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PeTeKa
ISSN : 25991914     EISSN : 25991132     DOI : -
Core Subject : Education,
PeTeka - Represents the Publication of Research Results from Lecturers, Teachers, Students and General in the field of Educational Science Special Class Action Research and Development Learning. Published by Lembaga Penelitian Pengabdian Masyarakat (LP2M) University of Muhammadiyah South Tapanuli.
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Articles 847 Documents
ANALISIS PERKEMBANGAN SOSIAL DAN EMOSIONAL ANAK TERHADAP HASIL BELAJAR ANAK Hadiwilestari, Karia Candra; Lestari, Indah; Widjanarko, Moch
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 9, No 1 (2026): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v9i1.46-54

Abstract

This study aims to analyze the social and emotional development of fourth-grade students at SD Negeri 4 Tulakan based on the five domains of Social and Emotional Competence (SEC) through observation, supported by teacher interviews. The results indicate that students’ social-emotional development is in the fairly good category; however, several aspects still need improvement. Students are able to express emotions and cooperate with others, but they continue to experience difficulties in emotional regulation, time management, respecting turn-taking in conversations, and resolving minor conflicts. In the decision-making domain, students are fairly capable of considering their actions but are not yet consistent in accepting the consequences. These findings emphasize the need for more supportive learning strategies to optimize the development of students’ social-emotional competencies.
PENINGKATAN HASIL BELAJAR BAHASA INGGRIS MATERI EXPLORING FAUNA OF INDONESIA MELALUI MODEL PROBLEM BASED LEARNING DI UPT SMP NEGERI 4 TAKALAR Sirajuddin, Andi Nugraha; Samudra, Muh Rafi
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 9, No 1 (2026): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v9i1.172-180

Abstract

This study aims to improve the learning outcomes of Class IX A students at UPT SMP Negeri 4 Takalar in English, specifically on the topic of Exploring Fauna of Indonesia, through the implementation of the Problem-Based Learning (PBL) model. The method employed is Classroom Action Research (CAR) based on the Kemmis and McTaggart spiral model, conducted in two cycles comprising planning, acting, observing, and reflecting stages. The research subjects consisted of 29 students, including 15 males and 14 females. Data collection instruments included essay-type learning outcome tests to measure the cognitive domain, as well as observation sheets to assess the affective and psychomotor domains. The results indicated a gradual improvement in student learning outcomes. In Cycle I, the class average reached 77.69 with a classical completeness percentage of 41.38%. This achievement increased in Cycle II, with the class average rising to 78.76 and the classical completeness percentage reaching 55.17%. Beyond academic improvement, the implementation of the PBL model proved effective in enhancing student activity, independence, and courage in presenting discussion results on fauna report texts.
MENINGKATKAN KOSA KATA SISWA SMP 4 MANGARABOMBANG MELALUI MEDIA CERITA RAKYAT Makina, Adni Dzilarsy; Ningsi, Aprilia; Ariana, Ariana
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 9, No 1 (2026): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v9i1.92-96

Abstract

Vocabulary mastery is a major challenge for students at SMP 4 Mangarabombang, where conventional methods often fail to create meaningful learning. This study aims to improve students' English vocabulary mastery through the use of folklore media. By integrating local wisdom, students are expected to more easily absorb new words in familiar contexts. This study uses a quantitative approach with a Pre-Experimental design (One-Group Pretest-Posttest Design). The research subjects consisted of 30 eighth-grade students selected through a purposive sampling technique. Data were collected through a vocabulary test instrument and analyzed using a paired sample t-test. The results showed a significant increase in students' vocabulary skills, where the average score increased from 54.20 in the pre-test to 82.50 in the post-test. Statistical analysis showed a significance value of 0.000 0.05, which means the alternative hypothesis is accepted. In addition, the percentage of learning completeness increased drastically from 20% to 90%. The conclusion of this study is that folklore media is effective in increasing students' vocabulary because it can reduce affective barriers and increase mental engagement through a culturally relevant context. These results recommend that educators use local culture-based materials as an innovation in English teaching.
SISTEM PENDUKUNG KEPUTUSAN PEMILIHAN SISWA PENERIMA BEASISWA DENGAN MENGGUNAKAN METODE SIMPLE ADDITIVE WEIGHTING (SAW) DI SMA NEGERI 1 SIBERUT BARAT Tasibeddei, Merici; Pratama, Ade; Mulyono, Heri
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 9, No 1 (2026): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v9i1.1-8

Abstract

Decision Support System (DSS) is a computer-based system that helps in the decision-making process. Scholarships are a form of appreciation in the form of financial assistance given to individuals or organizations for work achievements that have been produced. Simple Additive Weighting (SAW) is one of the methods used in the decision-making process with weighted addition. The purpose of this study is that researchers will design a Decision Support System (DSS) to select prospective scholarship recipients by implementing the Simple Additive Weighting (SAW) method. This method was chosen because this method is able to carry out a ranking process which is continued with a weighting process for each attribute, so that it can select the best alternative from a number of alternatives (students) based on certain criteria and weights. The research on the Decision Support System for Selecting Scholarship Recipients Using the Simple Additive Weighting (SAW) Method at SMA Negeri 1 Siberut Barat was conducted using the Software Development Life Cycle (SDLC) method with the waterfall model. The waterfall model consists of five stages, namely analysis, design, implementation, testing, and maintenance. The tests used in this study were Alpha testing and Beta testing. The Decision Support System for Selecting Scholarship Recipients Using the Simple Additive Weighting (SAW) Method at SMA Negeri 1 Siberut Barat was developed using the Laravel11 framework with the PHP programming language and MYSQL database. Based on the results of the Alpha test (black box and white box testing) it can be concluded that all test results are good and the Alpha test is successful. Furthermore, based on the results of the beta test on the validation of expert staff, the percentage of the value obtained was 77.5% with the statement agree and the average value of the user questionnaire assessment was 85.63% with the statement strongly agree. Based on the results of the research and testing above, it can be described that the decision support system for selecting scholarship recipients using the simple additive weighting method at SMA Negeri 1 Siberut Barat which was designed is a functional requirement that is expected to facilitate officers in managing student data.
PENGEMBANGAN MEDIA PEMBELAJARAN GAME EDUKASI PADA MATERI BERFIKIR KOMPUTASIONAL X TKJT SMK N 1 PAINAN Rusdi, Muhammad Ikhsan; Mulyono, Heri; Nurdin, Bernediv
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 9, No 1 (2026): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v9i1.138-148

Abstract

The low level of students’ interest and achievement in computational thinking at SMK N 1 Painan has become one of the challenges in the learning process. This issue arises due to the use of conventional teaching methods that are less interactive and often make students feel bored. Therefore, this research aims to develop educational game-based learning media as an innovative alternative to enhance students’ motivation, interest, and understanding of computational thinking concepts. This research applied the ADDIE development model, consisting of five stages: Analysis, Design, Development, Implementation, and Evaluation. The educational game was developed using Unity and Visual Studio Code, featuring interactive materials through levels, quizzes, and scoring systems. The validity of the game was assessed by three media experts, while its practicality was tested by teachers and Grade X TJKT students at SMK N 1 Painan. The results show that the media obtained an average validity score of 87.93%, categorized as very valid. The practicality test yielded an average of 89.57% from teachers and 86% from students, categorized as very practical. Thus, the developed educational game is considered feasible to be used as a learning medium and effective in improving students’ motivation and understanding of computational thinking material.
TANTANGAN DAN PELUANG DALAM PROSES PEMBELAJARAN : SUATU ANALISIS PSIKOLOGIS Suryanto, Anton; Lestari, Indah; Widjanarko, Moch
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 9, No 1 (2026): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v9i1.55-63

Abstract

This stuidy aims to analyzei thei psychological challeingeis and opportuinitieis in thei leiarning proceiss of stuideints at SDN 3 Blingoh, Donorojo District, Jeipara. This reiseiarch eimployeid a quialitativei approach throuigh obseirvation and inteirvieiws. Thei findings indicatei that stuideints facei seiveiral psychological challeingeis, incluiding difficuiltieis in maintaining focuis, leiarning fatiguiei, acadeimic anxieity, and barrieirs to social inteiraction. Neiveirtheileiss, theirei arei also leiarning opportuinitieis, particuilarly throuigh thei uisei of activei leiarning meithods, visuial meidia, social-eimotional leiarning (SEiL) approacheis, and diffeireintiateid instruiction that eincouiragei stuideint eingageimeint and deiveilopmeint. Theisei reisuilts highlight thei importancei of adaptivei and huimanistic leiarning strateigieis in optimally suipporting stuideints’ psychological deiveilopmeint.Ahmadi, I. Z. M. A. (2024). Peimbeilajaran Sosial Eimosional: Meinghadirkan Peindidikan yang Beirpihak Keipada Siswa Meilaluii Kuirikuiluim Meirdeika. Ilmui Bahasa, Sastra, Seini Dan Buidaya, 8(4), 579–596. Ahsanuil Huida Suisanto, Muirfiah Deiwi Wuilandari, Darsinah. (2024). Optimalisasi Peimbeilajaran Anak Uisia Seikolah Dasar Meilaluii Peimahaman Teiori Peirkeimbangan Kognitif Jeian Piageit. Peindas?: Juirnal Ilmiah Peindidikan Dasar, 09(04), 690–692. https://jouirnal.uinpas.ac.id/indeix.php/peindas/articlei/vieiw/17102/8959 Ash-shiddiqi, H., Sinaga, R. W., Auidina, N. C., Data, R., Data, D. (2025). Kajian Teioritis: Analisis Data Kuialitatif. Juirnal Eiduikatif, 3(2), 333–343. Deiwi, A. R. A. M. A.-F. K., Fikri, M., Sapuitra, M. I. M. N. S. T. W. (2024). Peineirapan Peimbeilajaran Beirdifeireinsiasi Di Seikolah Meineingah Keijuiruian (SMK). Juirnal Peindidikan Teiknik Meisin, 06, 131–141. Fadriati, T. (2024). Dinamika Kuirikuiluim Mardeika dalam Proseis Peimbeilajaran di Seikolah Dasar Islam Teirpadui Ishlahuil Uimmah. Dirasah, 7(1), 145–152. Gayo, L. L. (2025). Strateigi Peimbeilajaran Aktif uintuik Meiningkatkan Partispasi Siswa dalam Keigiatan Peimbeilajaran Peindidikan Agama Islam di UiPTD SPF SDN Cibuibuikan Activei Leiarning Strateigieis to Einhancei Stuideint Participation in Islamic Reiligiouis Eiduication at UiPTD SPF SDN Cibuibuik. Abduirrauif Social Scieincei, 2(1), 49–62. https://doi.org/10.70742/arsos.v2i1.176 Hakim, K. M. L. (2025). Analisis Konseip Peirasaan dan Eimosi Dalam Peirspeiktif Psikologi Peindidikan Islam. Dar Eil Ilmi: Juirnal Keiagamaan, Peindidikan Dan Huimaniora, 11(1), 126–141. Iswatiningsih, D. (2025). Strateigi Peimbeilajaran Sosial Eimosional ( SEi
PENGEMBANGAN GAME EDUKASI SISKOM ADVENTURE PADA MATA PELAJARAN INFORMATIKA KELAS X DI SMK NEGERI 4 PADANG Nadya, Nadya; Alfiriani, Adlia; Kurniawan, Haris
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 9, No 1 (2026): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v9i1.97-107

Abstract

Learning media plays an important role in improving the quality of the learning process. However, in Informatics subjects at SMK Negeri 4 Padang, the learning methods used are still conventional, resulting in low learning motivation and student learning outcomes. This study aims to develop the Siskom Adventure educational game as an interactive learning media and to test its validity and practicality levels for Computer Systems material for class X. This study uses the Research and Development (RD) method with the ADDIE development model consisting of the stages of Analysis, Design, Development, Implementation, and Evaluation. The resulting product is a platformer-based educational game that presents materials, challenges, and quizzes in game missions, so that students can learn through more interesting and interactive experiences. The results of the study show that validation by media experts obtained an average score of 85.06% (very valid), while validation by material experts reached 92.14% (very valid). The teacher's practicality test obtained a result of 83.33% (very practical), and the student's practicality test reached 88.34% (very practical). Thus, the Siskom Adventure educational game is deemed suitable for use as a learning medium capable of increasing student motivation, interactivity, and learning outcomes.

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