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Analysis of Functional English Competency Needs of Primary School Teacher Education Students For Bilingual Learning Sarjani, Tiarnita Maria; Sianipar, Revalina Angelila; Tarigan, Yobel; Simatupang, Christine Nathalia; Sitorus, Johana
EDU SOCIETY: JURNAL PENDIDIKAN, ILMU SOSIAL DAN PENGABDIAN KEPADA MASYARAKAT Vol. 5 No. 3 (2025): Oktober 2025 - Januari 2026
Publisher : Association of Islamic Education Managers (Permapendis) Indonesia, North Sumatra Province

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56832/edu.v5i3.1966

Abstract

This study aims to analyze the readiness of Primary School Teacher Education (PGSD) graduates in facing bilingual school programs, specifically concerning functional English competency. Utilizing the Systematic Literature Review (SLR) method on journal articles published from 2017 to 2025 , the synthesis results indicate that the competency needs for bilingual primary school teachers extend beyond general language ability, centering on the mastery of Classroom English and English Pedagogical Content Knowledge (PCK) to support the CLIL (Content and Language Integrated Learning) approach. The identified gaps are that Primary School Teacher Education curricula tend to be less functionally oriented and are exacerbated by inconsistent linguistic modelling challenges in the academic environment. Therefore, the study recommends a reorientation of the Primary School Teacher Education curriculum towards explicit CLIL integration, an increase in minimum competency standards, and the development of practical Classroom English modules to bridge the gap and produce job-ready prospective bilingual teachers.
PENGARUH PERMAINAN GALASIN TERHADAP HASIL BELAJAR PJOK MATERI KELINCAHAN PADA SISWA KELAS III SD NEGERI 101778 MEDAN Siregar, Anisa; Usman, Khairul; Halimatussakdiah, Halimatussakdiah; Sarjani, Tiarnita Maria; Siregar, Fajar Sidik
Jurnal Ilmiah Pendidikan Dasar (JIPDAS) Vol 6 No 1 (2026): Vol. 6 No. 1 Edisi Februari 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar Fakultas Pendidikan Ilmu Pengetahuan Sosial dan Bahasa Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/jipdas.v6i1.3802

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh permainan tradisional galasin terhadap hasil belajar psikomotorik PJOK materi kelincahan pada siswa kelas III SD Negeri 101778 Medan. Penelitian ini menggunakan pendekatan kuantitatif dengan metode eksperimen dan desain quasi eksperimen. Populasi penelitian adalah seluruh siswa kelas III, dengan sampel sebanyak 19 siswa yang dipilih melalui teknik purposive sampling. Instrumen yang digunakan berupa lembar observasi psikomotorik yang mengukur kelincahan melalui tes shuttle run, zig-zag run, dan T-Test. Teknik analisis data mencakup uji normalitas, uji homogenitas, dan uji hipotesis menggunakan paired sample t-test. Hasil uji menunjukkan adanya perbedaan yang signifikan antara nilai pretest dan posttest, dengan nilai p (two-tailed) = 0,001 < 0,05. Dengan demikian, permainan tradisional galasin berpengaruh signifikan terhadap peningkatan hasil belajar psikomotorik PJOK siswa pada materi kelincahan.
PENGEMBANGAN GAME TEBAK GAMBAR KERAGAMAN BUDAYA INDONESIA BERBASIS ANDROID UNTUK KETERAMPILAN BERBICARA SISWA KELAS V MIS NURUL FALAQ TANJUNG MORAWA Maysyarah, Maysyarah; Sembiring, Masta Marselina; Aulia, Sri Mustika; Sarjani, Tiarnita Maria; Hajar, Yuni; Briliananda, Cindy Cindhana
Jurnal Ilmiah Pendidikan Dasar (JIPDAS) Vol 6 No 2 (2026): Vol. 6 No. 2 Edisi Mei 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar Fakultas Pendidikan Ilmu Pengetahuan Sosial dan Bahasa Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/jipdas.v6i2.4547

Abstract

Penelitian ini bertujuan untuk mengembangkan game tebak gambar berbasis Android yang mengangkat tema keragaman budaya Indonesia sebagai media pembelajaran interaktif untuk meningkatkan keterampilan berbicara siswa kelas V di MIS Nurul Falaq Tanjung Morawa. Metode pengembangan mengikuti model ADDIE (Analysis, Design, Development, Implementation, Evaluation), dengan fokus pada integrasi elemen budaya seperti tarian, pakaian adat, dan tradisi daerah untuk merangsang siswa berbicara tentang topik tersebut. Hasil pengembangan menunjukkan bahwa game ini berhasil diimplementasikan pada platform Android dengan fitur-fitur seperti pemilihan gambar, timer, dan skor yang mendorong partisipasi aktif. Uji coba pada siswa kelas V menunjukkan peningkatan signifikan dalam keterampilan berbicara, dengan rata-rata skor pretest 65,2 meningkat menjadi 82,4 pada posttest. Evaluasi pengguna melalui kuesioner menilai game ini efektif (skor rata-rata 4,1 dari skala 5) dalam hal kesenangan, kemudahan penggunaan, dan nilai edukasi. Kesimpulan penelitian ini adalah bahwa game tebak gambar dapat menjadi alternatif inovatif untuk pembelajaran budaya Indonesia, terutama dalam konteks pendidikan dasar, dengan potensi pengembangan lebih lanjut untuk platform lain. Penelitian ini merekomendasikan integrasi game serupa dalam kurikulum sekolah untuk mendukung pembelajaran bahasa dan budaya.
The Effectiveness of Story-Based Learning in Enhancing Speaking Confidence of Fifth-Grade Students in Elementary Schools: A Literature Review Sarjani, Tiarnita Maria; Nabila, Farah; Sormin, Eunike Gracia; Reni, Monica Intan
IJESS International Journal of Education and Social Science Vol. 7 No. 1 (2026): VOL 7 NO 1 APRIL 2026
Publisher : INTERNATIONAL PENELITI EKONOMI, SOSIAL, DAN TEKNOLOGI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56371/ijess.v7i1.628

Abstract

This study aims to examine the effectiveness of story-based learning in enhancing the speaking confidence of fifth-grade elementary school students through a literature review. The main research question addressed is how story-based learning influences students’ speaking confidence and what strategies contribute to its success. This study employed a qualitative literature review method by analyzing relevant empirical studies on storytelling, paired storytelling, hand puppets, digital storytelling, and public speaking classes. The findings consistently indicate significant improvements in students’ speaking skills and self-confidence, as evidenced by increased post-test scores, strong statistical significance (p < 0.05), and positive behavioral changes such as greater courage, fluency, and expressiveness. The review concludes that story-based learning is an effective and comprehensive pedagogical strategy for fostering speaking confidence and active classroom participation among fifth-grade students.
PENGEMBANGAN MEDIA SCRABBLE GAMES BERBASIS CASE METHOD DALAM PEMBELAJARAN BAHASA INGGRIS DI SEKOLAH DASAR Sari, Elsa; Sirait, Albert Pauli; Simanjuntak, Eva Betty; Sarjani, Tiarnita Maria; Ambarita, Dody Feliks Pandimun
Jurnal Merah Putih Sekolah Dasar Vol. 2 No. 4 (2025): MARCH 2025
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jmpsd.v2i4.72168

Abstract

This study aims to develop a Scrabble Games-based learning media integrated with the Case Method to improve students’ English vocabulary mastery in the fourth grade of elementary school. The research employed a Research and Development (R&D) method using the ADDIE development model which includes Analysis, Design, Development, Implementation, and Evaluation. The subjects of this study were 17 fourth-grade students at SDN 040541 Suka. Data were collected through interviews, observations, tests, and questionnaires, then analyzed descriptively and using N-Gain analysis. The results showed that: (1) the media was declared feasible based on expert validation in terms of content, language, and media design; (2) the media was considered very practical by teachers and students; and (3) the use of Scrabble Games media was proven effective in enhancing students’ vocabulary, with an N-Gain score of 0.56, categorized as moderate. These findings indicate that Scrabble Games media based on the Case Method is valid, practical, and effective for supporting vocabulary learning in elementary English education.