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Pengembangan Buku Ajar Berbasis Literasi Sains dalam Meningkatkan Hasil Belajar IPA di Sekolah Dasar Rizki Aria; Desy Crismas Silaban
Journal on Education Vol 6 No 2 (2024): Journal on Education: Volume 6 Nomor 2 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i2.5321

Abstract

This research aims to develop science textbooks based on scientific literacy to improve student learning outcomes. This research is a type of development research using a 4D model. The method used in analyzing data is quantitative descriptive expressed in the form of assessment scale categories. The validation results of the development book product stated that scientific literacy-based textbooks were suitable for use. Student learning outcomes after using the developed book products show differences so that it can be said that scientific literacy-based textbooks can improve student learning outcomes.
Analisis Model Inquiry Training untuk Meningkatkan Kemampuan Berpikir Kritis Pembelajaran IPA pada Siswa Kelas V di SDN 122366: Analysis of Inquiry Training Model to Improve Critical Thinking Skills in Science Learning in Grade V Students at SDN 122366 Desy Crismas Silaban; Delila Damanik; Purnama Silvia Br Sembiring; Leka Oktaviana Nababan
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 4 No. 03 (2024): Research Articles, December 2024
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v4i03.5571

Abstract

Science is one of three subjects tested as a national standard exam for the elementary school level. Science learning is not only oriented towards knowledge, but it also has an important connection with the daily life of every living thing and the environment. Science is expected to be a vehicle for students to learn about themselves, the environment, and prospects for further development and apply them in their daily lives. This study aims to determine the learning outcomes of students in science after using the inquiry training model and its application in class V SDN 122366 Pematangsiantar. This research was conducted in September 2024 on teachers and students of class V SDN 122366 Pematangsiantar City. This qualitative research uses the Classroom Action Research (CAR) method. The learning instruments in this study consisted of the syllabus, lesson plans, and student worksheets. Data collection techniques used tests, observations, and interviews. Based on the test results in each cycle, the results showed that student scores increased, namely before applying the inquiry training model at the pre-cycle stage 53.44 with a percentage of completion of 12.5% ??included in the less category. At the cycle one stage after applying the inquiry training model, the average score of students was 69.37, with a percentage of completion of 43.75% in the sufficient category.Furthermore, at the cycle II stage, students' average score was 80, with a completion percentage of 87.5% in the outstanding category. Learning has achieved completion through the established success indicators. Student activity also increased; in cycle I, it was 45.31%, and in cycle II, it was 71.87%.
Efektivitas Media Digital Wordwall Dengan Game Based Learning Untuk Meningkatkan Minat Siswa Kelas IV MIS Tarbiyatul Islamiyah Pematangsiantar Rizma Khairiyah; Salim Efendi; Desy Crismas Silaban; Sahat Mikael Sirait
Journal of Innovative and Creativity Vol. 5 No. 3 (2025)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joecy.v5i3.4793

Abstract

Penelitian ini bertujuan untuk mengetahui efektivitas penggunaan media digital wordwall dengan metode game based learning (GBL) dalam meningkatkan minat belajar siswa kelas IV pada mata pelajaran Bahasa Indonesia materi teks narasi di MIS Tarbiyatul Islamiyah Pematangsiantar. Latar belakang penelitian ini didasari oleh kenyataan bahwa minat siswa mengenai mata pelajaran Bahasa Indonesia pada materi teks narasi masih tergolong sangat rendah. Banyak siswa/i yang menghadapi tantangan dalam memahami materi teks narasi dalam pembelajaran Bahasa Indonesia. Sehingga dengan memanfaatkan media digital interaktif seperti wordwall yang di kombinasikan dengan model pembelajaran GBL, dan diharapkan tercipta suasana belajar yang aktif, menyenangkan, serta dapat meningkatkan motivasi siswa dalam memahami materi teserbut. Metode penelitian yang digunakan adalah eksperimen dengan desain pretest dan posttest pada sampel 15 siswa/i kelas IV. Instrument pengumpulan data berupa tes essay yang telah melewati uji validitas dan uji reliabilitas. Hasil analisis data menunjukkan peningkatan signifikan pada skor posttest di bandingkan skor pretest dengan nilai signifikansi 0,000 < 0,05. Dengan demikian, hipotesis nol (Ho) ditolak dan hipotesis alternatif (Ha) diterima, artinya penggunaan media digital wordwall dengan metode game based learning terbukti memberikan efektivitas yang positif. Persentase efektivitas penggunaan media mencapai 75,73%, menandakan bahwa media digital wordwall dengan metode game based learning efektif dalam meningkatkan minat belajar siswa. Penelitian ini merekomendasikan penggunaan media pembelajaran digital berbasis permainan sebagai alternatif inovatif untuk menunjang proses pembelajaran yang interaktif dan menyenangkan bagi siswa.