Priska Nurlia Br Simanungkalit
State University of Medan

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Penerapan Gerakan Budaya Literasi Bahasa Indonesia SD Negeri 055981 Beruam Priska Nurlia Br Simanungkalit; Novi Astika Rambe; Wisman Hadi; Elly Prihasti Wuriyani
ALFIHRIS : Jurnal Inspirasi Pendidikan Vol. 1 No. 3 (2023): Juli: Jurnal Inspirasi Pendidikan
Publisher : LP3M INSTITUT KH YAZID KARIMULLAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59246/alfihris.v1i3.305

Abstract

This study aims to describe the application and constraints in the Indonesian literacy culture of SD Negeri 055981 Beruam. This study uses a qualitative approach with the method of literature study and observation and the results of the study explain in its application there are three phases namely familiarizing, developing and teaching. When this Indonesian literacy culture is implemented, there are obstacles faced and the obstacles come from within and outside such as the level of student readiness, supporting facilities, society and government.
PERMAINAN MARGALA SEBAGAI UPAYA PENANAMAN DAN PEMBENTUKAN KARAKTER SISWA Priska Nurlia Br Simanungkalit; Daulat Saragi
ALFIHRIS : Jurnal Inspirasi Pendidikan Vol. 1 No. 4 (2023): Oktober: Jurnal Inspirasi Pendidikan
Publisher : LP3M INSTITUT KH YAZID KARIMULLAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59246/alfihris.v1i4.582

Abstract

Margala is a traditional Batak game played by two groups and the number of players is determined by the number of field squares which are full of meaning and character values, through this game the character of students will be instilled and formed properly, because by instilling character values to students, it will produce and form graduates who have good and polite character. This study is a qualitative study with the form of a library study with the object of study being students of SD Negeri 055981 Beruam, the results of the study explain that there are very many character values contained in the traditional game of margala including discipline, social, honesty, cooperation and sportsmanship.
The Margala Game as a Means of Instilling and Shaping Students’ Character Priska Nurlia Br Simanungkalit; Daulat Saragi
ALFIHRIS : Jurnal Inspirasi Pendidikan Vol. 4 No. 4 (2026): Oktober: Jurnal Inspirasi Pendidikan
Publisher : LP3M INSTITUT KH YAZID KARIMULLAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59246/0wh5yc84

Abstract

Margala is a traditional Batak game played by two groups and the number of players is determined by the number of field squares which are full of meaning and character values, through this game the character of students will be instilled and formed properly, because by instilling character values to students, it will produce and form graduates who have good and polite character. This study is a qualitative study with the form of a library study with the object of study being students of SD Negeri 055981 Beruam, the results of the study explain that there are very many character values contained in the traditional game of margala including discipline, social, honesty, cooperation and sportsmanship.
The Effectiveness of Canva-Based Digital Books to Improve Civics Learning Outcomes of Grade V Students of SD Negeri 055981 Beruam Priska Nurlia Br Simanungkalit; Daulat Saragi; Wildansyah Lubis
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 9 No. 6 (2025): November
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v9i6.353

Abstract

This study aims to test the effectiveness of Canva-based digital books to improve the civics learning outcomes of fifth grade students at SD Negeri 055981 Beruam. This research is the research and development of the 4D model (Define, Design, Develop, and Disseminate) conducted at SD Negeri 055981 Beruam with research subjects consisting of material, media, language, teachers, and 30 students. data collected from validation questionnaires of material, language, and media experts to determine the level of feasibility, then teacher and student questionnaires to determine the level of practicality, and tests to determine the level of effectiveness. The results showed that the results of the material expert assessment were 92.5% very feasible achievement, then the media expert was 91.7% very feasible achievement, and the language expert was 90% very feasible achievement. Calculated from the assessment of the three experts, an average of 91.7% was very feasible achievement. Then the results of the practicality test conducted by teachers and students obtained an average student assessment of 87.75% very practical achievement and an average teacher assessment of 93.75% very practical achievement, so that calculated from the practicality assessment, an average of 90.75% very practical achievement was obtained. Finally, the effectiveness of canva-based digital books is assessed by the gain test, and a value of 0.56 is obtained in the medium category. So it can be concluded that the canva-based digital book developed has a level of feasibility, practicality, and effectiveness that can be used to improve student learning outcomes.