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PENGEMBANGAN LEMBAR KERJA SISWA BERBASIS KETERAMPILAN PROSES PADA PEMBELAJARAN IPA MATERI CAHAYA KELAS V SD Siti Kholizah Panjaitan; Safrida Napitupulu
PENDALAS: Jurnal Penelitian Tindakan Kelas dan Pengabdian Masyarakat Vol 1 No 3 (2021): PENDALAS
Publisher : Yayasan Pendidikan Islam dan Multikultural

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (218.166 KB) | DOI: 10.47006/pendalas.v1i3.87

Abstract

This study aims to develop a product of teaching materials in the form of Student Worksheets based on process skills in learning science of light material in the hope of helping students in learning activities. The method used in this research is the development of Research and Development (R&D) by modifying the Brog and Gall development model through five stages including, potential and problems, data collection, product design, design validation, and design revision. The results showed that the Student Worksheet developed was feasible to use, based on validation by media experts an average score of 3.51 in the "Good" category, and teacher validation an average score of 3.55 in the "Good" category.
PENGARUH PERMAINAN TRADISIONAL TEROMPA TERHADAP GERAK DASAR MOTORIK KASAR DAN SOSIAL EMOSIONAL SISWA KELAS V UPT SD NEGERI 067260 MARELAN Devi Catur Winata; Dewi Maya Sari; Endang Pratiwi; Fili Azandi; Safrida Napitupulu; Mawardinur
Jurnal Ilmiah STOK Bina Guna Medan Vol 11 No 2 (2023): Jurnal Ilmiah STOK Bina Guna Medan
Publisher : Sekolah Tinggi Olahraga dan Kesehatan Bina Guna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55081/jsbg.v11i2.1459

Abstract

Tujuan Penelitian ini untuk mengetahui permainan tradisional Terompa terhadap kemampuan motoric kasar siswa kelas V Upt SDN 067260 Marelan. Penelitian ini dialkukan di SD Negeri 067260 Marelan pada tahun 2023. Metode penelitian yang digunakan adalah metode quasi eksperimen dengan desain penelitian one control group design. Subjek pada penelitian terdapat 20 orang yang terdiri dari 13 orang perempuan dan 7 orang laki-laki . teknik pengpulan data pada instrument. Hasil penelitian membuktikan bahwa terdapat pengaruh permainan terompah terhadap motorik kasar. Permainan terompah memiliki banyak manfaat terhadap aspek perkembangan anak secara terintegrasi, jika guru mampu menggunakan dalam proses pembelajaran secara optimal. Melalui permainan teropa dapat menumbuhkan rasa kepemimpinan, kerjasama tim dan saling bantu membantu dalam permainan dan kehidupan sehari- hari. Banyak pembelajaran dan gerak dasar yang diperoleh dari permainan trasional dan salah satunya permainan terompa
Efektifitas Penggunaan Metode Steam Terhadap Kemampuan Proses Belajar Matematika Sekolah Tingkat Dasar Safrida Napitupulu
JURNAL ILMU PENDIDIKAN Vol. 4 No. 2 (2023): JURNAL ILMU PENDIDIKAN (JIP)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32696/jip.v4i2.2732

Abstract

Science, Technology, Engineering, Art, and Mathematics (STEAM) merupakan yang mengaitkan ilmu pengetahuan (sains), teknologi, teknik, seni, dan matematika, sehingga peserta didik diberikan pengertian secara holistik melalui pengalaman belajar, pembelajaran ini merupakan pembelajaran kontekstual, dimana peserta didik akan diberikan pengalaman terhadap fenomena-fenomena yang terjadi disekitar kita. Pendekatan dalam pengajaran ini peserta didik mampu mendemonstrasikan suatu pemikiran secara kritis serta mampu memecahkan masalah secara kreatif dalam bidang sains, teknologi, teknik, seni dan matematika. Mengerjakan soal matematika dengan memberikan metode pembelajaran yang monoton dan proses pembelajaran masih terpusat pada guru yang mengkibatkan siswa cenderung lebih pasif sehingga proses belajar tidak berjalan dengan efektif. Langkah-Langkah Pembelajaran STEAM memiliki lima tahap dalam pelaksanaannya di kelas yaitu observe, new idea, innovation, creativity, dan society. Penelitian ini dilaksanakan disemester ganjil , Penelitian dilaksanakan di SDIT AL-Fauzi Medan.Tujuan dari penelitian ini adalah untuk mengetahui efektivitas penggunaan metode STEAM Terhadap Kemampuan Proses Belajar Matematika Sekolah Tingkat Dasar pada Materi Geometri. Jumlah subjek dalam penelitian sebanyak 18 siswa dengan menggunakan teknik purposive sampling.Berdasarkan tabel diperoleh (t = -10,735; p = 0,000) < 0,005, maka dapat disimpulkan bahwa pembelajaran menggunakan metode steam efektif untuk meningkatkan Kemampuan Proses Belajar Matematika siswa tingkat dasar pada materi geometri.
Pemanfaatan Ikan Tongkol yang di Jadikan Abon oleh Mahasiswa KKN Universitas Muslim Nusantara Al Washliyah di Desa Rugemuk Pantai Labu Safrida Napitupulu; Niken Andini; Elianora Butar Butar; Nirma Yunita Siregar; Syarianda Syafitri; Sri Widya Utami
JURNAL PENGABDIAN KEPADA MASYARAKAT Spesial Issue Oktober 2024
Publisher : LPPM UNINUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30999/jpkm.v14i2.3528

Abstract

Penelitian ini membahas pemanfaatan ikan tuna sebagai bahan utama pembuatan abon yang dilakukan oleh mahasiswa Program Kuliah Kerja Nyata (KKN) Universitas Muslim Al Washliyah Nusantara di Desa Rugemuk Pantai Labu. Tujuan dari kegiatan ini adalah untuk meningkatkan nilai gizi, menyediakan alternatif produk olahan ikan, dan meningkatkan kesejahteraan ekonomi masyarakat desa. Proses pembuatan abon ikan tuna meliputi pemilihan bahan, pengolahan, pengujian mutu, dan evaluasi dampak ekonomi. Hasil penelitian menunjukkan bahwa produk abon ikan tuna diterima dengan baik oleh masyarakat dan memberikan dampak positif terhadap perekonomian setempat.
PENGEMBANGAN LKPD BERBASIS EXPLORING, CLUSTERING, SIMULATING, VALUING, AND EVALUATING PADA TEMA KESELAMATAN DI RUMAH DAN PERJALANAN DI KELAS II SD Riska Aprillia; Safrida Napitupulu
Jurnal Cakrawala Ilmiah Vol. 4 No. 5: Januari 2025
Publisher : Bajang Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to: (1) To find out the feasibility of LKPD based on Exploring, Clustering, Simulating, Valuing, and Evaluating on the Theme of Safety at Home and Travel in Grade II of Elementary School. This research is a type of development research (Research and Development) using the ADDIE development model which includes five stages, namely: Analysis, Design, Development, Implementation, and Evaluation. However, this research only goes up to three stages, namely only up to the Development stage. The subjects in this study were validators of material experts, language experts, learning experts (responses of grade II teachers). The instrument used to collect data was a questionnaire. The data analysis technique used was a qualitative descriptive analysis technique. The media developed was validated by one material expert, one language expert and one grade II elementary school teacher. Based on the assessment of the validation results by the material expert, the LKPD product was produced which was feasible for use by grade II elementary school students. Based on the assessment of the validation results by language experts, it produces a LKPD product that is very suitable for use by grade II elementary school students and based on the assessment of the validation results by learning experts, it produces a LKPD product that is very suitable for use by grade II elementary school students. So from the validation data from the three validators, it can be concluded that the LKPD media Based on Exploring, Clustering, Simulating, Valuing, and Evaluating on the Theme of Safety at Home and Travel in Grade II Elementary School is declared valid and there is no revision by the experts, so it is declared very suitable for use as teaching materials in learning
PENGARUH PENGGUNAAN METODE JOLLY PONICS DENGAN MODEL KOPERATIF TERHADAP KEMAMPUAN MEMBACA PADA SISWA KELAS II SD NEGERI 101931 PERBAUNGAN Nursila , Nursila; Safrida Napitupulu
Jurnal Cakrawala Ilmiah Vol. 4 No. 9: Mei 2025
Publisher : Bajang Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The Jolly Phonics method is a way of teaching reading by using letter sound synthesis to read words and teaching the sounds of letters in a multisensory manner. Learning to read at an early stage using a phonics approach is a very good first step for children. Children who hear a variety of sounds in words and who are able to use the sounds in words are more successful in learning to read. This research aims to analyze the effect of using the Jolly Ponics method with a cooperative model on the reading ability of class II students at SD Negeri 101931 Perbaungan. The research uses quantitative research. This study used research instruments in the form of a pretest and posttest to test the effect of using the jolly ponics method with a cooperative model on reading ability in class II students at SD Negeri 101931 Perbaungan. Based on the research results and discussions that have been found, the researcher can draw the conclusion that the simple linear regression equation from this research is: Y = 11.575 + 0.414X. The constant value (a) is 11.575. This means that if the Jolly Ponics Method variable (X) has a value of 0, then the value is positive, namely 11,575. The regression coefficient value for the Jolly Ponics Method variable (X) is positive, namely 0.414. This means that if there is an increase in the Jolly Ponics Method (X) by 1%, then students' reading ability will increase by 0.414 assuming other variables are constant. There is a positive influence between the jolly ponics method on the reading ability of class II students at SD Negeri 101931 Perbaungan, this is proven by the t-count value of the jolly ponics method variable of 2.358
PENGEMBANGAN MEDIA AJAR BERBASIS ARTIFICIAL INTELEGENCE PADA MATA KULIAH PEMBELAJARAN MATEMATIKA SD Safrida Napitupulu; Elia putri; Fitri Yulia
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 In Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31108

Abstract

As traditional education systems struggle with limitations in meeting diverse learning needs, Learning Platforms have emerged as a solution to bridge the gap and provide inclusive and accessible education (Suhadha Kholif Muhamad et al., 2023). Technology is a human creation; therefore, it is natural for it to have shortcomings or negative impacts. In the field of education, besides having positive aspects, technology also has negative sides. Educators can use technology as a learning medium or facilitator to deliver knowledge to students through Artificial Intelligence (AI).By utilizing the learning media mentioned above, educators can present engaging and innovative material so that students remain interested and actively involved in classroom activities, thereby providing motivation and support for independent learning. The use of learning media supported by current technological advancements can influence students’ motivation to learn. AI-based instructional media helps students more easily master or understand the learning objectives of elementary school mathematics courses, as well as train and prepare them to become high-quality teachers who are aligned with the needs of their time.Moreover, students will be able to apply their knowledge through professional entrepreneurship with a youthful and tech-savvy spirit, in accordance with the strategic plan of the PGSD program at UMN Al-Wasliyah, enabling them to achieve significant success at the national and international levels through the application of technology. The rise of Artificial Intelligence (AI) usage in education has seen massive growth year after year.The aim of this research is to develop AI-based instructional media for elementary mathematics education courses. The method used is research and development (R&D) with the ADDIE model. The ADDIE development model is carried out in five phases: Analysis, Design, Development, Implementation, and Evaluation.
PENGEMBANGAN BAHAN AJAR INTERAKTIF BERBASIS AI UNTUK MENDORONG MOTIVASI SISWA PADA MATERI PENJUMLAHAN DAN PENGURANGAN PECAHAN KELAS IV SDN 105375 SUKASARI Sindy, Sindy Ramadhani; Safrida Napitupulu
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 In Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.28406

Abstract

Penelitian ini bertujuan untuk mengembangkan bahan ajar interaktifberbasis Artificial Intelligence (AI) guna mendorong motivasi belajar siswa kelas IVSDN 105375 Sukasari pada materi penjumlahan dan pengurangan pecahan.Metode yang digunakan adalah penelitian dan pengembangan (Research andDevelopment) level 1 menurut Sugiyono, yang mencakup enam tahapan utama,yaitu: identifikasi potensi dan masalah, studi literatur, pengumpulan informasi,desain produk, validasi ahli, serta uji coba terbatas. Produk dikembangkanmenggunakan aplikasi Canva dengan dukungan fitur AI seperti Magic Write danMagic Animate dalam bentuk presentasi digital interaktif. Instrumen pengumpulandata berupa angket motivasi belajar yang disusun berdasarkan teori HierarkiKebutuhan Abraham Maslow dan telah divalidasi oleh ahli dengan skor kevalidansebesar 87%. Hasil penelitian menunjukkan bahwa terjadi peningkatan motivasibelajar yang signifikan setelah siswa menggunakan bahan ajar interaktif berbasisAI. Skor rata-rata motivasi belajar siswa sebelum menggunakan bahan ajar adalah50,12, termasuk dalam kategori “Kurang Baik”. Setelah penggunaan bahan ajar,skor rata-rata meningkat menjadi 91,66, masuk dalam kategori “Sangat Baik”.Peningkatan ini mencerminkan efektivitas bahan ajar dalam membangun rasapercaya diri, kenyamanan, serta semangat siswa dalam belajar matematika.Dengan demikian, bahan ajar interaktif berbasis AI terbukti efektif sebagaialternatif inovatif untuk meningkatkan motivasi belajar siswa pada materi pecahan.
UPAYA MENINGKATKAN MINAT BELAJAR MATEMATIKA DENGAN MENGGUNAKAN MODEL PEMBELAJARAN INKUIRI DI KELAS IV SD NEGERI 105375 SUKASARI Rizki Fadhilah, Rizki Fadhilah; Safrida Napitupulu
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 3 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.28573

Abstract

This study aims to improve the interest in learning mathematics of fourth gradestudents of SD Negeri 105375 Sukasari through the application of the inquirylearning model. The type of research used is Classroom Action Research (CAR)which is carried out in two cycles. Data collection techniques are carried out throughobservation, documentation, and student learning interest questionnaires which arecompiled based on indicators of feelings of pleasure, involvement, interest,attention, and learning awareness. The questionnaire instrument uses a Likert scalewith five answer choices. The results of the study showed a significant increase instudent learning interest. In cycle I, the average percentage of student learninginterest only reached 46.54%, included in the "quite interested" category. Aftercorrective actions were taken in cycle II, the average percentage of learning interestincreased to 85.52%, which is in the "highly interested" category according to theclassification criteria used in this study. This increase shows that the application ofthe inquiry learning model with the support of Canva animated video media iseffective in increasing student learning interest in mathematics lessons.
Mengenal dan Memahami Bilangan: Panduan Konseptual, Jenis, serta Aplikasinya dalam Pembelajaran Matematika di Sekolah Safrida Napitupulu; Elisah Sah Putri; Syamsinar Harahap; Vimi Argia Siahaan
Khatulistiwa: Jurnal Pendidikan dan Sosial Humaniora Vol. 5 No. 4 (2025): Desember : Khatulistiwa: Jurnal Pendidikan dan Sosial Humaniora
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/khatulistiwa.v5i4.7606

Abstract

Numbers are a fundamental concept in mathematics that serve as the cornerstone for understanding more advanced mathematical ideas. Their role is essential across all levels of education, from early childhood to higher education. This article explores various conceptual approaches and practical strategies for teaching numbers effectively, aiming to support learners in developing a deep and functional understanding of numerical concepts. In early education, visual aids such as flashcards and open-ended questioning techniques help young children internalize basic number recognition and counting skills. As students progress, tools like number lines and culturally relevant real-world examples can further enhance comprehension by providing context and meaning to abstract concepts. The article also emphasizes the importance of promoting inductive reasoning through dialogue and real-life applications, which not only supports number comprehension but also cultivates students’ critical thinking skills. With the integration of technology, such as hybrid e-learning platforms, educational apps, and digital games, mathematics instruction becomes more engaging and accessible, increasing both student motivation and retention. These technological tools also allow for personalized learning experiences, catering to different learning styles and paces. Furthermore, this paper addresses common misconceptions about numbers and highlights the need for diagnostic assessment to inform instructional design. By understanding where students struggle, educators can tailor interventions that address specific gaps in understanding. The comprehensive methods discussed aim not only to improve number literacy but also to establish a robust and adaptable mathematical foundation. Ultimately, this article advocates for a balanced approach that integrates traditional and innovative techniques to ensure effective number teaching and meaningful learning outcomes in mathematics education.