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PENERAPAN MODEL PEMBELAJARAN PICTURE AND PICTURE TERHADAP PENDIDIKAN LINGKUNGAN HIDUP (PLH) UNTUK MENINGKATKAN KOMPTENSI GURU DI SD NEGERI SEKECAMATAN STABAT IRFAN DAHNIAL
Jurnal Berbasis Sosial Vol 1 No 1 (2020): JBS
Publisher : Prodi Pendidikan IPS STKIP AL MAKSUM

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Abstract

Masyarakat di Indonesia harus peduli akan lingkungan yang ada di sekitarmereka. Selama ini banyak masyarakat yang tidak peduli akan lingkungan.Kareperlu di tangani di karenakan adanya beberapa faktor yang mempengaruhinyasalah satunya yaitu adanya masalah mengenai keadaan lingkungan hidup sepertikemerosotan atau degradasi yang terjadi di berbagai daerah. Secara rasional adadua alasan utama mengapa pendidikan lingkungan hidup harus di berikan secaradini: pertama anak anak harus mengembangkan rasa mencintai lingkungan hiduppada usia yang dini. Peserta didik di siapkan utuk memiliki kemampuan untukmengaktualisasikan pemahaman lingkungannya setiap saat, selama lamanyameskipun tidak di bangku sekolah/perkuliahan. Penelitian ini bertujuan untukmemunculkan kepedulian kepada siswa sekolah dasar akan makna pentingnyalingkungan hidup. Dan dengan adanya tulisan ini di harapkan dapat memnberikaninformasi kepada pemerintah dan pihak sekolah akan pentingnya pendidikanlingkungan hidup bagi anak anak. Dengan pendidikan lingkungan hidup, selaindapat memberikan kesadaran kepada anak anak akan pentingnya menjagalingungan juga dapat mengetahui sejauh mana kepedulian mereka dalam menjagalingkungan.
Local History of Indonesia as a Form Rise of Nationalism Dahnial, Irfan
Indonesian Journal of Education, Social Sciences and Research (IJESSR) Vol 6, No 3
Publisher : Indonesian Journal of Education, Social Sciences and Research (IJESSR)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/ijessr.v6i3.26909

Abstract

Local history reminds us that life is always changing, including changes at the local level, human attitudes towards change are very much influenced by the horizons they have. The uniqueness of the history that exists in the environment can also be considered as part of local wisdom, so that we can also learn from the symbolic aspects which are generally full of local historical events. And in a prophetic dimension, local history that is developed and packaged in a positive thinking dimension can be a means of a healing and self-development process. the research objective is to maintain and arouse a sense of nationalism through local history that exists in each region. This research method uses the literature review method, namely a description of the theory, findings and other research materials obtained from reference materials to be used as the basis for research activities in formulating a clear frame of mind from the formulation of the problems to be compiled and studied. The final goal of a literature review is to get an idea of what other people have done before, literature review or also known as literature review is the first step to gathering relevant information.
Development of Digital-Based Comics on National Insight Material in Class V of SD Negeri 105410 Rampah Pekan Sari, Muti Indah; Dahnial, Irfan
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36418/syntax-literate.v9i6.15743

Abstract

Education is one aspect that is influenced by developments in technology, information and communication. For example, a shift in learning paradigms to accommodate advances in science and technology to increase efficiency and optimize learning. The development of the educational era indirectly requires teachers to be able to utilize technology, information and communication as media and teaching materials for learning activities. The aim of developing digital-based comic learning media is that it is considered to be able to help students understand learning material because the advantage of digital-based comic media is that it is able to present images that can arouse students' interest in learning. This type of development research uses the 4D model which was initiated by Thiagarajan (1974). This 4D development model has four stages, namely define, design, develop and desseminate, but in development research it only reaches the develop stage. The product that has been developed by this researcher has been validated by material experts getting 81.66% percentage with the criteria "very feasible", media expert validation gets 93.33% percentage with the criteria "very feasible", and language validation gets 100% percentage with the criteria " very worthy.” Based on the results of expert validation, the product that has been developed in the form of digital-based comics is suitable for students to use during the learning process.
Pengembangan Media Pop-Up Book Digital Pembelajaran PPKn Materi Negeriku Indonesia Kelas IV SDN 102017 Sei Rampah Aisyah, Aisyah; Dahnial, Irfan
JURNAL DIMENSI PENDIDIKAN DAN PEMBELAJARAN Vol 12: Special Issue No. 1 (2024)
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/dpp.v12i0.9276

Abstract

Buku pop-up digital yang dikembangkan pada studi ini sebagai media belajar interaktif yang menggabungkan unsur buku popup dengan teknologi digital. Studi ini berfokus pada pengembangan buku pop-up digital materi “Negeriku Indonesia” di kelas IV SDN 102017 Sei Rampah. Studi ini bermaksud mengembangkan media digital yang disebut Pop-Up Book Digital menggunakan Microsoft Powerpoint. Studi ini memakai model 4D tahap Define, Design, Development, dan Dissiminate telah dimodifikasi menjadi 3D. Sejalan temuan studi, validitas media adalah 94%, validitas material adalah 80%, dan validitas bahasa adalah 100% serta dianggap valid. Temuan tampak bahwa buku pop-up digital sangat cocok diterapkan saat belajar Pembelajaran PPKn di kelas.
Development of Edugames on Pancasila Material to Improve Learning Outcomes of Grade IV Students in Elementary Schools Irfan Dahnial
Pedagogik Journal of Islamic Elementary School Vol. 7 No. 2 (2024): Pedagogik Journal of Islamic Elementary School
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/pijies.v7i2.5947

Abstract

This research and development project utilizes the 4-D model, comprising four stages: definition, design, development, and dissemination. The research was conducted at MIN 6 Langkat from September to November during the 2024/2025 academic year. The participants included 20 fourth-grade students, 11 of whom were female and nine were male. The edugame focused on Pancasila material, which was the subject of this study. Data collection involved observation, interviews, questionnaires, and testing. The gathered data were analyzed using two methods: (1) an analysis of the edugame's feasibility and (2) an analysis of its effectiveness. The validation from language experts yielded a score of 88.65%, which falls under the feasible category. In comparison, material experts rated it at 90.10%, classifying it as very feasible, and media experts provided a score of 96.75%, marking it as very feasible. The students’ pretest average in the trial was 35.07%, and the post-test score increased to 64.93%. Based on the validation and trial results, it can be concluded that the edugame on Pancasila content for grade IV students at MIN 6 Langkat is both feasible and effective.
PELATIHAN PEMBUATAN MEDIA PEMBELAJARAN INOVATIF DALAM MENDUKUNG TRANSFORMASI PEMBELAJARAN DI SEKOLAH DASAR Renni Ramadhani Lubis; Irfan Dahnial; Risa Nazua
Jurnal Pengabdian Kepada Masyarakat Vol 7 No 1 (2026): JPKM
Publisher : LPPM STKIP AL MAKSUM

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Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kompetensi guru sekolah dasar dalam merancang dan mengembangkan media pembelajaran inovatif. Kegiatan pengabdian ini dilaksanakan di SD Negeri 053979 Kepala Sungai yang diselenggarakan dalam pada hari Senin, 23 Februari 2026 jumlah peserta sebanyak 25 orang yang merupakan guru sekolah dasar. Metode yang digunakan dalam pelatihan ini meliputi penyampaian materi, demonstrasi, diskusi, praktik langsung, pendampingan dalam pembuatan media pembelajaran dan evaluasi. Berdasarkan hasil pelatihan pengabdian diketahui bahwa pelatihan yang dilaksanakan memberikan kontribusi positif terhadap peningkatan kemampuan peserta. Rata-rata tingkat penguasaan kompetensi mengalami kenaikan dari 40% pada kondisi awal menjadi 87,2% setelah kegiatan selesai. Penilaian terhadap media pembelajaran yang dikembangkan menunjukkan bahwa 40% peserta memperoleh predikat sangat baik, 48% berada pada kategori baik, dan 12% termasuk kategori cukup. Temuan ini memperlihatkan bahwa kegiatan pelatihan mampu memperkuat keterampilan guru sekolah dasar dalam merancang media pembelajaran yang kreatif dan relevan untuk digunakan dalam proses pembelajaran
Upaya Pencegahan Kekerasan Seksual melalui Konten Edukasi Seksual bagi Anak Pekerja Migran Indonesia di Sanggar Belajar Kepong Malaysia Arqiya, Safiya; Dahnial, Irfan
Jurnal Gentala Pendidikan Dasar Vol. 11 No. 1 (2026): Jurnal Gentala Pendidikan Dasar
Publisher : Department of Primary School Teacher Education, Faculty of Teacher Training and Education, Jambi University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/gentala.v11i1.53433

Abstract

This study aims to evaluate the effectiveness of sexual education content at the primary education level as a preventive effort against sexual violence toward children of Indonesian migrant workers (IMWs). The study is motivated by the high risk of sexual violence faced by IMW children due to limited parental supervision, unstable family environments, and restricted access to early sexual education, which results in low understanding of body autonomy, safe and unsafe touch, and self-protection strategies. This research employed a quantitative method using a pretest–posttest design supported by qualitative data from interviews. The research subjects consisted of 25 primary school students who are children of Indonesian migrant workers, with interactive sexual education content as the research object. Data were collected through questionnaires, tests, observations, and interviews, and analyzed using validity and reliability tests, descriptive statistics, and the Wilcoxon Signed Rank Test. The results indicate that the instruments were valid and reliable (Cronbach’s Alpha = 0.914) and that there was a significant increase in children’s knowledge after the implementation of sexual education content. Therefore, sexual education content is proven to be an effective preventive strategy in nonformal education settings.
PENINGKATAN HASIL BELAJAR MATEMATIKA MATERI PECAHAN MELALUI MODEL COOPERATIVE LEARNING TIPE STAD PADA SISWA KELAS IV SDN 008 UHAILANU Taslim; Irfan Dahnial
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 03, September 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.17237

Abstract

This Classroom Action Research (CAR) was motivated by the low learning outcomes and active participation of fourth-grade students at SDN 008 Uhailanu in mathematics, specifically on the topic of fractions. The conventional one-way approach caused students to be trapped in rote learning and feel afraid to ask questions. Therefore, this study aimed to describe the improvement in students' learning outcomes and active participation through the implementation of the Student Teams Achievement Division (STAD) type of Cooperative Learning model. The subjects of the study were 24 fourth-grade students at SDN 008 Uhailanu. The research was conducted in two cycles, following the Kemmis and McTaggart model which includes planning, acting, observing, and reflecting stages. Data were collected using written tests and observation sheets. The results showed a significant improvement. In the pre-cycle, the class average score was only 62.5 with a classical completeness rate of 37.5%. After implementing STAD in Cycle I, the average score increased to 71.5 with a completeness rate of 66.7% and student active participation at 45%. Following guidance adjustments in Cycle II, learning outcomes surged to an average score of 82.5, classical completeness reached 87.5%, and active participation soared to 85%. It can be concluded that the application of the STAD cooperative model is highly effective in overcoming fraction misconceptions, building teamwork (peer tutoring), and meaningfully improving mathematics learning outcomes.
PENGEMBANGAN MEDIA PEMBELAJARAN GAULL (GAME EDUKASI WORDWALL) PADA MATERI HAK DAN KEWAJIBAN KELAS V UPT SD NEGERI 065003 MEDAN LABUHAN Elviyani; Irfan Dahnial
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 2 (2024): Volume 09 No. 2 Juni 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i2.13040

Abstract

For primary school civics lessons to be engaging, children need to be able to take part. Making engaging educational game-based learning material that students can use to apply what they've learned is one way to make this happen. So, with two goals in mind, researchers created wordwall learning material. They are interested in two things: first, making a GAULL (Wordwall Educational Game) product or piece of learning media, and second, finding out whether that piece of media is legitimate from a rights and obligations standpoint. Research and development (R&D) employs the 4 D model of development proposed by Thiagarajan in this context. Researchers in this study only implemented three stages of 4D development for GAULL learning media (Wordwall Educational Game) in Theme 4, sub-theme 1, "Rights, Obligations and Responsibilities," since this was the only theme that was determined to be applicable to the learning process. something people find intriguing. The data collection tool is a questionnaire that is sent to validators, who are professionals in the fields of media and materials. Media expert validation yielded a 95% score, whereas material expert validation yielded a 96% score. Thus, 95% is the average score of the two validators. with the goal of establishing "very valid" standards based on the findings of the two experts. The GAULL learning medium, which is an educational game, falls within the "Rights, Obligations and Responsibilities" subtheme of Theme 4, and its development was deemed "very valid" for educational purposes.
PENGEMBANGAN MEDIA BOARDBOOK BERBASIS METODE KONTEKSTUAL PADA SUBTEMA KEWAJIBAN DAN HAKKU DI RUMAH DI KELAS III SDN 066057 MEDAN DENAI Putri Nurjannah; Irfan Dahnial
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 2 (2024): Volume 09 No. 2 Juni 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i1.13058

Abstract

This study is motivated by the perception that the PPKn learning process is lacking in interest, deemed trivial, monotonous, and associated with other undesirable aspects. The class III teacher at elementary school of 066057 Medan Denai believes that students' lack of interest in learning about PPKn is attributed to the limited use of learning media, specifically relying solely on printed materials such as textbooks. This lack of diversity in learning materials results in decreased enthusiasm and boredom among students during their studies. The objective of this study is to create a Boardbook media using contextual methodologies in order to assess the viability of a product based on the validation of instruments. This study focuses on research and development (R&D) using a modified version of Thiagarajan and Semmel's 4D model, which has been simplified to a 3D model consisting of defining, designing, and creating. The study findings indicate that the Boardbook media, which is based on contextual approaches and focuses on my responsibility and rights at home in class III primary school of 066057 Medan Denai, has been verified by professional media validators. The findings were derived from a product feasibility percentage of 90.90%, which falls inside the "very feasible" category. Based on the material expert validator's assessment, the project has a feasibility percentage of 97.77% and is categorized as "very feasible." This indicates that, when considering the entire perspective, the proportion of contextual method-based Boardbook media falls inside the very appropriate category for usage as a learning medium.