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PENGEMBANGAN MEDIA PEMBELAJARAN PALIRABER (PAPAN LINGKARAN RUMAH ADAT BERPUTAR) BERBASIS PENDEKATAN SAINTIFIK DI KELAS IV SDN 101775 SAMPALI T.A 2019/2020 Robenhart Tamba; Diah Wahyuni
ELEMENTARY SCHOOL JOURNAL PGSD FIP UNIMED Vol 10, No 4 (2020): ELEMENTARY SCHOOL JOURNAL PGSD FIP UNIMED
Publisher : FIP Unimed

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/esjpgsd.v10i4.23702

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran berupapapan lingkaran rumah adat berputar berbasis pendekatan saintifik yang layakdigunakan untuk siswa kelas IV SD Negeri 101775 Sampali T.A 2019/2020.Jenis penelitian ini adalah penelitian pengembangan R & D (Research &Development) dengan model ADDIE melalui 5 tahapan yaitu tahap Analysis,Design, Development, Implementation, dan Evaluation. Produk yang dihasilkandalam penelitian ini berupa benda (hardware), produknya adalah PapanLingkaran Rumah Adat Berputar. Hasil penelitian menunjukkan bahwasannyaskor yang diperoleh dari penilaian uji kelayakan materi terhadap mediapembelajaran paliraber sebesar 91,67% (Sangat Valid). Berdasarkan ujikelayakan media diperoleh persentase sebesar 84,61% (Sangat valid)
PERBEDAAN HASIL BELAJAR SISWA MENGGUNAKAN MEDIA AUGMENTED REALITY DENGAN MEDIA GAMBAR PADA TEMA 7 SUBTEMA 1 KELAS I MIN 3 KOTA MEDAN Robenhart Tamba; Devi Fatia
SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED Vol 11, No 4 (2021): SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/sejpgsd.v11i4.31182

Abstract

This study aims to determine the differences in the learning outcomes of junior high school students in Medan City for the 2019/2020 fiscal year 2019/2020 in the use of augmented reality media and image media on the sub-topic 7. 1) Living and non-living objects around us Level I MIN 3 This type of research is a quasi-experimental research. This research was conducted in MIN 3 Medan City. The population in this study were all 50 students of class 1 MIN 3 Medan. The sample includes 2 classes, namely class Ia with 25 students in experimental class II, and class Ib in experimental class I with 25 students. Data collection techniques in this study using observation and tests. The data analysis technique used normality, homogeneity, and hypothesis testing. The results of this study indicate that the average value of the Type I Experiment before treatment was 47.4, and after receiving augmented reality treatment the average value increased to 91.4. The average score of class II experimental students before treatment was 46.4, increasing to 78.6 after treatment. After knowing the mean, standard deviation, and variance of the various data, the significance level of the hypothesis results obtained using the t test is 0.05 to 7.009, and the t table is 1.676.Keywords: Augmented Reality Media, Media Images, Learning Outcomes
PENGEMBANGAN MODEL PEMBELAJARAN BERBASIS MASALAH DALAM MENINGKATKAN KEMAMPUAN BERPIKIR KREATIF MAHASISWA PGSD FIP UNIMED Sorta Simanjuntak; Robenhart Tamba
SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED Vol 13, No 2 (2023): SHOOL EDUCATION JOURNAL PGSD FIP UNIMED
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/sejpgsd.v13i2.46214

Abstract

This research aims to: develop a problem-based learning model to improve students' creative thinking. The subjects of this study were fifth semester PGSD students in 2021/2022 with a quasi-experimental design. The research method uses the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The data collection tools are questionnaires, observation sheets and tests. The data were analyzed by descriptive percentage and continued with the inferential statistical test through the t test. The results of the descriptive analysis stated that: (1) the feasibility of the model based on the average value of the design test and material test was 91% in the very feasible category; (2) practicality gets a percentage of 91% in the very practical category without any revisions; and (3) the effectiveness of the module through: a) the RPCPM control class gets a percentage score of 77% in the pretty good category and the experimental class gets a percentage score of 85% in the very good category; b) PKBK control class 70% quite complete category while the experimental class 90% with very complete category. That is, the average CPM value of the experimental class: 93 and the control class: 88.70 is significantly different.
PENGEMBANGAN BAHAN AJAR BERBASIS KOMIK DIGITAL PADA MATERI KEANEKARAGAMAN HAYATI DI DAERAHKU KELAS IV SD Nur Wira Triana; Robenhart Tamba
JURNAL HANDAYANI PGSD FIP UNIMED Vol 14, No 1: June 2023
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jh.v14i1.47059

Abstract

Development of Digital Comic-Based Teaching Materials on Biodiversity Materials in My Area Grade IV Elementary School. The purpose of the research was to produce digital comic-based teaching materials on biodiversity materials in my area that are feasible, practical, and effective. This study used R&D with the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model with the research subject of 30 students and grade IV teachers of SDN 105268 Telaga Sari. Data collection techniques use observation, tests, questionnaires, and documentation. The results of the study resulted in feasibility with an average percentage of 95% in the "Very Feasible" category, an average percentage of 94% in the "Very Practical" category. Furthermore, effectiveness through students' pretest and posttest scores with N-Gain 0.7 criteria is "Effective". So it is concluded that digital comic-based teaching materials can be used in the learning process.Keyword: Development, Teaching Materials, Digital Comics Pengembangan Bahan Ajar Berbasis Komik Digital pada Materi Keanekaragaman Hayati di Daerahku Kelas IV SD. Tujuan penelitian dilakukan untuk menghasilkan bahan ajar berbasis komik digital pada materi keanekaragaman hayati di daerahku yang layak, praktis, dan efektif. Penelitian ini menggunakan R&D dengan model ADDIE (Analysis, Design, Development, Implementation, and Evaluation) dengan subjek penelitian 30 siswa dan guru kelas IV SDN 105268 Telaga Sari. Teknik pengumpulan data menggunakan observasi, tes, angket, dan dokumentasi. Hasil penelitian menghasilkan kelayakan dengan persentase rata-rata 95% kategori “Sangat Layak”, uji praktikalitas persentase rata-rata 94% kategori “Sangat Praktis”. Selanjutnya, efektivitas melalui nilai pretest dan posttest siswa dengan N-Gain 0,7 kriteria “Efektif”. Sehingga disimpulkan bahan ajar berbasis komik digital dapat digunakan dalam proses pembelajaran..Kata Kunci: Pengembangan, Bahan Ajar, Komik Digital
The Influence of the Talking Stick Cooperative Learning Model on Science Learning Outcomes Theme 6 Subtheme 3 in Class V Students at SDN 107400 Bandar Khalipah Robenhart Tamba; Effriana Febiyanti Sihaloho; Tri Wahyu Purnomo
Indonesian Journal of Advanced Research Vol. 2 No. 6 (2023): June 2023
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/ijar.v2i6.4551

Abstract

This study aims to determine whether there is an effect of using the Talking Stick type Cooperative learning model on learning outcomes in science theme 6 Sub-theme 3 PB 1 in Class V students at SDN 107400 Bandar Khalipah. The sample of this study was class V SDN 107400 Bandar Khalipah which consisted of 2 classes, namely 24 students from the experimental class and 20 students from the control class. This research method is an experimental type of Quasy Experiment Design. The results showed that the learning outcomes using the Talking Stick model were higher than the learning outcomes of students using the conventional model. The results of the statistical test showed that the learning outcomes of students using the Cooperative Talking Stick type model were 47.83 in the pretest and 83.08 in the posttest, while the learning outcomes using the conventional model were 54.4 in the pretest and 66.2 in the posttest. Technical analysis of research data using the t-test formula. The results of the hypothesis prove that t count > t table or 5.136 > 2.081 at a significant level α = 0.05. so it can be concluded that Ho is rejected Ha is accepted. This means that there is a significant influence from the use of the Talking Stick cooperative learning model on student learning outcomes in the science content, theme 6, sub-theme 3 in fifth grade students at SDN 107400 Bandar Khalipah.
The Effect of the CIRC (Cooperative Integrated Reading and Composition) Model on Student Learning Outcomes Theme 6 Class III SDN 106158 Pematang Johar Robenhart Tamba; Tetny Tessalonika Naibaho; Tri Wahyu Purnomo
Indonesian Journal of Advanced Research Vol. 2 No. 6 (2023): June 2023
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/ijar.v2i6.4553

Abstract

The purpose of this study was to find out how the effect of learning using the CIRC (Cooperative Integrated Reading and Composition) model on student learning outcomes in class III theme 6 SDN 106158 Pematang Johar. This research is a quantitative study with a quasi-experimental methodology (Quasi Experimental Design). The design used was the Pretest-Posttest Control Group Design. The subjects in this study were 20 students in class III A and 24 students in class III B. Data collection techniques in this study used tests, observation, documentation and interviews. This study uses quantitative data analysis techniques. Data on student learning outcomes were collected using the theme 6 learning outcomes test which was given using the CIRC (Cooperative Integrated Reading and Composition) learning model and using conventional. Data analysis using descriptive and inferential analysis techniques. The study results showed that the posttest average score of student learning outcomes using the CIRC (Cooperative Integrated Reading and Composition) model was 83.40 and that of the control class was 72.50. Based on the t-test conducted on the experimental class posttest and control class posttest values, a t_count of 3.6340 and t_(table) 2.0810 is obtained at a significance level of 0.05. The t_table value can be seen in the attachment. Because t_count > t_table is 3.6340 > 2.0810 then Ho is rejected and Ha is accepted which states that there is an influence of the CIRC (Cooperative Integrated Reading and Composition) learning model on student learning outcomes in theme 6 sub-theme 4 learning 4 class III SDN 106158 Pematang Johar.
Peran Guru dalam Mengatasi Kenakalan Siswa SD Negeri 200103 Padang Sidempuan Nora Handayani Rangkuti; Robenhart Tamba
Jurnal Pendidikan Tambusai Vol. 7 No. 2 (2023): Agustus 2023
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini bertujuan untuk mengetahui bentuk-bentuk kenakalan siswa, faktor penyebab timbulnya kenakalan siswa dan peran guru dalam mengatasi kenakalan siswa di SDN 200103 Padang Sidempuan. Metode yang digunakan adalah metode kualitatif deskriptif dengan subjek penelitian guru dan 5 siswa kelas IV B. Teknik pengumpulan data dengan observasi, wawancara dan dokumentasi. Analisis data yang digunakan yaitu reduksi data, penyajian data dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa terjadi kenakalan siswa di SDN 200103 Padang Sidempuan yaitu: 1) bentuk kenakalan yang terjadi berupa membuang sambah sembarangan, tidak berpakaian rapi, berkelahi dan mengganggu teman ketika sedang belajar; 2) faktor-faktor penyebabnya yaitu akibat pengaruh lingkungan keluarga dan sekolah; 3) peran yang dilakukan guru untuk mengatasi hal tersebut dengan melakukan upaya preventif dan kuratif.
Development of Animated Video-Based Learning Media Using the Animaker Application on Theme 7 Sub-theme 1 Class V SDN 101765 Bandar Setia Robenhart Tamba; Vinka Nova Tutiona Simanjuntak
Asian Journal of Applied Education (AJAE) Vol. 2 No. 3 (2023): July 2023
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/ajae.v2i3.4975

Abstract

The purpose of this study was to prove the effectiveness of Animaker-based animation video learning media products on theme 7 sub-themes 1 learning 1, 2 and 3 Class V SDN 101765 Bandar Setia. The type of research used in this research is research and development or Research and Development (R&D) with the ADDIE development model. This research and development was carried out at SDN 101765 Bandar Setia which is located on Jln.Perjuangan Bandar Klippa, Kec.Percut Sei Tuan, Deli Serdang Regency, North Sumatra. The subjects of this research and development were 24 students of class V at SDN 101765 Bandar Setia and also teachers of class V (Five). The object of this research is the development of animation-based video-based media on theme 7 sub-themes 1 of learning 1,2, and 3. The results of the study show that proving that animation-based video learning media using animakers has succeeded in increasing student learning outcomes and increasing student learning interest, as well as video education with animation is positive enough to be used in learning and meets the criteria of "Very effective".
Development of Zepeto- and Kinemaster-Based 3D Animation Learning Videos on Fractional Number Material in Class IV SD Negeri 091326 Bahapal Raya Jessica Stephany Sirait; Nurmayani; Robenhart Tamba; Elvi Mailani; Fahrur Rozi
Asian Journal of Applied Education (AJAE) Vol. 2 No. 3 (2023): July 2023
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/ajae.v2i3.5088

Abstract

The purpose of this study was to produce 3D animated video learning media based on Zepeto and Kinemaster, to determine the feasibility of 3D animated video learning media based on Zepeto and Kinemaster and to find out the effectiveness of 3D animated video learning media based on Zepeto and Kinemaster on Fractional Number Material in Class IV SD Negeri 091326 Bahapal Kingdom. This research and development was carried out using the ADDIE model (Analysis, Design, Development, Implementation and Evaluation) with the research subject being class IV students at SD Negeri 091326 Bahapal Raya. The results of this development research are in the form of appropriate and effective learning media to use. Based on the results of the pre-test and post-test, it was obtained an increase in student learning outcomes with KKM achievement. Before using 3D animation video learning media based on Zepeto and Kinemaster the average student score was 51.05 in the "Inadequate" category and the "Incomplete" completeness criterion. However, after the media was used the average value of students increased to 84.73 in the "Very Good" category and the "Complete" mastery criteria. So it can be concluded that 3D animation learning videos based on Zepeto and Kinemaster on fractional numbers in class IV SD Negeri 091326 Bahapal Raya can be developed and are feasible and effective as learning media.
Studi Komparasi Perbandingan Metode Pembelajaran Course Review Horay dengan Teams Games Tournament Terhadap Hasil Belajar Siswa dalam Tema 1 Sub Tema 2 Kelas V SDN 013858 Mekar Baru Lidya Wulandari; Erlinda Simanungkalit; Masta Marselina Sembiring; Robenhart Tamba; Sorta Simanjuntak; Winara Winara
JURNAL PENDIDIKAN DAN ILMU SOSIAL (JUPENDIS) Vol. 1 No. 4 (2023): OKTOBER : JURNAL PENDIDIKAN DAN ILMU SOSIAL
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jupendis.v1i4.862

Abstract

This study aims This study aims to determine the comparison of the course review horay and Teams Games Tournament learning models on students' cognitive learning outcomes. The method used in this study is a comparison with the design of the Non Equivalent Control Group Design. Sampling was used by random sampling technique. Posttest results in experimental class 1 get the lowest score 60 and the highest score 80. While in the experimental class 2 get the lowest score is 65 and the highest score is 90, the average value in experimental class 1 is 74.25 and the average value of the experimental class 2 is 79.25 The results showed that there was a comparison of the Course Review Horay and Teams Games Tournament learning models on student learning outcomes. This can be seen from the results of the hypothesis using the t test obtained a significance value of 0.043, because the significance value is less than 0.05 then Ho is rejected and H1 is accepted. Thus it can be said that there is a comparison of the Course Review Horay and Teams Games Tournament learning models on student learning outcomes in Theme 1 Sub-th eme 2 Class V SDN Mekar Baru, with a difference value of 5.