Eva Betty Simanjuntak
Medan State University

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INOVASI MEDIA PEMBELAJARAN FLASHCARD LAGU INDONESIA RAYA: TINJAUAN RELIGIUS, FILOSOFIS, DAN PSIKOLOGIS DI SEKOLAH DASAR Saskia Nurul Ain; Eva Betty Simanjuntak; Indri Khairunnisa Erwinsyah; Syahkira Sifah Nasution; Trisna Natalia Br Parapat; Selvi Simanjuntak
Jurnal Merah Putih Sekolah Dasar Vol 3 No 1 (2025): SEPTEMBER 2025
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jmpsd.v3i1.69325

Abstract

Teaching the Indonesian national anthem, Indonesia Raya, in elementary schools often consists only of routine singing activities, so that students do not really understand the national values contained therein. This study introduces flashcards as a new learning tool reviewed from religious, philosophical, and psychological perspectives at the Al-Hidayah Education Foundation. The method used is descriptive qualitative with purposive sampling techniques involving 20 fourth-grade students and one classroom teacher. Information was collected through observation, interviews, and media testing, then analyzed by reducing the data, presenting it, and drawing conclusions using triangulation of sources and methods. The findings of this study indicate that flashcards can increase students' motivation, involvement, and understanding of the meaning of the national anthem. The learning process becomes more engaging, enjoyable, and appropriate for the level of children's cognitive development. From a religious perspective, songs are understood as a form of gratitude to God; from a philosophical aspect, they encourage character development and national awareness; while from a psychological perspective, they are in line with children's visual and interactive learning needs. In this way, flashcards have proven to be an effective tool as a creative medium for instilling national values and strengthening character education at the elementary school level.
PENGARUH PENGGUNAAN MEDIA WORDWALL TERHADAP HASIL BELAJAR BAHASA INGGRIS SISWA KELAS IV Dhea Omry Ananda Pardede; Eva Betty Simanjuntak
Jurnal Merah Putih Sekolah Dasar Vol 2 No 3 (2025): JANUARI 2025
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jmpsd.v2i3.70457

Abstract

The study was conducted with the aim of knowing student learning outcomes after using Wordwall media in fourth grade English lessons at SDN 033911 Belang Malum. The population of this study were fourth grade students of SDN 033911 Belang Malum and the sample in this study were 35 students. This type of research is quantitative research. This research method is Pre-experimental method with One Group Pre-test Post-test design. The techniques used in data collection are teacher interviews, test questions, and documentation. The results of this study indicate that there is an effect of using wordwall media on students' English learning outcomes. This is based on the average student Post-Test score of 83 higher than the Pre-Test average score of 59. The results of hypothesis testing using the paired sample T-test test found the sig. (2- tailed) of 0.000 The sig value. (2-tailed) < 0.05 or 0.000 < 0.05. This shows that there is a significant effect of using Wordwall learning media on the English learning outcomes of SDN 033911 Belang Malum.
PENGEMBANGAN MEDIA SCRABBLE GAMES BERBASIS CASE METHOD DALAM PEMBELAJARAN BAHASA INGGRIS DI SEKOLAH DASAR Elsa Sari; Albert Pauli Sirait; Eva Betty Simanjuntak; Tiarnita Maria Sarjani; Dody Feliks Pandimun Ambarita
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.