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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".
THE EFFECT OF THE STUDENT TEAMS ACHIEVEMENT DIVISIONS (STAD) LEARNING MODEL ON THE SCIENCE LEARNING OUTCOMES OF GRADE IV STUDENTS OF UPTD SD NEGERI 122345 PEMATANGSIANTAR IN THE 2025/2026 ACADEMIC YEAR Lely Afriani Lumban Raja; Imelda Sabrina Sibarani; Jon Roi Tua Purba
International Journal of Social Science, Educational, Economics, Agriculture Research and Technology (IJSET) Vol. 4 No. 11 (2025): OCTOBER
Publisher : RADJA PUBLIKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54443/ijset.v4i5.1095

Abstract

This study aims to determine the Effect of Using the Student Teams Achievement Divisions (STAD) Learning Model on the Science Learning Outcomes of Fourth Grade Students of UPTD SD Negeri 122345 Pematangsiantar. This type of research is Quantitative experimental method One Group Pretest-Posttest Design. The population of this study were all fourth grade students of UPTD SD Negeri 122345, totaling 26 students. This research was conducted in August of the 2025/2026 academic year. The test technique that will be given in this study is multiple choice questions on the material of Plant Parts. Data were analyzed using the normality test (Shapiro-Wilk) and the score increase test (N-Gain). The results showed that the average student pretest score was 58.7 with a completion rate of 23%, which then increased to 86.6 with a completion rate reaching 96.2% in the posttest. Based on the results of inferential statistical analysis using the partial test formula or t-test with a frequency (dk) of 26-1 = 25 at a significance level of 5%, 1.708 was obtained and from the results of the student test, t_hitung = 15.61 was obtained. Therefore, t_hitung > t_tabel = 15.61 > 1.708, which means that H_o is rejected and H_a is accepted, which means that there is an influence of the Student Teams Achievement Divisions (STAD) Learning Model on the learning outcomes of Class IV students of UPTD SD Negeri 122345 Pematangsiantar in the 2025/2026 academic year.
EFFECTIVENESS OF USING PICTURE MEDIA ON LEARNING OUTCOMES OF GRADE II STUDENTS IN PKN LEARNING ON PANCASILA SYMBOL MATERIALS AT STATE ELEMENTARY SCHOOL 091254 BATU ONOM Hilda Wati Tinambunan; Jon Roi Tua Purba; Yanti Arasi Sidabutar
International Journal of Social Science, Educational, Economics, Agriculture Research and Technology (IJSET) Vol. 4 No. 11 (2025): OCTOBER
Publisher : RADJA PUBLIKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54443/ijset.v4i11.1167

Abstract

This study aims to determine the effectiveness of using picture media on learning outcomes of Class II students in Civics Education on Pancasila symbols at SD Negeri 091254 Batuonom in the 2025/2026 academic year. The research method used is experimental with a quantitative approach, specifically a pre-experimental design using the One Group Pretest-Posttest Design. The sample consists of all 25 students in Class II, selected through total sampling. Data collection was done through a multiple-choice test of 25 items, which had previously undergone data analysis techniques. The data analysis was conducted using N-Gain analysis. The results of the N-Gain analysis show that the average normalized score is 0.79, with a moderate interpretation. The N-Gain analysis results also show that the average pre-test score is 44.8, and the average post-test score is 89.4, with the lowest N-Gain score being 60 and the highest being 100. This results in a gain of 0.79, indicating a high category of effectiveness in using picture media, as (g) ≥ 0.70. II students in Civics Education on Pancasila symbols at SD Negeri 091254 Batuonom in the 2025/2026 academic year.
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.