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Education Character in Room Class Social Sciences School Base Harahap, Silvi Ayundaliani; Amanda, Widya
Journal of Elementary School Education Vol 3 No 2 Journal of Elementary School Education, (May, 2024)
Publisher : Berpusi Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62966/joese.vi.921

Abstract

Character Education in Elementary School Social Sciences Classrooms Education is essentially a conscious effort to develop students' potential. Character education is an effort to shape children's character so that they become good human beings, citizens and good citizens. This is to be able to predict the symptoms and long-term development of the crisis that the country will face. Social studies education is a subject that studies social life, the content of which is based on the study of history, geography, economics, sociology, anthropology and national administration.Through social studies learning, character education values can be instilled by integrating these materials into social studies learning.
PENGARUH PENGGUNAAN MEDIA MONOPOLI TERHADAP HASIL BELAJAR PPKN PESERTA DIDIK KELAS IV SD MUHAMMADIYAH 18 Harahap, Yusmaliani; Nasution, Hafizah Ayu Rizki; Thalia, Adinda Thalia; Amanda, Widya; Melyani Sari
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10 No. 01 Maret 2025 In Process
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.21864

Abstract

This research aims to determine the effect of monopoly media on PPKn learning outcomes in class IV students at SD Muhammadiyah 18. This research is aquantitative research using an experimental method with a pretest-post test one group design. The data collection technique used is a test with a research instrument in the form of amultiple choice test. Prerequisite test data analysis techniques (normality test and hypothesis test). The normality test is carried out to determine whether the data obtained is normal or not, with the results that have been carried out, there are Pre Action results of 0.041 (normal) because sig < a (0.05 / 5%) and Post Action 0.051 (not normal) because sig > a (0.05 / 5%) and is included in the Shapiro Wilk. Meanwhile, hypothesis testing uses the "t" test with testing criteria, namely if tcount <ttable then H0 is accepted, Ha is rejected. Based on the hypothesis testing that has been carried out the result is 0.000. So Ha is accepted and H0 is rejected, so the conclusion is that there is an influence of Vx on Vy, so that monopoly media has an influence on the Civics learning outcomes of class IV students at SD Muhammadiyah 18.
Pengaruh Game Education terhadap Motivasi Belajar Siswa Kelas II SD di Sanggar Belajar Kepong Malaysia Amanda, Widya; Sari, Mawar
Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Vol. 6 No. 1 (2026): Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 2026 (1)
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jppi.v6i1.3466

Abstract

Latar belakang penelitian ini didasarkan pada rendahnya motivasi belajar sebagian siswa yang ditandai dengan kurangnya konsentrasi dan minat dalam mengikuti pembelajaran. Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan Game Education terhadap motivasi belajar siswa kelas II SD di Sanggar Bimbingan Muhammadiyah Kepong, Malaysia. Penelitian ini menggunakan pendekatan kuantitatif dengan metode ex-post facto. Populasi sekaligus sampel penelitian berjumlah 12 siswa kelas II yang dipilih menggunakan teknik simple random sampling. Pengumpulan data dilakukan melalui angket, observasi, dan wawancara. Data dianalisis menggunakan uji validitas, reliabilitas, uji normalitas, uji linearitas, dan regresi linear sederhana. Hasil penelitian menunjukkan bahwa penggunaan Game Education berpengaruh signifikan terhadap motivasi belajar siswa dengan nilai signifikansi sebesar 0,001 (p < 0,05) dan nilai koefisien determinasi (R²) sebesar 0,985, yang berarti Game Education memberikan kontribusi sebesar 98,5% terhadap variasi motivasi belajar siswa. Hasil observasi juga menunjukkan adanya peningkatan fokus, partisipasi, dan antusiasme siswa selama proses pembelajaran. Dengan demikian, dapat disimpulkan bahwa Game Education merupakan metode pembelajaran yang efektif dalam meningkatkan motivasi belajar siswa kelas II SD di Sanggar Bimbingan Muhammadiyah Kepong, Malaysia.
Uji Kevalidan dan Kepraktisan Penggunaan Media Pop-Up Book Digital Berorientasi Kearifan Lokal Makanan Khas Kediri Dalam Pembelajaran Teks Prosedur Kelas 3 Sekolah Dasar Syifa’, Zakiyyah Ainus; Istiq’faroh, Nurul; Amanda, Widya
Tumoutou Social Science Journal Vol. 3 No. 2 (2026): Tumoutou Social Science Journal
Publisher : CV. Kurnia Grup

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61476/a205a195

Abstract

Indonesian language learning at the elementary school level often faces challenges due to students' low understanding of procedure text structures, resulting from the use of less varied learning media. This study aims to develop and test the validity and practicality of digital Pop-Up Book media oriented toward the local wisdom of Kediri’s traditional food. By integrating local culture, it is expected that the learning process will become more contextual, engaging, and meaningful for third-grade students. The research method employed is Research and Development (R&D), adopting the ADDIE development model which includes Analysis, Design, Development, Implementation, and Evaluation stages. The study was conducted during the even semester of the 2025/2026 academic year. Data collection instruments included observation sheets, documentation, and user response questionnaires measured using a Likert scale. This media was designed based on the TSSJ principles, blending textual elements, static images, and interactive three-dimensional animations to visually clarify each stage of the procedure text. The results of the study indicate that the digital Pop-Up Book media themed on local wisdom meets the criteria for being highly practical and feasible for use in teaching and learning activities. Based on data analysis, the average percentage score from teacher responses was 96.35%, while student responses reached 93.75%. These findings indicate that the use of digital-based interactive visual media is not only effective in improving cognitive understanding of procedure text structures but also capable of fostering student interest and appreciation for their local culture. This media represents a learning innovation highly relevant to current digital education needs.