Al Hilal Hamdi Rambe
Universitas Negeri Medan

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Penerapan Media Teka-Teki Silang Pada Pembelajaran Tematik Terhadap Minat Belajar Siswa Kelas V di SD Swasta Tiara Ivo Ardila; Ibnatun Salis; Fransiska Mariance Nainggolan; Al Hilal Hamdi Rambe; Yusnadi Yusnadi; Anita Yus
Jurnal Tematik Vol 14 No 2 (2025): Jurnal Tematik
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jt.v14i2.69545

Abstract

The main problem underlying this research is the low learning interest of fifth-grade students at Tiara Private Elementary School, which is evident from their lack of interest and minimal activeness in thematic learning. This research aims to comprehensively describe the content of the Crossword Puzzle media, the implementation of the Crossword Puzzle media, and the impact of its use on students' learning interest. The method used is descriptive qualitative with 30 students and their fifth-grade homeroom teachers as subjects. Data were collected through interviews, questionnaires, and documentation, then analyzed narratively. The results show that the content of the Crossword Puzzle covers Indonesian, Science, and Mathematics materials with descending and horizontal questions that are in accordance with the thematic concept. The implementation of the Crossword Puzzle was carried out interactively and in groups, accompanied by discussions and feedback. Learning interest when the Crossword Puzzle media was applied to fifth-grade students experienced a significant increase. This increase is seen from the indicators of students' attention, involvement, and interest which are in the high category, while the aspect of feelings of pleasure reached the very high category. Overall, the level of students' learning interest is in the high category. Thus, this study shows that crossword puzzle media can be an effective learning alternative to increase students' interest in learning thematic learning.
EFEKTIVITAS PENERAPAN STANDAR PROSES PENDIDIKAN DALAM MODEL PEMBELAJARAN PROBLEM BASED LEARNING DAN KOOPERATIF TIPE TEAMS GAMES TOURNAMENT TERHADAP HASIL BELAJAR IPAS SISWA KELAS V DI SD SWASTA TIARA: EFEKTIVITAS PENERAPAN STANDAR PROSES PENDIDIKAN DALAM MODEL PEMBELAJARAN PROBLEM BASED LEARNING DAN KOOPERATIF TIPE TEAMS GAMES TOURNAMENT TERHADAP HASIL BELAJAR IPAS SISWA KELAS V DI SD SWASTA TIARA Ibnatun salis; Ivo Ardila; Fransiska Mariance Nainggolan; Al Hilal Hamdi Rambe; Wildansyah Lubis
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 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.v10i04.36684

Abstract

Permasalahan dalam penelitian ini meliputi praktik pembelajaran masih didominasi pendekatan konvensional. Pendekatan pasif ini belum memenuhi tuntutan Standar Proses yang mewajibkan pembelajaran aktif, kontekstual, dan student-centered. Hal ini menandakan perlunya perbaikan dalam model pembelajaran untuk meningkatkan kualitas pendidikan. Penelitian ini dilaksanakan dengan tujuan yaitu untuk a) mengetahui implementasi Standar Proses pada tahap perencanaan dan pelaksanaan model Model Problem Based Learning (PBL) dan Model Kooperatif Tipe Teams Games Tournament (TGT), b) perbedaan efektivitas antara Model Problem Based Learning dan Model Kooperatif Tipe Teams Games Tournament (TGT) terhadap hasil belajar kognitif IPAS siswa kelas V SD Swasta Tiara. Penelitian ini menggunakan pendekatan kuantitatif dengan desain quasi-eksperimen Nonequivalent Control Group Design. Sampel penelitian adalah seluruh siswa kelas V (N=50), dibagi menjadi kelas eksperimen 1 (Problem Based Learning) dan kelas eksperimen 2 (Kooperatif Tipe Teams Games Tournament), yang diukur menggunakan pretest dan posttest pada materi rantai makanan. Instrumen yang digunakan adalah tes hasil belajar pilihan ganda sebanyak 25 soal. Data dianalisis menggunakan Uji Prasyarat (Normalitas dan Homogenitas) dan Uji Hipotesis t-test, serta perhitungan N-Gain untuk melihat efektivitas peningkatan. Hasil penelitian menunjukkan bahwa implementasi Standar Proses telah terpenuhi, dengan guru berhasil mengintegrasikan sintaks model dalam pembelajaran. Hasil perbandingan efektivitas peningkatan hasil belajar (N-Gain) menunjukkan perbedaan yang sangat signifikan. Kelompok PBL mencapai rata-rata N-Gain 75,54% (Kategori Cukup Efektif), sementara kelompok Kooperatif Tipe Teams Games Tournament hanya mencapai 31,19% (Kategori Tidak Efektif). Disimpulkan bahwa Model PBL terbukti jauh lebih efektif dalam meningkatkan pemahaman kognitif IPAS dibandingkan Model Kooperatif Tipe Teams Games Tournament dalam konteks pembelajaran ini.