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PENGARUH MODEL PEMBELAJARAN ROLE PLAYING TERHADAP HASIL BELAJAR PENDIDIKAN PANCASILA SISWA KELAS V UPTD SD NEGERI 122365 PEMATANGSIANTAR Geovani Malinda Sinaga; Minar T. Lumban Tobing; Jon Roi Tua Purba
JOURNAL SAINS STUDENT RESEARCH Vol. 2 No. 5 (2024): Oktober : Jurnal Sains Student Research
Publisher : CV. KAMPUS AKADEMIK PUBLISING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jssr.v2i5.2756

Abstract

This research aims to determine the effect of the role playing learning model on the Pancasila education learning outcomes of class V UPTD students at SD Negeri 122365 Pematangsiantar. This research uses a quantitative research method with "Pre-Experimental Design". One group pre-test post-test form was carried out at UPTD SD Negeri 122365 Pematangsiantar on class V students with a population of 24 students and a sample of 24 students. This data collection technique uses tests twice, namely pretest-posttest. The data was processed using statistical analysis techniques, from the results of data analysis a significant level of 0.00 < probability (0.05) and tcount = 29.00 > ttable = 1.71 were obtained. So it was concluded that Ho was rejected and Ha was accepted, which means "There is an influence of the Role Playing learning model on the Pancasila Education Learning Outcomes of Class V UPTD Students at SD Negeri 122365 Pematangsiantar".
Pengembangan Media English Vocabulary Card di UPTD SD Negeri 017107 Kisaran Naga Radode Kristianto Simarmata; Nancy Angelia Purba; Jon Roi Tua Purba
SAMBARA: Jurnal Pengabdian Kepada Masyarakat Vol 2 No 1 (2024): Januari
Publisher : CV Putra Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58540/sambarapkm.v1i3.404

Abstract

The background for the development of English Vocabulary Card media is to look at the state of learning media in general. In elementary schools the use of media that speaks vocabulary is still very minimal. Even though learning media is needed to make it easier for teachers to transfer knowledge and make it easier for students to understand English vocabulary. This study uses research and development methods or Research and Development (R&D). After developing students' English learning with English Vocabulary Card Media Development at UPTD SD Negeri 017107 Kisaran Naga, learning proved to be more effective. Therefore, the researchers developed English Vocabulary Card media for fourth grade English subjects. This study aims to develop learning media in the form of English vocabulary cards and find out how the appropriateness of the media is so that it produces media that is valid, effective and responsive. The data collection technique in this study was to use a research and development questionnaire to produce English vocabulary card media that was feasible to use based on assessments from media experts, material experts, English subject teachers and students' responses.
PENGARUH MODEL PEMBELAJARAN GAME-BASED LEARNING TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN IPAS KELAS V SD SWASTA TAMAN ASUHAN PEMATANGSIANTAR Desi Gokma Manurung; Melvin M. Simanjuntak; Jon Roi Tua Purba
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.29042

Abstract

Learning models that are less varied, interesting, and not fully interactive, which lead to low student involvement in the learning process, result in low student learning outcomes. This study aims to determine the effect of the game-based learning model on student learning outcomes in the subject of science for grade V of SD Swasta Taman Asuhan Pematangsiantar. The research method is quantitative research. This study is a type of Pre-Experimental Design research with a One Group Pretest-Posttest Design design. Data were tested using SPSS Version 21. The results showed that the game-based learning model had a very significant effect on the learning outcomes of grade V students. Judging from the data results, the average pretest result was 57 and the posttest was 84.6. With the results of the hypothesis test analysis with a significance level = 0.05 and a t table of 2.064, the t count was 13.783. Thus, t count> t table = 13.783> 2.064, which means Ho is rejected and Ha is accepted. This provides the conclusion that the game-based learning model has a very significant effect on student learning outcomes.
PENGARUH MODEL PEMBELAJARAN MAKE A MATCH TERHADAP HASIL BELAJAR SISWA KELAS V PADA PEMBELAJARAN IPAS SD GKPS 2 PEMATANGSIANTAR Ristialam Eventina Situmorang; Rio Parsaoran Napitupulu; Jon Roi Tua Purba
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.47190

Abstract

This study aims to examine the effect of the Make-A-Match cooperative learning model on social studies learning outcomes on the topic of economic conditions in fifth-grade students at GKPS 2 Pematangsiantar Private Elementary School in the 2025/2026 academic year. The lack of varied learning strategies that stimulate student engagement was the primary motivation for this study. The Make-A-Match model was implemented to create an interactive learning environment through a matching game involving question and answer cards. The research method used a quantitative experiment with a One Group Pretest-Posttest design with 20 students. Data were collected through a validated multiple-choice objective test. The results showed a significant improvement in student learning outcomes; the average score jumped from 56.74 in the pretest to 91.26 in the posttest. Statistical analysis showed that the calculated t value (12.075) was greater than the t table, demonstrating the model's significant impact. It was concluded that the Make-A-Match model effectively increased student understanding and engagement. This model is recommended as an innovation for educators to create more dynamic and meaningful learning in the classroom. Keywords: Make A Match, Learning Outcomes, Science, Regional Economy, Elementary School
PENGARUH MEDIA CANVA TERHADAP HASIL BELAJAR MATEMATIKA SISWA KELAS IV SD NEGERI 091281 BATU IV Kisah Dora Julianty Samosir; Theresia Monika Siahaan; Jon Roi Tua Purba
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.47337

Abstract

This research was motivated by the low mathematics learning outcomes of fourth-grade students at SD Negeri 091281 Batu IV, who have not yet achieved the KKTP (Qualification Level) of 70, due to conventional learning and a lack of innovative media. This study aimed to determine the effect of using Canva on mathematics learning outcomes for fractions in the 2025/2026 academic year. Using a quantitative approach with a one-group pretest-posttest design, the study sample included all 26 fourth-grade students. Data were collected through multiple-choice tests and analyzed using t-tests and N-Gain. The results showed an increase in the average score from 52 (pretest) to 90.30 (posttest). The N-Gain test of 0.75 indicated a high level of effectiveness. The results of the paired-sample t-test obtained a significance value of 0.00 < 0.05, indicating a significant difference between learning outcomes before and after the treatment. It was concluded that the use of Canva significantly improved the mathematics learning outcomes of fourth-grade students at SD Negeri 091281 Batu IV. Keywords: Canva Media, Mathematics Learning Outcomes, Fractions, Elementary School.