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Pengaruh Media Puzzle pada Materi Pecahan di SD PAB Lubuk Pakam Tahun Ajaran 2022/2023 Pranata, Reza; Hariati, Emy; Ramadhan, Nuri
Multiverse: Open Multidisciplinary Journal Vol. 3 No. 1 (2024)
Publisher : Medan Resource Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57251/multiverse.v3i1.1570

Abstract

This research aims to find out how big the influence on Learning Achievement. This research is a type of qualitative research. In this case, qualitative research is descriptive, ie the data collected is more in the form of words or pictures than numbers which aims to determine or describe the development of learning methods such as the PBL method on student achievement. The method used to analyze the data is library research, which is a type of qualitative research. The research instrument is a person or human instrument, namely the researcher himself. To be able to become an instrument, the researcher must have the provision of theory and broad insight, so as to be able to ask questions, analyze, take pictures, and construct the social situation under study to be clearer and more meaningful. The data analysis technique used is data reduction; data presentation; and drawing conclusions/verification. The results showed that the Problem Based Learning Model can be used to improve achievement in learning mathematics, and the Problem Based Learning Method can make students have achievement in learning mathematics because it is directly related to the real world, so students feel mathematics is very useful and achievement it will increase.
Pengaruh Media Animasi Terhadap Hasil Belajar Matematika Siswa Kelas V di SD Negeri 107393 Diski Tahun 2022/2023 Safira, Nurul; Harahap, Syarifah Ainun; Hariati, Emy
Multiverse: Open Multidisciplinary Journal Vol. 3 No. 1 (2024)
Publisher : Medan Resource Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57251/multiverse.v3i1.1572

Abstract

This research is experimental research which aims to determine the effect of animation media on mathematics learning outcomes in spatial material. To determine the effect of animation media on conventional learning. The type of research used in this research is Quasy Experimental. The research design used in this research is nonequivalent control group design. The population in this research is all school students at SD Negeri 107393 Diski for the 2022/2023 academic year in the even semester, totaling 20 students. The data analysis technique is descriptive statistical analysis and inferential statistical analysis. Based on the results of inferential statistical test analysis using the paired sample t-test, 0.00 is smaller than 0.05. Based on the research results, it can be concluded that (1) The use of Animation Media for Class V Students at SD Negeri 107393 Disk is classified as very effective. (2) Mathematics Learning Results for Class V Students are very high. (3) There is a significant influence of the use of Animation Media on the Mathematics Learning Outcomes of Class V Students at SD Negeri 107393 Diski.
Development of Pancasila Snakes and Ladders Game Media in Civics Learning for Elementary School Students Hendra, Hendra; Ramadhan, Nuri; Hariati, Emy; Prayogi, Muhammad Fani
Pedagogik Journal of Islamic Elementary School VOL 7 NO 2 OCTOBER 2024
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/pijies.v7i2.5679

Abstract

This study aims to develop a snakes and ladders game media on the material of Pancasila symbols for students and to determine the feasibility of using the media, as well as to determine the level of practicality of the media through the responses of educators and students after using the snakes and ladders game media on the material of Pancasila symbols. The research method adapts the development model developed by Borg and Gall. This research uses six steps as follows: 1) potential problems, 2) data collection, 3) product design, 4) product validation, 5) product revision, and 6) product trial. The data collection techniques used are the validation of the material expert questionnaire and the media expert questionnaire to determine the level of media feasibility and the student response questionnaire to determine the level of media feasibility. The subject of research and development is class IV A students at SD Negeri 105345 Sidodadi Ramunia, Beringin District. The results of research and development obtained a design in the form of snakes and ladders game media to introduce Pancasila symbols in Civics learning for class IV A at SD Negeri 105345 Sidodadi Ramunia, Beringin District, which obtained a feasibility score of 77% by media experts and 80% by material experts. Based on the results of the description above, the products developed by researchers are feasible and practical to use as learning media.
THE EFFECTIVENESS OF VALUE CLARIFICATION TECHNIQUE LEARNING MODEL IN IMPROVING THE CHARACTER OF ELEMENTARY SCHOOL STUDENTS POST PANDEMIC Yusrizal, Yusrizal; Hariati, Emy
Jurnal Ilmiah Teunuleh Vol. 3 No. 3: Jurnal Ilmiah Teunuleh | September 2022
Publisher : Teunuleh Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51612/teunuleh.v3i3.107

Abstract

This study aims to analyze the effectiveness of the Value Clarification Technique learning model in improving the character of post-pandemic elementary school students. This research was conducted at PAB 16 Klambir V Private Elementary School, Hamparan Perak District with a total sample of 40 fifth grade students. This type of research is a quasi-experimental method by comparing the Value Clarification Technique learning model with conventional learning models. Collecting data in this study through a questionnaire of student character development. Hypothesis testing is done by testing the independent sample t-test. Based on the results of the study, it was found that the character development of students who were taught with the Value Clarification Technique learning model was higher than the conventional learning model. In other words, the Value Clarification Technique learning model is very effectively used to improve the character of elementary school students, especially in post-pandemic learning
MENANAMKAN NILAI KARAKTER MELALUI DONGENG: ANALISIS BUKU 'BAHASA INDONESIA UNTUK SD DAN MI KELAS III' Mukhlisin, Dede; Leni Malinda; Hariati, Emy
REKOGNISI : Jurnal Pendidikan dan Kependidikan (E-ISSN 2599-2260) Vol 9 No 2 (2024)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar Universitas Nahdlatul Ulama Sumatera Utara

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

Abstract

This study aims to describe the character values found in the fables of the book "Bahasa Indonesia untuk SD dan MI Kelas III" at SDN 100311 Palsabolas. The research employed a descriptive method with a case study design, involving an analysis of the book and interviews with the third-grade homeroom teacher as data sources. Data collection techniques included observation, interviews, and document analysis. The findings revealed various character values in the fables, such as religiosity (5.56%), honesty (5.56%), hard work (16.67%), independence (5.56%), curiosity (16.67%), appreciation of achievements (11.11%), and responsibility (5.56%). The fable "Keong Emas" contains six character values, making it the story with the most character values, while "Pak Belalang" and "Batu Menangis" each contain three character values. Overall, 12 character values were identified, providing a foundation for character education for students. This study suggests that teachers and parents use fables as an alternative medium for teaching character values, students select positive values to apply in their daily lives, and textbook authors incorporate additional character values that are not yet included to enrich the educational content in fables.
IMPLEMENTASI MODEL PAIKEM SEBAGAI UPAYA PENINGKATAN MOTIVASI BELAJAR MATEMATIKA SISWA KELAS V DI SDN 104196 TANDAM HULU Afni, Ria; Hariati, Emy; Harahap, Syarifah Ainun
REKOGNISI : Jurnal Pendidikan dan Kependidikan (E-ISSN 2599-2260) Vol 9 No 2 (2024)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar Universitas Nahdlatul Ulama Sumatera Utara

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Abstract

This study aims to examine the effectiveness of implementing the PAIKEM learning model (Active, Innovative, Creative, Effective, and Enjoyable Learning) in enhancing the learning motivation of fifth-grade mathematics students at SDN 104196 Tandam Hulu, Hamparan Perak District. The research employs a correlational quantitative design, with data collected through questionnaires and documentation. The findings indicate that the application of the PAIKEM model significantly contributes to the increase in student motivation, with an average motivation improvement of over 70% and a positive correlation of 89% between the model's implementation and the enhancement of motivation (Murjiman, 2007; Sugiyono, 2012). These results suggest that a learning approach emphasizing active participation and an enjoyable classroom environment can effectively overcome the monotony of conventional teaching methods. The practical implication of this study is the necessity for teachers to adopt innovative learning models to create interactive and supportive learning environments.
Pengaruh Pembelajaran Berbasis Lingkungan Terhadap Minat Belajar Siswa Kelas V SD Islamiyah Tahun Ajaran 2023/2024 Hariati, Hariati; Lubis, Rizka Hidayah Husin; Hariati, Emy
Pedagogika: Jurnal Ilmu-Ilmu Kependidikan Vol. 4 No. 1 (2024)
Publisher : Medan Resource Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57251/ped.v4i1.1608

Abstract

This study investigates the impact of the Environment-Based Learning Model on students' interest in learning in Class V at Islamiyah Private Elementary School during the 2023/2024 academic year. Using a quantitative research approach, the study employed experimental and control groups to measure the effectiveness of the learning model. The results indicate that the environment-based learning model significantly enhances students' interest in learning. The experimental group, which utilized this model, achieved an average score of 82.2 with a standard deviation of 9.06, whereas the control group obtained an average score of 51.67 with a standard deviation of 7.18. Hypothesis testing yielded a calculated t-value of 0.06, which, when compared to the t-table value (0.245 at a 5% significance level), confirmed the acceptance of the hypothesis. These findings suggest that integrating environment-based learning strategies can effectively improve students' engagement and academic motivation.
The Influence of The Value Clarification Technique (VCT) Learning Model and The National Insight on The Character of Elementary School Students Yusrizal, Yusrizal; Hariati, Emy
JUPIIS: JURNAL PENDIDIKAN ILMU-ILMU SOSIAL Vol. 14 No. 2 (2022): JUPIIS (JURNAL PENDIDIKAN ILMU-ILMU SOSIAL) DECEMBER
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jupiis.v14i2.38659

Abstract

This research is motivated by the phenomenon of character and morals of elementary school students who are increasingly being degraded after the COVID-19 pandemic. Distance learning is the main trigger that causes students to become more passive in interacting with the surrounding environment. The main objective of this research is to find a new paradigm in post-COVID-19 learning that is able to improve the character of elementary school students after distance learning. The specific objectives of this study are 1) to analyze the effect of the Value Clarification Technique (VCT) learning model on the character of elementary school students; 2) Analyzing the differences in the character of students based on the level of national insight; and 3) Analyzing the interaction between the VCT learning model and national insight in influencing students' character. This research was conducted at SDN PAB 16 Klambir V, Hamparan Perak District. The research instrument uses a national insight test and a student character score questionnaire that has been validated by experts. The data analysis technique used Two Way Anova. The results showed that 1) the use of the Value Clarification Technique (VCT) learning model had a positive effect on increasing student character values after the COVID-19 pandemic; 2) The character of students with high national insight is better than the character of students with low national insight; and 3) There is an interaction between the Value Clarification Technique (VCT) learning model and national insight in influencing the character of elementary school students after the COVID-19 pandemic.
Development of Pancasila Snakes and Ladders Game Media in Civics Learning for Elementary School Students Hendra, Hendra; Ramadhan, Nuri; Hariati, Emy; Prayogi, Muhammad Fani
Pedagogik Journal of Islamic Elementary School VOL 7 NO 2 OCTOBER 2024
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/pijies.v7i2.5679

Abstract

This study aims to develop a snakes and ladders game media on the material of Pancasila symbols for students and to determine the feasibility of using the media, as well as to determine the level of practicality of the media through the responses of educators and students after using the snakes and ladders game media on the material of Pancasila symbols. The research method adapts the development model developed by Borg and Gall. This research uses six steps as follows: 1) potential problems, 2) data collection, 3) product design, 4) product validation, 5) product revision, and 6) product trial. The data collection techniques used are the validation of the material expert questionnaire and the media expert questionnaire to determine the level of media feasibility and the student response questionnaire to determine the level of media feasibility. The subject of research and development is class IV A students at SD Negeri 105345 Sidodadi Ramunia, Beringin District. The results of research and development obtained a design in the form of snakes and ladders game media to introduce Pancasila symbols in Civics learning for class IV A at SD Negeri 105345 Sidodadi Ramunia, Beringin District, which obtained a feasibility score of 77% by media experts and 80% by material experts. Based on the results of the description above, the products developed by researchers are feasible and practical to use as learning media.