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Baihaqi Siddik Lubis
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Kantor Prodi Pendidikan Dasar Pascasarjana, Gedung Pascasarjana Universitas Negeri Medan, Lantai 4, Jln. Willem Iskandar Pasar V No. 1589 Medan Kode Pos 20221
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INDONESIA
Jurnal Tematik
ISSN : 19796633     EISSN : 24607738     DOI : 10.24114
Core Subject : Education,
Jurnal Tematik merupakan media komunikasi para akademisi, guru dan pemerhati dunia pendidikan dalam perspektif kependidikan. Jurnal tematik merupakan hasil penelitian, refleksi dan kajian kritis yang aktual berkenaan dengan tema-tema pendidikan, seperti kebijakan atau regulasi pendidikan, kurikulum, inovasi pembelajaran (kajian materi, pendekatan, model, metode, media dan evaluasi belajar) dalam ruang lingkup pendidikan dasar. Terbit tiga kali dalam setahun yakni April, Agustus dan Desember. Terbit pertama kali untuk edisi April 2012. Jurnal Tematik adalah jurnal berkala ilmiah berisi tulisan yang diangkat dari hasil penelitian pendidikan dasar pada fokus aspek-aspek yang berkaitan dengan kependidikan. Jurnal tematik merupakan jurnal nasional bermitra bestari yang diterbitkan tiga kali setahun dalam bentuk cetak dan online oleh Program Studi Pendidikan Dasar Pascasarjana, Universitas Negeri Medan, Indonesia. Pernyataan ini menjelaskan perilaku etis seluruh pihak yang terlibat dalam penerbitan artikel dalam Jurnal Tematik, termasuk penulis, dewan penyunting, mitra bestari, dan penerbit. Pernyataan ini didasarkan pada COPE’s Best Practice.
Arjuna Subject : Umum - Umum
Articles 228 Documents
ANALYSIS OF THE IMPLEMENTATION OF LOCAL WISDOM VALUES IN TRADITIONAL GAMES IN PANCASILA EDUCATION ON THE THEME OF CULTURAL DIVERSITY TO FORM INDEPENDENT CHARACTER IN MIM 01 PAYAMAN Diana Atika Sari; Ari Susandi; Arfian Mudayan
Jurnal Tematik Vol. 15 No. 3 (2026): Agustus
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jt.v15i3.68264

Abstract

Education has an important role in shaping students' character. Traditional games as part of local wisdom are not only a means of entertainment, but can also be a medium for character education, especially in shaping students' independent character. The purpose of this study was to analyze the implementation of local wisdom values in traditional games in Pancasila education to shape the independent character of fourth-grade students at MI Muhammadiyah 01 Payaman. This study uses a descriptive qualitative approach that aims to describe the implementation of traditional games in Pendidikan pancasila learning. The subject of the study is a student of class IV B MI Muhammadiyah 01 Payaman with a focus on independent character. The results of the study show that the implementation of traditional games in Pendidikan pancasila learning is able to improve students' independent character. Traditional games such as gobak sodor teach students to be brave, confident, responsible, and cooperative, which are part of independent character indicators. By integrating traditional games into learning, students become more active, enthusiastic, and able to develop independence gradually. This proves that traditional games are effective in forming the independent character of students in elementary school.
Analisis Literasi Membaca Siswa Kelas IV MI Muhammadiyah 1 Sukodadi Indah Tri Wahyuni; Rizka Novi Irmaningrum; Oriza Zativalen
Jurnal Tematik Vol. 15 No. 3 (2026): Agustus
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jt.v15i3.68358

Abstract

This study aims to describe the reading literacy of fourth-grade students at MI Muhammadiyah 1 Sukodadi. This study uses a descriptive qualitative approach. The subjects of this study are fourth-grade students, fourth-grade homeroom teachers, and the principal of MI Muhammadiyah 1 Sukodadi. Data collection techniques include observation, interviews, and document analysis. The results of the study indicate that students' reading literacy is in the good to very good category. Students are able to identify important information in the text. They understand the content of the text, can retell the content in their own words, and answer questions accurately, although some students still struggle to maintain focus while reading. They are also able to critically evaluate and reflect on the content of the text. These findings indicate that the school's literacy program and the implementation of the Project-Based Learning (PBL) approach play a significant role in enhancing students' reading interest, comprehension, and reflective skills.
PENGGUNAAN MEDIA CERITA FABEL BERBASIS DIGITAL UNTUK MENINGKATKAN KEMAMPUAN MEMBACA PERMULAAN SISWA KELAS 1 DI SEKOLAH DASAR Andhika Triza Arjuananda; Linaria Arofatul Ilmi Uswatun Khasanah; AF. Suryaning Ati MZ
Jurnal Tematik Vol. 15 No. 3 (2026): Agustus
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jt.v15i3.68446

Abstract

Indonesian language learning is one of the most important subjects to be taught to elementary school students, aiming to enable them to use the Indonesian language proficiently, as well as to explore their linguistic potential and language experiences.  This research is a classroom action research (CAR). It consists of two cycles: Cycle I and Cycle II, which include planning, implementation, observation, and reflection. This study uses fable story media to improve early reading skills. The subjects of the study are all students in Class IA at SDN 2 Tambakrigadung. Data collection techniques used include performance assessment tests (pre-test and post-test), observation, and documentation. The results of the study can be concluded as follows: (1) Teacher activity observation in Cycle I obtained an average of 65.1%, and in Cycle II it increased to 86.6%, showing an improvement of 21.5%. (2) Student activity observation in Cycle I had an average of 62.5%, and in Cycle II it rose to 98.4%, showing an increase of 35.9%. (3) Student learning outcomes in Cycle I averaged 48%, and in Cycle II increased to 76%, indicating a 28% improvement. Therefore, it can be concluded that the use of digital-based fable story media in learning activities can improve students’ reading skills, specifically in the reading material for Grade I at SDN 2 Tambakrigadung
Analisis Perbandingan Kurikulum Pendidikan Anak Usia Dini di Jepang dan Australia: Kajian Studi Literatur Ulfa Muhrijah Harahap; Pilma Sindy Arizka; Anita Yus
Jurnal Tematik Vol. 15 No. 3 (2026): Agustus
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jt.v15i3.71153

Abstract

This study aims to analyze and compare early childhood education (ECE) curriculum models and approaches in Japan and Australia through a literature review. A qualitative literature study approach was used by examining international journals from 2020 to 2025 that discuss early childhood curriculum policy and practice in both countries. The findings show that Japan emphasizes the balance between socio-emotional development and academic readiness through cultural integration (moral education and group harmony), while Australia focuses on the Early Years Learning Framework (EYLF), which values inclusivity, diversity, and experiential learning. The study implies the importance of adopting flexibility, parental engagement, and continuous teacher training in developing Indonesia’s early childhood curriculum.
Pengaruh Model Pembelajaran Discovery Learning Terhadap Hasil Belajar Siswa pada Mata Pelajaran IPAS Kelas IV UPT SDN 067776 Medan Johor Lastri Helmalia Sitohang; Ester Julinda Simarmata; Rizki Bastanta B. Manalu; Joen Parningotan Purba; Paska Sriulina Tarigan
Jurnal Tematik Vol. 15 No. 3 (2026): Agustus
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jt.v15i3.74759

Abstract

Penelitian ini bertujuan untuk menganalisis pengaruh penggunaan model pembelajaran Discovery Learning terhadap hasil belajar siswa pada mata pelajaran IPAS kelas IV UPT SDN 067776 Medan Johor Tahun Pembelajaran 2025/2026. Pendekatan penelitian yang digunakan adalah kuantitatif dengan desain Pre-Experimental tipe One-Group Pretest-Posttest Design. Subjek penelitian meliputi seluruh siswa kelas IV UPT SDN 067776 Medan Johor yang berjumlah 30 orang dan diambil menggunakan teknik Total Sampling. Instrumen pengumpulan data berupa tes objektif pilihan ganda (pretest dan posttest) yang telah diuji validitas dan reliabilitasnya. Teknik analisis data mencakup analisis statistik deskriptif, uji normalitas, serta uji beda rata-rata (Paired Sample t-test). Hasil penelitian menunjukkan peningkatan nilai rata-rata hasil belajar siswa secara signifikan dari 47,96 pada pretest menjadi 80,06 pada posttest. Berdasarkan uji normalitas, data terdistribusi normal (L_hitung=0,141<L_tabel=0,161). Hasil uji hipotesis menunjukkan nilai t_hitung sebesar 56,441 yang lebih besar dari t_tabel sebesar 1,697 (t_hitung>t_tabel) pada taraf signifikansi 5%. Dengan demikian, penerapan model Discovery Learning terbukti berpengaruh positif dan signifikan terhadap peningkatan hasil belajar IPAS siswa kelas IV di sekolah dasar.
Pengembangan Media Digestive System Smart Board (DSSB) Berbasis Augmented Reality untuk Meningkatkan Efektivitas Pembelajaran IPAS di Sekolah Dasar Reha Deviana; Encil Puspitoningrum; Alfi Laila
Jurnal Tematik Vol. 15 No. 3 (2026): Agustus
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jt.v15i3.75690

Abstract

Penelitian ini dilatarbelakangi adanya permasalahan dalam pembelajaran yaitu siswa masih mengalami kesulitan memahami nama organ, fungsi organ, maupun urutan proses pencernaan makanan akibat penyajian materi yang kurang menarik, sehingga diperlukan suatu inovasi media pembelajaran yang adaptif terhadap karakteristik siswa sekolah dasar. Penelitian Research and Development (R&D) dengan model ADDIE ini bertujuan mewujudkan produk media Digestive System Smart Board (DSSB) berbasis Augmented Reality pada materi sistem pencernaan manusia di sekolah dasar, sekaligus mengetahui tingkat validitas, kepraktisan, dan efektivitasnya. Berlokasi di SDN Manggis 2, penelitian ini mengikutsertakan seorang guru kelas V serta siswa kelas V yang terbagi atas uji terbatas (8 siswa) dan uji luas (24 siswa). Data observasi, wawancara, evaluasi hasil belajar, dan kuesioner terstruktur, kemudian dianalisis dengan deskriptif kuantitatif persentase. Hasil penelitian menunjukkan produk memenuhi kategori sangat valid (92%), sangat praktis (guru 96% dan siswa 100%), dan sangat efektif (100% ketuntasan belajar klasikal). Maka, dapat dinyatakan bahwa media Digestive System Smart Board (DSSB) dengan teknologi Augmented Reality ini sangat relevan dipadukan dalam materi IPAS materi sistem pencernaan manusia untuk mengonstruksi proses pembelajaran yang interaktif dan akomodatif bagi siswa.
Pengembangan Media Pembelajaran MONDAE (Monopoli Daerah) pada Materi Keberagaman Suku Bangsa dan Budaya Kelas IV SD Umi Lina Adibatul Karimah; Muhamad Basori; Nurita Primasatya
Jurnal Tematik Vol. 15 No. 3 (2026): Agustus
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jt.v15i3.75768

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar siswa pada materi keberagaman suku bangsa dan budaya yang disebabkan oleh tidak adanya media pembelajaran yang digunakan untuk membantu siswa memahami materi. Adapun tujuan dari penelitian ini adalah untuk mengetahu tingkat validitas, kepraktisan, dan keefektifan media pembelajaran MONDAE (Monopoli Daerah) untuk meningkatkan hasil belajar siswa. Metode yang digunakan dalam penelitian ini adalah Research and Development (R&D) dengan model ADDIE yang memuat 5 tahap yaitu Analyze, Design, Development, Implementation, dan evaluation. Subjek penelitian memuat 27 siswa kelas IV SDN Tiron 4. Pengumpulan data dilakukan dengan menggunakan teknik observasi, wawancara, angket, dan tes. Hasil penelitian menunjukkan bahwa media pembelajaran MONDAE (Monopoli Daerah) sangat valid untuk digunakan dengan persentase validasi ahli materi 76% dengan kategori “valid”,  dan ahli media 94% dengan kategori “sangat valid”. Kepraktisan media pembelajaran memperoleh persentase 98% pada angket respons guru dengan kategori “sangat praktis” dan 96% pada angket respons siswa dengan kategori “sangat praktis”. Siswa mendapatkan nilai N-Gain 0, 6250 atau 62,50%, rata-rata hasil belajar 85,75 dan persentase ketuntasan klasikal belajar 95% setelah menggunakan media pembelajaran MONDAE (Monopoli Daerah) dengan kategori “sangat efektif”’. Hasil penelitian tersebut membuktikan bahwa media pembelajaran MONDAE (Monopoli Daerah) sangat valid, sangat praktis, dan sangat efektif digunakan untuk meningkatkan hasil belajar siswa pada materi keberagaman suku bangsa dan budaya.
Hubungan antara Kontrol Diri dan Perilaku Kecanduan Game Online Mutyah; Rosmala Dewi
Jurnal Tematik Vol. 15 No. 3 (2026): Agustus
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jt.v15i3.75973

Abstract

This study aims to determine the relationship between self-control and online game addiction behavior in grade XI students of SMA Negeri 2 Percut Sei Tuan. The phenomenon of online game addiction among adolescents has become a crucial issue that has an impact on academic and psychological conditions. This study uses a quantitative approach with a correlational method. The research sample consisted of 177 students who were selected using a stratified random sampling technique. Data collection was carried out using a questionnaire, then analyzed with the Pearson Product Moment correlation test using IBM SPSS Statistics version 27. The results showed a significant negative relationship between self-control and online game addiction behavior, with a correlation coefficient of r = -0.492 and a significance value of 0.000 (p < 0.05). The coefficient of determination of 24.2% indicates that self-control contributes to the behavior of online game addiction, while the remaining 75.8% is influenced by other factors not examined in this study. The implication of this study emphasizes the importance of guidance and counseling services in improving students' self-control.