Waliyul Maulana Siregar
State University of Medan

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Pengaruh Media Interaktif Educaplay terhadap Hasil Belajar Pendidikan Pancasila Siswa Kelas V SD ikhwaturraiyuna ikhwaturraiyuna; Waliyul Maulana Siregar; Apiek Gandamana; Winara Winara; Khairul Usman
Jurnal Keluarga Sehat Sejahtera Vol. 24 No. 2 (2026): JURNAL KELUARGA SEHAT SEJAHTERA (In-Press)
Publisher : Universitas Negeri Medan

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Abstract

This study aims to determine the effect of the Educaplay interactive media on Pancasila education learning outcomes for the topic “Cultural Diversity in My Indonesia” among fifth-grade students at SDN 104203 Bandar Khalipah in the 2025/2026 academic year. This study employed a quantitative approach using a quasi-experimental method with a Nonequivalent Control Group Design. The study population consisted of all 46 fifth-grade students, with the sample comprising Class VA (23 students) as the experimental group and Class VB (23 students) as the control group. Data analysis techniques included a normality test (Shapiro-Wilk), a homogeneity test (Levene), and a hypothesis test (Independent Sample t-test) using SPSS version 27. The results showed that the mean posttest score for the experimental class (83,91) was higher than that of the control class (76,74). The learning achievement rate for the experimental class reached 95,65%, while that of the control class was only 78,26%. The hypothesis test results yielded a calculated t-value of 2,661 with a significance level (2-tailed) of 0,011 < 0,05; therefore, H₀ was rejected and Hₐ was accepted.
Pengaruh Model Pembelajaran Value Clarification Technique (Vct) Berbantuan Anime Ousama Rankings Terhadap Hasil Belajar Pendidikan Pancasila Siswa Kelas IV Muammar Sahala Tua Siregar; Apiek Gandamana; Robenhart Tamba; Waliyul Maulana Siregar; Yusra Nasution
Jurnal Merah Putih Sekolah Dasar Vol. 3 No. 6 (2026): JULI 2026
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/73450

Abstract

This study aims to investigate the impact of implementing the Value Clarification Technique (VCT) learning model combined with the anime media Ousama Ranking on the learning outcomes of Pancasila Education among fourth-grade students at SDN 064037 Medan Tembung. A quantitative approach was employed using a quasi-experimental design, specifically adopting the nonequivalent control group design. The research sample consisted of two groups, each comprising 25 fourth-grade students. The experimental group received instruction through the VCT model assisted by Ousama Ranking anime media, while the control group continued with conventional teaching methods. The findings revealed that the average learning outcome of the experimental group reached 70.2, reflecting a meaningful improvement from pretest to posttest scores in class IV-A. The normality test confirmed that the data followed a normal distribution, with significance values exceeding the 0.05 threshold. Similarly, the homogeneity test demonstrated consistency across groups, indicated by a Based on Mean significance value of 0.750, which surpassed the 0.05 criterion. Furthermore, hypothesis testing conducted through the Independent Sample T-Test produced a significance value (2-tailed) of 0.005, falling below the 0.05 threshold, leading to the rejection of H₀ and the acceptance of Hₐ. In conclusion, the implementation of the VCT learning model assisted by Ousama Ranking anime media proved to have a significant effect on improving the Pancasila Education learning outcomes of fourth-grade students at SDN 064037 Medan Tembung
PENGEMBANGAN MEDIA ULAR TANGGA DIGITAL BERBASIS MODEL VALUE CLARIFICATION TECHNIQUE PADA PEMBELAJARAN PENDIDIKAN PANCASILA DI SD 064970 Azni Wildan; Apiek Gandamana; Robenhart Tamba; Husna Parluhutan Tambunan; Waliyul Maulana Siregar
Jurnal Keluarga Sehat Sejahtera Vol. 24 No. 2 (2026): JURNAL KELUARGA SEHAT SEJAHTERA (In-Press)
Publisher : Universitas Negeri Medan

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Abstract

This study aims to develop a digital "Snakes and Ladders" learning medium based on the Value Clarification Technique (VCT) that is valid, practical, and effective for the Pancasila Education subject—specifically the topic of emulating and applying the fighting spirit of the figures who formulated the nation's foundational principles—at SD Negeri 064970 Medan Denai (4th-grade level). The study employs the Research and Development (R&D) method using the ADDIE development model, which consists of five stages: analysis, design, development, implementation, and evaluation. Data collection techniques included interviews, questionnaires, and tests. The research subjects were 28 fourth-grade students at SD Negeri 064970 Medan Denai. The results indicate that the developed medium achieved an average validation score of 94.5% from subject matter and media experts (categorized as "very valid"), a practicality score of 96% from the teacher (categorized as "very practical"), and an effectiveness score showing an increase in the students' average grade from 53.07 in the pre-test to 87 in the post-test. Furthermore, the N-Gain calculation yielded an average value of 0.72 (or 72.05%), placing it in the "high" category. Based on these results, it is concluded that the digital "Snakes and Ladders" learning medium based on the Value Clarification Technique (VCT) is valid, practical, and effective, making it suitable for use in Pancasila Education instruction at the elementary school level.