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Pelatihan Penggunaan Lab Virtual Berbasis PhET Untuk Guru Sekolah Dasar dalam Pembelajaran IPA Dedi Holden Simbolon; Eni Yusnita br Pardede; Theresia Perbina; Alena Rosiana Manik
AMMA : Jurnal Pengabdian Masyarakat Vol. 4 No. 7 : Agustus (2025): AMMA : Jurnal Pengabdian Masyarakat
Publisher : CV. Multi Kreasi Media

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Abstract

This community service program aims to enhance elementary school teachers’ competence in utilizing PhET Interactive Simulations as a virtual laboratory tool in science learning, particularly on the topic of “Changes in the States of Matter.” The program employed a workshop-based training model combined with two weeks of guided mentoring to ensure effective classroom implementation. The activities included technical training on operating PhET simulations, pedagogical training on designing inquiry-based lesson plans (RPP) and student worksheets (LKPD), independent practice sessions, and evaluation through pretest–posttest assessments and classroom observations. The results indicate a significant improvement in teachers’ technical and pedagogical skills, demonstrated by their ability to operate simulations independently, develop inquiry-oriented LKPD aligned with PhET features, and integrate simulations into structured inquiry learning steps. Classroom implementation further showed that PhET-based LKPD effectively increased students’ engagement, motivation, and conceptual understanding. In addition, post-training mentoring supported teachers in overcoming technical challenges and promoted sustainability of virtual laboratory practices at the school level. Overall, the program successfully strengthened teachers’ instructional capacity and supported more active, exploratory, and inquiry-based science learning aligned with the principles of the Merdeka Curriculum.
PENGARUH MOTIVASI DAN MODEL PEMBELAJARAN KOOPERATIF TIPE JIGSAW TERHADAP HASIL BELAJAR PENDIDIKAN JASMANI SISWA SEKOLAH DASAR Eni Yusnita Br Pardede; Karmila Bru Sebayang; Atria Swandi Manihuruk; Ernita Simatupang
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.v6i1.4569

Abstract

Pembelajaran Pendidikan Jasmani, Olahraga, dan Kesehatan (PJOK) menuntut keterlibatan aktif siswa baik secara fisik maupun mental. Salah satu faktor yang memengaruhi keberhasilan pembelajaran PJOK adalah motivasi belajar siswa serta penerapan model pembelajaran yang tepat. Penelitian ini bertujuan untuk mengetahui pengaruh motivasi belajar melalui model pembelajaran kooperatif tipe Jigsaw terhadap hasil belajar PJOK siswa kelas V SD Swasta HKBP Teladan Medan. Penelitian ini menggunakan pendekatan kuantitatif dengan metode survei. Populasi penelitian adalah seluruh siswa kelas V dengan jumlah sampel 26 siswa yang dipilih menggunakan teknik random sampling. Teknik pengumpulan data meliputi angket motivasi belajar dan tes hasil belajar PJOK. Analisis data dilakukan menggunakan analisis deskriptif dan inferensial melalui uji normalitas, uji homogenitas, dan uji-t. Hasil penelitian menunjukkan bahwa data berdistribusi normal dan homogen. Hasil uji-t menunjukkan nilai thitung sebesar 3,672 lebih besar dari ttabel sebesar 2,164, sehingga dapat disimpulkan bahwa terdapat pengaruh yang signifikan antara motivasi belajar melalui model pembelajaran kooperatif tipe Jigsaw terhadap hasil belajar PJOK siswa. Dengan demikian, penerapan model pembelajaran Jigsaw yang disertai dengan penguatan motivasi belajar dapat meningkatkan hasil belajar siswa pada mata pelajaran PJOK.
MENINGKATKAN HASIL BELAJAR SISWA MELALUI PENERAPAN GAMIFIKASI QUIZIZZ PADA MATA PELAJARAN IPAS KELAS IV SD SWASTA HKBP TELADAN MEDAN Karmila Bru Sebayang; Eni Yusnita Br Pardede; Eduard; Meldiya Sabrina Br Purba; Melan Hady Syari
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 Nomor 02, Juni 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.15320

Abstract

Low learning outcomes in elementary science and social studies remain a challenge, particularly when learning activities do not sufficiently involve interactive media that can enhance student participation. This study aimed to improve students’ learning outcomes through the implementation of Quizizz gamification in science and social studies learning for fourth-grade students at HKBP Teladan Private Elementary School Medan. This research employed a quantitative approach with an experimental method using a one-group pretest–posttest design. The subjects were 20 fourth-grade students who participated in four learning sessions. Data were collected through learning achievement tests, observation sheets, and interview guidelines. The test data were analyzed using descriptive statistics and a paired sample t-test at a 5% significance level. The results showed that students’ mean pretest score increased from 52.4 to 79.6 in the posttest, indicating an improvement of 27.2 points. The highest score increased from 65 to 88, while the lowest score increased from 40 to 70. The paired sample t-test result showed a significance value of 0.000 < 0.05, indicating a significant improvement in students’ learning outcomes after the implementation of Quizizz gamification. In addition, observation results showed that 85% of students demonstrated increased active participation during the learning process. Therefore, Quizizz gamification is effective as an interactive learning medium to improve students’ learning outcomes, motivation, focus, and engagement in elementary science and social studies learning.