Hasibuan, Rusdi Indra
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Pengembangan Media Pembelajaran Komik Materi Mengenal Nilai-Nilai Pancasila dan Bhineka Tunggal Ika untuk Siswa Kelas V di SDN 03 Tiumang Susilawati, Wiwik Okta; Anggrayni, Melisa; Hasibuan, Rusdi Indra; putri, jatunina
Jurnal Ilmiah Dikdaya Vol 14, No 2 (2024): September 2024
Publisher : Universitas Batanghari Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33087/dikdaya.v14i2.667

Abstract

This study aims to develop a learning media to raise the enthusiasm of students in Pancasila Education subjects, grade V of SDN 03 Tumang. The researcher used comic learning media using the Canva application. The researcher used the type of Research and Development (R&D) development research, PLOMP, which has 3 stages, namely preliminary research, prototype development phase, and assessment phase. The types of data used are qualitative and quantitative data. 1). The validation of this comic learning media was assessed by 6 validators. Where the aspects assessed were question validation with a value of 78% in the valid category, question validation by the homeroom teacher with a value of 79%, language validation with a value of 95%, teaching module validation with a value of 77.5%, material validation 89.28%, and media validation 95.45%. Practicality was assessed by the homeroom teacher and students, 2). Effectiveness was assessed from student learning outcomes.
Pengembangan Media Pembelajaran E-Komik dengan Menggunakan Aplikasi Canva pada Materi Wujud Zat dan Perubahannya Kelas IV Sekolah Dasar Hasibuan, Rusdi Indra; Hader, Antik Estika; Wulandari, Lia
Jurnal Ilmiah Dikdaya Vol 14, No 2 (2024): September 2024
Publisher : Universitas Batanghari Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33087/dikdaya.v14i2.673

Abstract

The purpose of this study is to develop E-comic learning media using the Canva application on thematerial of the form of matter and changes in grade IV Elementary School that is Valid, Practical, Effective.The development model used in this development is the ADDIE development model. In the development ofADDIE there are five stages of procedures, namely Analysis, Design, Development, Implementation andEvaluation. This study uses the type of research and development (R&D) research. The validity of E-Comicsthat have been carried out by the three validators obtained an average value of 93.4% with a very validcategory. So that the IPAS E-Comics have been said to be valid for use. The practicality of e-Comics that havebeen assessed from the educator response questionnaire obtained a value of 77.8% and The effectiveness of EComics that have been assessed from the results of student learning tests obtained a value with a completecategory of 91.67% categorized as very effective because they can facilitate educators in the learning process.
PENGARUH PENGUNAAN MODEL CONTEXTUAL TEACHING AND LEARNING (CTL) BERBANTUAN MEDIA WORDWALL TERHADAP HASIL BELAJAR IPAS KELAS 4 SDN 15 SITIUNG Burhan, Maldin Ahmad; Hasibuan, Rusdi Indra; Melina, Aria
The Future of Education Journal Vol 4 No 6 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i6.736

Abstract

This type of research uses a quasi-experimental design research type with a Pre – test-Post- test Non-Equivqlent Graoups Design. The population in this study were all students in grade 4 of SDN 15 Sitiung, while the sample used was students in grade 4 A as a control class totaling 20 students and class 4 B as an experimental class totaling 17 students of SDN 15 Sitiung. In this study, the data were taken using purposive sampling technique, data collection technique using Pre – test-Post- test sheet test, then analyzed using normality test, homogeneity test, and hypothesis test through SPSS 25 at the 0.05 level. The results of the influence of the use of the Wordwall-assisted CTL model on student learning outcomes in the content of IPAS chapter 5 type A B and chapter 6 topic A class 4 SDN 15 Sitiung were declared valid. Based on the results of the analysis of test data from the hypothesis test, homogeneity and Paired sample T test with a significance level of 0.05 showed the sig. (2-tailed) is smaller than a or in the equation 0.000 <0.05, then Ho is rejected and Ha is accepted. Based on the results of the analysis of the test data, it can be concluded that the Wordwall-assisted CTL model has a significant influence on student learning outcomes in the content of IPAS class 4 SDN 15 Sitiung.
Exploration of the Use of Web-based Interactive Learning Media in the Merdeka Curriculum for Science and Social Studies (IPAS) Learning in Third-Grade Elementary School Nanda, Dodi Widia; Hasibuan, Rusdi Indra; Sakinah, Sakinah
The Future of Education Journal Vol 4 No 6 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i6.751

Abstract

The exploration of technological advancements in the field of education has introduced innovative digital-based learning media, one of which is the Game Educaplay. This media is considered to enhance student engagement interactively, particularly in the context of the Merdeka Curriculum, which emphasizes active, enjoyable, and student-centered learning. In the context of Science and Social Studies (IPAS) learning for third-grade elementary school students, this media has the potential to facilitate understanding of the material and create a more engaging and effective learning environment. This study aims to explore the use of interactive web-based learning media using Game Educaplay in IPAS learning for third-grade students under the Merdeka Curriculum and to understand the perceptions of teachers and students regarding this media. This research employs a qualitative approach with a case study method. Data collection techniques include interviews, observations, and documentation at SD Negeri 15 Koto Baru, with subjects including the class teacher and third-grade students. The results of the study indicate that the use of Game Educaplay can make learning more effective, assist group work, increase student enthusiasm and motivation, facilitate the evaluation process, and reinforce understanding of the material. Both teachers and students gave positive responses to this media, making it an innovative alternative that supports IPAS learning in the implementation of the Merdeka Curriculum.
The Effect of the Implementation of the Contextual Teaching and Learning (CTL) Model Assisted by Animation Videos on the Learning Outcomes of Science and Social Studies (IPAS) for 4th-Grade Students at SDN 01 Pulau Punjung Hasibuan, Rusdi Indra; Ratnawati, Ratnawati; Putri, Amelia
The Future of Education Journal Vol 4 No 6 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i6.760

Abstract

The issue faced in the 4th-grade class during the learning process is that students’ understanding of the lesson material is still lacking. Even though a learning model is being used, its implementation has not been maximized. This study aims to examine the effect of audiovisual media using the Contextual Teaching and Learning (CTL) model with the assistance of animation videos on the learning outcomes of Science and Social Studies (IPAS) for 4th-grade students at SDN 01 Pulau Punjung. This is a quantitative study using an experimental approach with a quasi-experimental design. The research method used is the Nonequivalent Control Group Design. The population in this study consists of all students in 4th-grade classes IV-A and IV-B. The sample consists of 32 students, with 20 students in class IV-A and 12 students in class IV-B. The experimental group was class IV-A, and the control group was class IV-B. The data collection technique used in this study was a test in the form of objective questions. Learning outcomes were measured by conducting tests twice, before (pre-test) and after using the CTL model assisted by animation videos (post-test). The research was conducted in the 2025/2026 academic year. Based on the results of the Independent Samples Test, the significance value obtained was 0.002. Since the significance value of 0.002 is less than 0.05, the paired sample t-test results show that the null hypothesis (Ho) is rejected and the alternative hypothesis (Ha) is accepted. Therefore, it can be concluded that there is a significant effect of the implementation of the Contextual Teaching and Learning model assisted by animation videos on the learning outcomes of IPAS for 4th-grade students at SDN 01 Pulau Punjung.
Development of Flash Card Media to Improve Beginning Reading Skills of Grade 1 Students at SDN 05 Pulau Punjung Putri, Suci Rahma; Hasibuan, Rusdi Indra; Rahayu, Mustika
The Future of Education Journal Vol 4 No 7 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i7.770

Abstract

This research is motivated by the problems faced by students who have not yet memorized letters, struggle to distinguish similarly shaped letters, experience difficulties in spelling, and are not yet fluent in reading. The purpose of this study is to produce flash card media that is valid, practical, and effective. The type of research used is Research and Development (R&D), employing the PLOMP development model, which consists of three stages: preliminary research, prototyping phase, and assessment phase. The validity of the flash cards was assessed by four validators: the language expert validation scored 96.25% and was categorized as very valid; the material expert validation scored 96.25% (very valid); the media expert validation scored 95.31% (very valid); and the teaching module validation scored 98.7% (very valid). The practicality of the flash card media, based on a teacher response questionnaire for first-grade teachers, received a score of 100% and was categorized as very practical, while the student response questionnaire obtained an average score of 90.5%, also categorized as very practical. The effectiveness results based on learning tests of students at the primary school yielded an average of 94.73%, categorized as very effective. From the one-to-one evaluation trial, an average of 95.5% was obtained, categorized as very practical, and from the small group evaluation trial, an average of 95.6% was obtained, also categorized as very practical. The effectiveness data were analyzed based on students' learning outcomes.
An Analysis of the Use of the Quizizz Application as a Learning Evaluation Tool in Pancasila Education Subject for Fifth Grade at SDN 09 Sitiung Faradesi, Syahnaz; Hasibuan, Rusdi Indra; Nanda, Dodi Widia
The Future of Education Journal Vol 4 No 7 (2025): #2
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i7.776

Abstract

This study aims to analyze the use of the Quizizz application as a learning evaluation tool in the Pancasila Education subject for fifth-grade students at SDN 09 Sitiung. The background of this research is the need for learning innovations that align with the Merdeka Curriculum, which allows teachers the flexibility to choose evaluation tools that suit the needs and characteristics of their students. One such innovation is the use of digital-based educational applications like Quizizz. This research employs a qualitative method with a case study approach and data collection through interviews. The research subjects include the fifth-grade homeroom teacher and all fifth-grade students at SDN 09 Sitiung. The results show that the use of Quizizz is effective as a learning evaluation tool. Quizizz not only assists teachers in preparing and distributing test questions but also provides students with an enjoyable learning experience through its interactive features and real-time feedback. The application also enhances students’ learning motivation and outcomes, as reflected in their enthusiasm during its use and improved evaluation scores. The advantages of Quizizz include easy access, an engaging interface, and instant feedback. However, there are some drawbacks, such as dependence on internet connectivity and limited question types. Thus, Quizizz can serve as an effective alternative to support digital-based learning evaluation at the elementary school level.
The Effect of the Contextual Teaching and Learning (CTL) Model on Reading Comprehension Skills in Indonesian Language Subjects at UPT SD Negeri 10 Pulau Punjung Hader, Antik Estika; Hasibuan, Rusdi Indra; Prayoga, Putri Regina
The Future of Education Journal Vol 4 No 7 (2025): #2
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i7.810

Abstract

This research is motivated by the lack of reading comprehension skills in Indonesian Language subjects at UPT SD Negeri 10 Pulau Punjung. Efforts to overcome this problem are by implementing the Contextual Teaching and Learning (CTL) learning model. This study aims to determine the Effect of the Contextual Teaching and Learning (CTL) Learning Model on Reading Comprehension Skills in Indonesian Language Subjects at UPT SD Negeri 10 Pulau Punjung. This type of research uses a quantitative model, with a Two Group Pretest-Posttest Design approach. The population in this study were all students in grades IVa & IVb at UPT SD Negeri 10 Pulau Punjung. The sample of this study was 19 students in grade IVa and 19 students in grade IVb. The data collection technique in this study was a test in the form of essay and objective questions. The data analysis technique used was the normality test, homogeneity and hypothesis testing, namely the t-test. Based on the hypothesis test, the results obtained were 0.015 < 0.05, it can be concluded that there is an influence of the application of the Contextual Teaching and Learning (CTL) learning model on the Ability to Read Comprehension in Indonesian Language Subjects at UPT SD Negeri 10 Pulau Punjung. So it can be concluded that based on this research, the application of the Contextual Teaching and Learning (CTL) learning model has a good influence on students' Reading Comprehension Ability in Indonesian Language Subjects at UPT SD Negeri 10 Pulau Punjung.
Pengembangan Media Pembelajaran E-Komik Berbantu Aplikasi Canva Pada Materi Sumber Energi Di Sekitar Kita Kelas Iii Sd Negeri 03 Koto Baru Hasibuan, Rusdi Indra; Asmariyadi, Ilham; Handayani, Rahma
Jurnal Ilmiah Dikdaya Vol 15, No 2 (2025): SEPTEMBER
Publisher : Universitas Batanghari Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33087/dikdaya.v15i2.838

Abstract

Penelitian ini dilatar belakangi oleh beberapa permasalahan meliputi terbatasnya media pembelajaran yang digunakan guru untuk mengajar, pembelajaran monoton hanya pada buku paket yang disediakan oleh sekolah, dan peserta didik kurang semangat untuk belajar. Maka, peneliti melakukan penelitian ini yang bertujuan untuk mengembangkan media pembelajaran E-komik dengan berbantu aplikasi Canva pada materi Sumber Energi di Sekitar Kita kelas III Sekolah Dasar yang Valid, Praktis, Efektif. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE (Analyze, Design, Development, Implementation, Evaluation).Berdasarkan hasil penelitian yang telah dilakukan, dapat disimpulkan bahwa media pembelajaran E-Komik berbantu aplikasi Canva pada materi Sumber Energi di Sekitar Kita dinyatakan valid, praktis, dan efektif untuk digunakan dalam proses pembelajaran di kelas III Sekolah Dasar. Pertama, hasil validitas pengembangan media pembelajaran e-komik yang telah di nilai oleh ketiga validator memperoleh nilai rata-rata 94% dengan kategori sangat valid. Hasil tersebut diperoleh dari ahli media mencapai 94%, ahli materi sebesar 96%, dan ahli bahasa mencapai 92% dengan masing-masing ahli dalam kategori sangat valid pada pembelajaran IPAS kelas III. Kedua, kepraktisan media pembelajaran e-komik ditunjukkan dari hasil angket guru dengan persentase 95% dan peserta didik 94,1%, sehingga secara keseluruhan mencapai rata-rata 94,55% dan tergolong “sangat praktis”. Sementara itu, efektivitas media pembelajaran dibuktikan melalui hasil belajar peserta didik setelah menggunakan e-komik, di mana 85% siswa mencapai ketuntasan, yang termasuk kategori “sangat efektif”. Dengan demikian, pengembangan media pembelajaran E-Komik ini layak diterapkan sebagai sarana pembelajaran interaktif yang mendukung pemahaman konsep secara visual dan menyenangkan di sekolah dasar.Kata kunci: Media Pembelajaran; E-Komik; Aplikasi Canva 
Analisis Hasil Belajar Matematika Siswa yang Menerapkan Model CTL Berbantuan Media Realia Putri, Suci Rahma; Gustina, Ela; Hasibuan, Rusdi Indra
J-PiMat : Jurnal Pendidikan Matematika Vol 7, No 2 (2025): J-PiMat
Publisher : Prodi Pendidikan Matematika STKIP Persada Khatu;istiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/j-pimat.v7i2.5336

Abstract

Hasil belajar matematika siswa sekolah dasar masih relatif rendah, terutama ketika berhadapan dengan soal nonrutin yang menuntut keterampilan berpikir kritis. Salah satu upaya untuk mengatasi permasalahan tersebut adalah penerapan model pembelajaran Contextual Teaching and Learning (CTL) berbantuan media realia, yang diharapkan dapat mengaitkan konsep matematika dengan pengalaman nyata siswa. Penelitian ini bertujuan untuk menganalisis hasil belajar siswa setelah penerapan model CTL berbantuan media realia. Metode penelitian yang digunakan adalah deskriptif kualitatif dengan subjek enam orang siswa di salah satu sekolah dasar di Kabupaten Dharmasraya. Data dikumpulkan melalui tes hasil belajar berupa empat soal esai dan dilengkapi dengan observasi selama proses pembelajaran. Hasil penelitian menunjukkan bahwa rata-rata nilai siswa adalah 60, dengan empat siswa belum mencapai Kriteria Ketuntasan Tingkat Pencapaian (KKTP). Temuan ini mengindikasikan bahwa meskipun CTL berbantuan media realia mampu membantu siswa memahami konsep secara lebih konkret, sebagian siswa masih mengalami kesulitan dalam menyelesaikan soal nonrutin. Oleh karena itu, diperlukan pendampingan intensif serta latihan berkelanjutan agar siswa terbiasa menghadapi variasi soal dan mampu mencapai ketuntasan belajar yang optimal.Kata Kunci: Contextual Teaching and Learning, media realia, hasil belajar matematika.