Dody Feliks Pandimun Ambarita
Universitas Negeri Medan

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PENGEMBANGAN LKPD BERBASIS PROBLEM BASED LEARNING BERBANTUAN CANVA PADA MATERI PENGGUNAAN EJAAN KELAS IV DI SD NEGERI 101767 TEMBUNG Yosephine Edwina; Erlinda Simanungkalit; Halimatussakdiah Halimatussakdiah; Dody Feliks Pandimun Ambarita; Masta Marselina Sembiring
JGK (Jurnal Guru Kita) Vol. 8 No. 3: Juni 2024
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jgk.v8i3.58434

Abstract

Penelitian dan pengembangan ini dilakukan dengan tujuan untuk mengetahui kelayakan, dan keefektifan LKPD berbasis Problem Based Learning Berbantuan Canva Pada Materi Penggunaan Ejaan Kelas IV Di SD Negeri 101767 Tembung. Jenis penelitian yang dilakukan adalah jenis penelitian pengembangan (Research and Development) dengan model ADDIE yang terdiri dari beberapa tahap yaitu, Analysis (Analisis), Design (Perancangan), Development (Pengembangan), Implementation (Implementasi), dan Evaluation (Evaluasi). Subjek dalam penelitian ini yaitu siswa kelas IV SD Negeri 101767 Tembung yang berjumlah 26 siswa. Dan yang menjadi objek dalam penelitian adalah pengembangan LKPD berbasis Problem Based Learning berbantuan Canva. Untuk mengetahui kelayakan, dan keefektifan, maka dilakukan penilaian terhadap produk LKPD yang dikembangkan. Untuk keefektifan dinilai dari hasil tes yang dilakukan oleh siswa. Hasil penelitian ini menunjukkan bahwa LKPD berbasis Problem Based Learning berbantuan Canva pada materi penggunaan ejaan di kelas IV SD Negeri 101767 Tembung sangat layak digunakan dalam pembelajaran. Dari validasi ahli materi diperoleh hasil persentase sebesar 93,9% dengan kategori œsangat layak, validasi ahli design diperoleh hasil persentase sebesar 83% dengan kategori œsangat layak dan pada uji keefektifan dengan memberikan soal tes kepada siswa diperoleh rata-rata sebesar 81,53%. Dengan kategori efektif. Berdasarkan hasil tersebut dapat disimpulkan bahwa LKPD berbasis Problem Based Learning berbantuan Canva pada materi Penggunaan Ejaan kelas IV di SD Negeri 101767 Tembung sangat layak, dan efektif untuk digunakan dalam proses pembelajaran.
Hubungan Antara Gaya Belajar dan Hasil Belajar Bahasa Inggris Kelas V SD Negeri 060967 Medan Belawan Dody Feliks Pandimun Ambarita; Satri Sinaga; Permata Sari Br Siregar; Angeleva Sinaga; Patresia Situmorang; Riris Silalahi
Jurnal Tematik Vol 14 No 1 (2025): Jurnal Tematik
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jt.v14i1.67891

Abstract

This research aims to determine the relationship between learning styles and English learning outcomes of fifth grade students of State Elementary School 060967 Medan Belawan. The method used in this study is a quantitative method. This type of research is correlational. The subjects of this study were fifth grade students at State Elementary School 060967 Medan Belawan, totaling 34 students with random sampling technique. Based on the results of the research that has been done, it can be concluded that the conditions for the hypothesis to be accepted based on the Product Moment correlation test are if thitung > ttabel, thitung = 0.486 and t table = 0.348, so H0 is rejected and Ha is accepted. Students with visual learning styles are 18 people (52.94%), auditory learning styles are 8 people (23.52%), kinesthetic learning styles are 5 people (14.70%), visual auditory learning styles are 1 person (2.94%), and visual kinesthetic learning styles are 1 person (2.94%). Thus, it can be said that the learning styles and English learning outcomes of class V of SD Negeri 060967 Medan Belawan have a relationship (correlation).
Pengembangan Media Pembelajaran Bahasa Inggris Flash Card Comic Kelas IV SDN 060872 Medan Angeleva Revi Christa Sinaga; Dody Feliks Pandimun Ambarita; Lala Jelita Ananda; Albert Pauli Sirait; Tiarnita Maria Sarjani Br. Siregar; Charles Fransiscus Ambarita
Jurnal Tematik Vol 14 No 2 (2025): Jurnal Tematik
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jt.v14i2.69264

Abstract

This research aims to determine the feasibility, practicality, and effectiveness of Flash Card Comic learning media for "Greetings and Leave Taking" material in Grade IV at SDN 060872 Medan. This study utilizes the Research and Development (R&D) method following the ADDIE model (Analyze, Design, Development, Implementation, and Evaluation). The subjects of this research include media experts, material experts, educational practitioners, and 20 fourth-grade students. The object of the research is the Flash Card Comic media, designed to improve students' understanding of English greetings and farewell expressions. The results of the study indicate that in terms of feasibility, the media obtained a score of 81.81% from media experts ("Feasible" category) and 93.3% from material experts ("Highly Feasible" category). In terms of practicality, questionnaire results showed that the media was rated as "Highly Practical" by educational practitioners. Regarding effectiveness, based on a comparison of pre-test and post-test scores, there was an increase in the average score from 39.75% to 73.75%. Based on an N-Gain analysis of 57.18%, the Flash Card Comic media is categorized as "Effective" in improving student learning outcomes.
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%).
ANALISIS KETERAMPILAN BERBICARA SISWA KELAS IV SD NEGERI 0306 SOSOPAN T.A. 2025/2026 Putri Miftahul Jannah; Dody Feliks Pandimun Ambarita; Eva Betty Simanjuntak; Halimatusakdiah; Faisal; Charles Fransiscus Ambarita
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01, Maret 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.11851

Abstract

This study aims to determine the speaking skills of fourth-grade students at SD Negeri 0306 Sosopan in the 2025/2026 academic year. This is a descriptive study with a qualitative approach. The subjects were 22 fourth-grade students. The instruments used were tests and a research rubric. The results show that the speaking skills of fourth-grade students at SD Negeri 0306 Sosopan are predominantly in the sufficient category, with scores on five aspects of speaking skills: pronunciation (50%), intonation (54%), fluency (54%), language and content (64%), and expression (64%).