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Efektivitas Pembelajaran Berbasis Game Interaktif Brainzy Pada Hasil Belajar Matematika Siswa Kelas 1 Sekolah Dasar Ari Aprilia Dwiana; Muslim
Jurnal Teknologi Informasi (JUTECH) Vol 6 No 1 (2025): JUTECH: Jurnal Teknologi Informasi
Publisher : ITB Ahmad Dahlan Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32546/jutech.v6i1.3081

Abstract

This study aims to determine the effectiveness of the educational game application Brainzy in improving mathematics learning outcomes of first-grade students at SDN 013 Rambah. The research employed a quantitative approach with a quasi-experimental design using a one-group pretest-posttest model. The research instrument consisted of pretest and posttest assessments administered to 27 students before and after the treatment. Descriptive statistical analysis revealed an increase in the average score from 61.67 (pretest) to 78.44 (posttest). The normality test indicated that the data were normally distributed, allowing further analysis using a paired sample t-test, which showed a significant difference between pretest and posttest scores (p < 0.05). Moreover, the N-Gain analysis yielded an average of 0.438, categorized as moderate. These findings suggest that the use of Brainzy is moderately effective in enhancing elementary students’ mathematics learning outcomes.
Pengaruh Pop Up Book Animasi Terhadap Pemahaman Konsep Pada Materi Komponen Ekosistem Siswa Kelas V Di SD Negeri 005 Rambah Nauli Tama Sari; Ari Aprilia Dwiana
Jurnal Teknologi Informasi (JUTECH) Vol 6 No 1 (2025): JUTECH: Jurnal Teknologi Informasi
Publisher : ITB Ahmad Dahlan Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32546/jutech.v6i1.3083

Abstract

Education is a tool to build a better nation and state. Learning is an interaction process between students and teachers. The learning process takes place between components that are interrelated with each other with the content of educational goals. The teacher is the most influential component to the creation of quality educational processes and outcomes. his quantitative research method is a quasi-experimental method, a quasi-experiment is a research that approaches an experiment where it is impossible to control/manipulate all relevant variables. n this research, the researcher used a quasi-experimental model which was conducted in two classes, namely the experimental class and the control class. The result of Equal Variances Assumed from understanding the concept with a sig.(2-tailed) value is 0.000. Based on the decision making criteria sig.(2-tailed) 0.000 0.05 then H0 is rejected and Ha is accepted. The results of Equal Variances Assumed from interest in learning with a sig.(2-tailed) value is 0.000. There is a significant effect of the use of animated pop up book media on students' understanding of concepts in science subjects in class V SD Negeri 005 Rambah. Based on the results of the T-Test test analysis in the experimental class, it was obtained a sig (2-tailed) value of 0.000 0.05, it can be concluded that the animated pop up book media has a positive effect on conceptual understanding at SD Negeri 005 Rambah
Pelatihan Pemahaman Guru Dalam Penerapan Projek Profil Penguatan Pelajar Pancasila Di SD 009 Rambah Hilir Rejeki Rejeki rejeki; Nauli Tama Sari; Rinja Efendi; Ari Aprilia Dwiana; Elvina; Eni Marta
JURNAL MASYARAKAT NEGERI ROKANIA Vol 7 No 01 (2026): JURNAL MASYARAKAT NEGERI ROKANIA
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Rokania

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56313/jmnr.v7i01.516

Abstract

Abstrak : Tujuan kegiatan PkM ini adalah untuk meningkatkan pemahaman guru dalam penerapan projek pengatan propil pelajar pancasila. Metode pelaksanaan Projek Penguatan Profil Pelajar Pancasila (P5) dilaksanakan melalui pendekatan pembelajaran berbasis projek (Project-Based Learning) yang berorientasi pada penguatan karakter dan kompetensi peserta didik sesuai dengan enam dimensi Profil Pelajar Pancasila.. Berdasarkan pelaksanaan pelatihan Projek Penguatan Profil Pelajar Pancasila (P5), dapat disimpulkan bahwa pelatihan ini berjalan dengan baik dan memberikan dampak positif terhadap peningkatan pemahaman serta kompetensi guru. Guru tidak hanya memperoleh pemahaman konseptual mengenai kebijakan, tujuan, serta dimensi Profil Pelajar Pancasila, tetapi juga mampu mengaplikasikannya secara praktis melalui penyusunan dan perencanaan modul projek P5 yang kontekstual. Pelatihan P5 juga berhasil meningkatkan kesiapan dan kolaborasi guru dalam melaksanakan projek secara terstruktur dan berkelanjutan. Melalui kegiatan diskusi, kerja kelompok, dan pendampingan, guru menjadi lebih percaya diri dalam mengimplementasikan P5 di satuan pendidikan masing-masing.
PENGARUH PENGGUNAAN MEDIA REALIA TERHADAP HASIL BELAJAR IPAS KELAS III SD IT AL IKHLAS AEK TINGA SOSA PADANG LAWAS Elsa Silvia Pinem; Ari Aprilia Dwiana
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.v11i02.52587

Abstract

One of the factors causing low learning outcomes is the incompatibility of the media in delivering the material. Using media can make it easier for students to understand the material presented by the teacher, one of which is the use of Realia media. This study aims to analyze the effect of using Realia media on student learning outcomes in the material for changing the nature of objects in class II I S D IT Al- I khl as Aek Ting a . The research design used was Quasi - Experimental Design one group post test. The population of this research is class III students totaling 11 people, using saturated sampling. Data was collected using tests and analyzed through statistical tests assisted by SPSS 26 . The Independent Sample T-Test test results were obtained that tcount < ttable or -11,628 < 23,636. The results showed that there was a significant effect of using Realia media on student learning outcomes in the material for changing the money is medium Of Exchange III SD IT AL-IKHLAS AEK TINGA.
PENERAPAN MODEL PEMBELAJARAN LEARNING TOGETHER MENINGKATKAN PRESTASI SISWA MATA PELAJARAN TEKNOLOGI INFORMASI DAN KOMUNIKASI Karlina Karlina; Ari Aprilia Dwiana
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 8 No. 2 (2025): May 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i2.3174

Abstract

Abstract: Tujuan penelitian ini adalah untuk mengetahui peningkatan Prestasi siswa kelas VII MTS Swasta Menaming materi Sistem Komputer pelajaran Teknologi Informasi dan Komunikasi (TIK) dengan menggunakan Model Learning Together. Pendekatan yang digunakan adalah pendekatan kualitatif dengan desain Penelitian Tindakan Kelas. Subjek penelitian ini adalah siswa kelas VII berjumlah 30 orang siswa. Berdasarkan hasil analisis data dengan cara membandingkan hasil observasi dan tes pada siklus I dan siklus II. Hasil penelitian menunjukkan bahwa peningkatan dari siklus I ke siklus II sebanyak 30,00%. Dimana pada siklus I ketuntasan yang diperoleh 63,33% dengan jumlah siswa 19 orang, sedangkan pada siklus II jumlah persentase ketuntasan adalah 93,33% dengan jumlah siswa meningkat menjadi 28 orang yang tuntas dalam belajar. Jadi, dari hasil siklus I dan siklus II, penelitian sudah selesai, karena ketidak tuntasan pada siklus I sudah diperbaiki pada siklus II. Oleh karena itu, penerapan model pembelajaran Kooperatif Learning model Learning Together dapat meningkatkan hasil belajar. Keyword: Learning Together; Prestasi; TIK. Abstrak: The purpose of this study was to determine the improvement in the achievement of class VII students of MTS Swasta Menaming in the Computer System material of Information and Communication Technology (ICT) lessons using the Learning Together Model. The approach used is a qualitative approach with a Classroom Action Research design. The subjects of this study were 30 class VII students. Based on the results of data analysis by comparing the results of observations and tests in cycles I and II. The results showed that the increase from cycle I to cycle II was 30.00%. Where in cycle I the completeness obtained was 63.33% with 19 students, while in cycle II the percentage of completeness was 93.33% with the number of students increasing to 28 students who completed learning. So, from the results of cycles I and II, the study has been completed, because the incompleteness in cycle I has been corrected in cycle II. Therefore, the application of the Cooperative Learning learning model Learning Together model can improve learning outcomes.. Kata kunci: Learning Together; Achievement; ICT  
EFEKTIFITAS MEDIA PEMBELAJARAN GAME MATH FOR KIDS TERHADAP KEMAMPUAN NUMERASI SISWA KELAS V SD NEGERI 013 RAMBAH Amthorie Bangkit Pratama; Detri Amelia Chandra; Ari Aprilia Dwiana; Muslim Muslim
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 8 No. 3 (2025): August 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i3.4277

Abstract

Abstract:This study aims to examine the effectiveness of the Game Math for Kids learning media in improving the numeracy skills of fifth-grade students at SD Negeri 013 Rambah. The research employed an experimental method with a One Group Pretest-Posttest design involving 24 students as participants. The instrument used was a set of pretest and posttest assessments designed to measure students’ numeracy abilities before and after the treatment. Data analysis revealed an increase in the average score from 58.88 (pretest) to 74.04 (posttest). The paired sample t-test showed a significance value of 0.000 (< 0.05), indicating a significant difference between pretest and posttest scores. The calculated N-Gain score was 0.369, which falls into the moderate effectiveness category. Furthermore, the effect size measured by Cohen’s d was 2.06, indicatinga very large effect. Therefore, the use of Game Math for Kids is proven to be effective in significantly and meaningfully enhancing elementary school students’ numeracy skills. Keyword:GameMathfor Kids, numeracyskills, learning media, N-Gain, Cohen’s d.  Abstrak:Penelitian ini bertujuan untuk menguji efektivitas media pembelajaran GameMathfor Kids terhadap peningkatan kemampuan numerasi siswa kelas V SD Negeri 013 Rambah. Penelitian ini menggunakan metode eksperimen dengan desain One Group Pretest-Posttest, yang melibatkan 24 siswa sebagai subjek penelitian. Instrumen yang digunakan berupa tes pretest dan posttest yang dirancang untuk mengukur kemampuan numerasi siswa sebelum dan sesudah perlakuan. Hasil analisis data menunjukkan bahwa terdapat peningkatan skor rata-rata dari 58,88 pada pretest menjadi 74,04 pada posttest. Uji pairedsample t-test menunjukkan nilai signifikansi sebesar 0,000 (< 0,05), yang berarti terdapat perbedaan yang signifikan antara skor pretest dan posttest. Nilai N-Gain yang diperoleh sebesar 0,369 menunjukkan kategori efektivitas sedang. Sementara itu, perhitungan effectsize dengan menggunakan Cohen’s d menghasilkan nilai sebesar 2,06 yang termasuk kategori efek sangat besar. Dengan demikian, penggunaan GameMathfor Kids terbukti efektif dalam meningkatkan kemampuan numerasi siswa sekolah dasar secara signifikan dan bermakna.  Kata kunci:GameMathfor Kids, kemampuan numerasi, media pembelajaran, N-Gain, Cohen’s d.  Â