactive media was able to overcome cognitive and visual problems experienced by students previously, because the direct and participatory presentation of maps made it easier for them to understand. In addition, active participation in practical activities increased students' motivation and curiosity. Therefore, it can be concluded that the use of interactive learning media has a positive impact on improving the understanding of the concept of a base map among elementary school students, while strengthening the relevance of more practical science and social studies learning.
Penerapan Permainan Ular Tangga dalam Pembelajaran Keberagaman Budaya di Indonesia pada Siswa Kelas IV MIS Al Hidayah Rendi Prilandi; Anggili Pratama; Dinda Prati Dina Arsah; Enjel Anatasia Hutabarat; Fajra Lativa Asri; Deva Maria Pangaribuan; Haris Steven Siregar; Sazkyla Nur Efendi
GURUKU : Jurnal Pendidikan dan Sosial Humaniora Vol. 3 No. 4 (2025): GURUKU : Jurnal Pendidikan dan Sosial Humaniora
Publisher : Politeknik Kampar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59061/guruku.v3i4.1220

Abstract

Indonesia is a multicultural country with hundreds of ethnic groups, languages, traditions, and local arts that form the nation's unique cultural identity. However, in the modern era, cultural literacy among the younger generation is declining, as students are often more familiar with popular digital culture than their own traditional heritage. This community service program aims to increase cultural knowledge among fourth-grade students at MIS Al Hidayah  through the use of a modified snakes and ladders game. This board game is designed to include questions, information, and challenges related to Indonesia's cultural diversity, such as ethnic groups, dances, regional songs, and regional specialties. This activity involved four groups of students who took turns playing by rolling the dice and moving the pieces on colored squares red squares contained questions that required students to move backward if they could not answer, green squares provided cultural information, yellow squares presented challenges to dance or sing regional songs, and blue squares served as free spaces. The results showed that students were very enthusiastic, more active, and more motivated to participate in learning. Even students who are usually passive become confident when asked to take on challenges in front of their friends. This activity not only increases cultural knowledge but also encourages collaboration, creativity, and appreciation for Indonesia's cultural diversity. Therefore, the cultural snakes and ladders board game can be an innovative and effective learning medium for strengthening cultural literacy in elementary schools.