Vovi Tridian Ulfah
Universitas Riau

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The PENERAPAN PENDEKATAN KEPEMIMPINAN SITUASIONAL DALAM MENGHADAPI TANTANGAN PEMBELAJARAN BERBASIS TEKNOLOGI ABAD 21 (STUDI KASUS DI SDN 67 PEKANBARU): Penerapan Pendekatan Kepemimpinan Situasional dalam menghadapi tantangan pembelajaran berbasis teknologi Abad 21 (Studi Kasus di SDN 67 Pekanbaru ) Vovi Tridian Ulfah; Hartina Rastam; Hendri Marhadi; Mahmud Alpusari
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2026): Volume 11 No. 04 Desember 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.8913

Abstract

ABSTRACT Education is a fundamental right of every citizen, guaranteed by the constitution, with the aim of educating the nation and creating a civil society. In Indonesia, education has adapted greatly to the developments and needs of the times. Faced with the challenges of changing times, a rapid and appropriate transition in education is needed to produce graduates who are able to adapt. School principals play a key role in improving the competence of teachers as the frontline implementers of new regulations on education. The ability of school principals to motivate, guide, and understand technological developments is important so that teachers have the enthusiasm and ability to design the latest learning methods, especially 21st-century technology-based learning. Thus, school principals are required to be able to adapt their leadership to the current situation. This research uses qualitative research with a case study approach. There are two main focuses: 1) How is the leadership of the principal at SDN 67 Pekanbaru from a situational leadership perspective? 2) How does the principal at SDN 67 Pekanbaru make decisions from a situational leadership perspective? 3) How does the principal prepare teachers to implement 21st-century technology-based learning from a situational leadership perspective? This research is expected to provide in-depth knowledge and insight into the leadership of the principal and the principal's ability to face the challenges of 21st-century technology-based learning at SDN 67 Pekanbaru from a situational leadership perspective.
PENGARUH PENGGUNAAN MEDIA VIDEO ANIMASI TERHADAP HASIL BELAJAR MATEMATIKA SISWA KELAS 5 SD N 03 BERINGIN Vovi Tridian Ulfah; Jesi Alexander Alim; Zetra Khainul Putra
Jurnal Ilmiah Matematika Realistik Vol. 7 No. 1 (2026): JURNAL ILMIAH MATEMATIKA REALISTIK
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/ji-mr.v7i1.896

Abstract

Mathematics is one of the subjects taught in elementary schools that continues to face various challenges in its implementation. These challenges range from the widespread perception that mathematics is a difficult subject to the selection of appropriate teaching methods and instructional media for 21st-century learning. The background of this study stems from students' low understanding of mathematical concepts, which is caused by conventional teaching methods that are often less engaging and less effective in facilitating conceptual understanding. This study aims to determine the effect of using animated video media on the mathematics learning outcomes of fifth-grade students at SD N 03 Beringin. The research is motivated by students’ low learning interest and difficulties in understanding abstract mathematical concepts when taught solely through conventional methods. The novelty of this study lies in the integration of Animaker-based animated video media, a contextual learning approach that connects word problems to students’ daily lives, and a focus on fraction operations, which are considered one of the most complex mathematics topics in elementary education. This research employed an experimental method using a pretest-posttest control group design. The participants were fifth-grade students divided into an experimental class and a control class, with 23 students in each group. The research instrument consisted of a learning achievement test administered before and after the treatment. The results revealed a significant difference between the learning outcomes of students in the experimental class, which utilized animated video media, and those in the control class, which received conventional instruction. The average posttest score of the experimental class was higher than that of the control class, and statistical analysis indicated a positive effect of animated video media on improving mathematics learning outcomes. Therefore, it can be concluded that animated video media is effective in mathematics instruction, as it enhances students’ understanding of mathematical concepts and improves their learning outcomes..
Pembelajaran STEAM Hybrid Berbasis Proyek “Kipas Eco Craft” Dari Tutup Botol Bekas: Studi Kualitatif Di Kelas VI SDN 004 Domo Vovi Tridian Ulfah; Jesi Alexander Alim; Neni Hermita
AL-IMAM: Journal on Islamic Studies, Civilization and Learning Societies Vol 7 No 2 (2026)
Publisher : IDRIS Darulfunun Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58764/j.im.2026.7.216

Abstract

Objective: This study aims to describe the implementation of Science, Technology, Engineering, Art, and Mathematics (STEAM) learning through a hybrid project-based approach using “Kipas Eco Craft,” a product made from used bottle caps, as well as student engagement, implementation challenges, and adaptive strategies in Grade VI at SDN 004 Domo. Methods: This study employed a descriptive qualitative approach. Data were collected through participatory observation, semi-structured interviews with students, parents, and the school principal, and documentation. Data were analyzed using the interactive model of Miles, Huberman, and Saldaña. Method and source triangulation were applied to enhance the credibility of the findings. Results: The “Kipas Eco Craft” project integrated all five STEAM components through contextual learning activities. Online learning was used for concept exploration and product design, while face-to-face sessions focused on assembly, testing, and product refinement. Students demonstrated enthusiasm, collaboration skills, participation in design decision-making, and increased awareness of plastic waste. The challenges included limited digital devices and internet connectivity, restricted face-to-face learning time, work safety considerations, and differences in work pace among groups.  Novelty/Implications: The novelty of this study lies in integrating STEAM learning, a hybrid model, and the use of locally available waste materials in a project adapted to technological access limitations in elementary schools. Dividing activities according to their characteristics, with exploration and design conducted online and practical work and testing carried out face-to-face, offers a potentially replicable strategy for similar learning contexts. These findings highlight the need to strengthen teachers’ competencies in designing integrated STEAM learning and to provide simple learning resources to support innovative, inclusive, and contextually relevant education.