Claim Missing Document
Check
Articles

Found 13 Documents
Search

The Impact of Mind Mapping on Young Children's Writing Skills: An Experimental Study Sitepu, Melyani Sari; Arianto, Arianto; Herliza, Sheila; Wulandari, Wina; Asmalinda, Nia; Mutmainnah, Mutmainnah
Golden Age: Jurnal Ilmiah Tumbuh Kembang Anak Usia Dini Vol. 9 No. 3 (2024)
Publisher : Program Studi Pendidikan Islam Anak Usia Dini, Fakultas Ilmu Tarbiyah dan Keguruan, UIN Sunan Kalijaga, Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/jga.2024.93-03

Abstract

This study investigates the application of the mind-mapping learning model to enhance children's writing skills. Conducted over two weeks during the 2022/2023 academic year at a school in Medan, North Sumatra, the research employed a quantitative experimental design. The study population included 106 children aged 3-8 years, with samples systematically selected from two classes. Data collection involved observation sheets to assess student engagement and activity levels. Statistical tests ensured data validity and reliability, with normality tests (Kolmogorov-Smirnov and Shapiro-Wilk) revealing normal and non-normal distributions and homogeneity tests confirming data uniformity. The t-test results indicated a significant positive impact of mind mapping on writing skills (Sig. = 0.000; t = 24.810). These findings suggest that mind mapping in early education can significantly enhance writing abilities, improving academic performance and cognitive development. The implications are substantial for educational practice, advocating for integrating mind mapping into teaching methods and supporting teacher training programs. Despite limitations such as a small sample size and potential sampling bias, this study provides a foundation for further research. Future studies should involve larger samples to validate these results and explore additional applications of mind mapping in educational settings, aiming to refine and enhance teaching strategies for early childhood education. Additionally, educational policymakers should consider integrating innovative teaching strategies like mind mapping to improve academic outcomes.
Pengembangan E-Modul Discon Berbasis Android (E-Modul Disroid) Materi Bunyi bagi Siswa Sekolah Dasar Dewi Pendit, Sinta Satria; Amelia, Chairunnisa; Azizah, Azizah; Pilok, Nurnila A.; Sitepu, Melyani Sari
Scaffolding: Jurnal Pendidikan Islam dan Multikulturalisme Vol 4 No 3 (2022): Pendidikan Islam dan Multikulturalisme
Publisher : Institut Agama Islam Sunan Giri (INSURI) Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/scaffolding.v4i3.1941

Abstract

The online learning process is not effective because the media used in the science learning process is limited to books and Whatapps Group applications. This study aims to develop learning media (module) based on android on sound material for students IV SD. This research is a research and Development with the ADDIE model, which consists of five stages, namely, Analyze, Design, Development, Implement, and Evaluation. The population in this study are fourth-grade students of SDN 8 Mambo. The research instrument used a media validation questionnaire sheet, material validation, and user questionnaire (teachers and students). Data analysis using descriptive analysis techniques. Based on the results of the data analysis obtained, the validity value of the material from the aspect of self-instruction of 87.6% category is very valid, the self-contained aspect of 91.7% category is very valid, stand-alone aspect of 91.7% category is very valid, adaptive aspect of 83.3% category is valid, and user-friendly aspect of 100% category is very valid. The validity of the media on indicators of system quality and information quality with a value of 100% is a very valid category. The user practicality sheet obtained a value of 77.9% with the practical type. So it can be concluded that the Android-based e-module (E-module DISROID) developed in the criteria is very valid and very practical so that this module can be used in science learning, especially for practicum activities in elementary school Class IV.
Pengembangan E-Modul Serli Berbasis Android Materi Magnet bagi Siswa Sekolah Dasar Rahayu, Enny; Azizah, Azizah; Ratman, Ratman; Risma, Iga; Sitepu, Melyani Sari
Scaffolding: Jurnal Pendidikan Islam dan Multikulturalisme Vol 4 No 3 (2022): Pendidikan Islam dan Multikulturalisme
Publisher : Institut Agama Islam Sunan Giri (INSURI) Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/scaffolding.v4i3.1942

Abstract

This research is based on the lack of learning media that can help students during Distance Learning. Learning Media developed in this study can be used and accessed anywhere and anytime to help students understand the material being taught. The Media that will be developed in the research will be in the form of applications that help teachers in delivering material and help students to understand more about the material being taught. This study focused on science subjects, especially magnetic materials for Grade VI students. E-module is a learning module that is packaged into electronic form to facilitate the learning process that is made systemically, and is an example of the benefits of technology in the field of Education. The development of this e-module uses discovery learning approach. In developing e-module Seroid Learning media based on Android on magnetic material for Grade VI elementary school students . Achievement in this development to test apalikasi developed is included in the category of valid and practical, with research development methods RnD (Research and Development) using Thiagarajan 4D model that Define, Design, Develop, and Disseminate. The development of the serli e-module application will be carried out in the sixth grade of Inpres 12 Baiya, elementary school by conducting a small trial of 6 students.
Pengembangan E-Modul Discon Berbasis Android (E-Modul Disroid) pada Materi Cahaya bagi Siswa Sekolah Dasar Pratiwi, Indah; Azizah, Azizah; M.Akbar, Siti Zulqaidah; Pratama, Ryan Andhika; Sitepu, Melyani Sari
Scaffolding: Jurnal Pendidikan Islam dan Multikulturalisme Vol 4 No 3 (2022): Pendidikan Islam dan Multikulturalisme
Publisher : Institut Agama Islam Sunan Giri (INSURI) Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/scaffolding.v4i3.1943

Abstract

Changes from age to age in human life indirectly encourage humans to follow the times where it cannot be denied that all things are based on technology, including the world of education. The problem in this research is the change in the learning process carried out online with the help of development technology. The online learning process makes students difficult, especially in science learning, where learning is mostly carried out with practicum. The purpose of this study is to develop a valid and practical Android-based Discon E-Module. This research is a research and development (Research and Development) with a 4D model consisting of 4 stages, namely define, design, develop, and disseminate. The population in this study were fourth-grade students of Elementary School Inpres 1 Tondo. The research instrument used tests and media validation questionnaire sheets, material validation, and user validation. Based on the results of data analysis, it was obtained that the media validity was in the very good category, the material validity was in the good and very good categories, and user satisfaction was in the very good category. So it can be concluded that the Android-based E-Modul Discon (E-Modul Disroid) that was developed is included in the very valid and very practical criteria. So that this module can be used in science learning, especially for practical activities in grade IV elementary.
Utilizing Educational Media in the Field of Education Fosters Active Learning Within the Classroom Padang, Aisyah R.D.N; Sitepu, Melyani Sari
Jurnal Pendidikan (Teori dan Praktik) Vol 8 No 2 (2023): September 2023
Publisher : Fakultas Ilmu Pendidikan Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jp.v8n2.p95-100

Abstract

This study examines the use of learning media in the world of education to create active learning in the classroom. This study uses a qualitative approach, which describes and describes the use of instructional media in the world of education. The data collection technique used in this research is library research, where library research is the activity of collecting research-related materials from scientific journals, literature, and authors. The data in this study are based on books and journals that are relevant to the author's research. The data analysis technique used in this study is qualitative data analysis where in this study the opinions expressed by experts regarding instructional media, these data are used as a basis for strengthening the author's arguments in analyzing the effect of using instructional media. The results of this study indicate that learning media is needed in the teaching and learning process, the role of learning media is very important in the world of education where learning media can support the teaching and learning process of students and teachers. The influence of the use of learning media on learning makes teaching and learning easier for students and teachers, which can increase student motivation because teaching materials are used in the form of media. Learning attracts students' attention. The meaning of teaching materials becomes clearer, so that students understand more and learn to master the objectives of teaching materials.
Utilizing Educational Media in the Field of Education Fosters Active Learning Within the Classroom Padang, Aisyah R.D.N; Sitepu, Melyani Sari
Jurnal Pendidikan (Teori dan Praktik) Vol 8 No 2 (2023): September 2023
Publisher : Fakultas Ilmu Pendidikan Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jp.v8n2.p95-100

Abstract

This study examines the use of learning media in the world of education to create active learning in the classroom. This study uses a qualitative approach, which describes and describes the use of instructional media in the world of education. The data collection technique used in this research is library research, where library research is the activity of collecting research-related materials from scientific journals, literature, and authors. The data in this study are based on books and journals that are relevant to the author's research. The data analysis technique used in this study is qualitative data analysis where in this study the opinions expressed by experts regarding instructional media, these data are used as a basis for strengthening the author's arguments in analyzing the effect of using instructional media. The results of this study indicate that learning media is needed in the teaching and learning process, the role of learning media is very important in the world of education where learning media can support the teaching and learning process of students and teachers. The influence of the use of learning media on learning makes teaching and learning easier for students and teachers, which can increase student motivation because teaching materials are used in the form of media. Learning attracts students' attention. The meaning of teaching materials becomes clearer, so that students understand more and learn to master the objectives of teaching materials.
Pengaruh Model Game Based Learning Terhadap Aktivitas Belajar Siswa Pada Pembelajaran Matematika di Kelas V SD Muhammdiyah 01 Medan Siregar, Pebri Dayani; Sitepu, Melyani Sari
Journal of Student Development Informatics Management (JoSDIM) Vol 3, No 2: JoSDIM | Desember 2023
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/josdim.v3i2.5099

Abstract

The Influence Of The Game Based Learning Model On Student Learning Activities In Learning Mathematics  Class V SD Muhammadiyah 01 Medan. The purpose of this study was to determine the effect of the Game Based Learning model on student learning activities in mathematics learning in class V SD MUhammdiyah 01 Medan. This research was conducted at SD Muhammadiyah 01 Medan, which is located at Jl. Demak No 3, Sei Renggas Permata, Kec. Medan Area, Medan city, North Sumatra 20211. The population in this study were all fifth grade students, totaling 42 people. The research instrument used an observation sheet totaling 19 valid statement items. The data analysis method used is the expert validity test, normality test, homogeneity test, and hypothesis testing ( t-test) using spss 26 software. The highest score was obtained 66 and lowest score was obtained 54 with an average score of 58.09 in the good category, while the learning activities of students in the control class of 20 students obtained a total score of 880, while highest score was obtained 58 and the lowest value was obtained 32 with an average score 44 categories is good enough. The results of testing the hypothsis on the output can be seen in the sig value. (2-tailed) is 0.000 < 0.05. Based on the analysis of the data obtained, the conclusion from the results of this study is tha there is an influence of the Game Based Learning model on student learning activities in mathematics learning in class V SD Muhammdiyah 01 Medan.
Pengaruh Video Animasi Powtoon terhadap Keterampilan Proses IPA di Kelas V SDN 067774 Tanjung, Dinda Afrillia; Sitepu, Melyani Sari
Jurnal Penelitian, Pendidikan dan Pengajaran: JPPP Vol 4, No 3 (2023)
Publisher : Universitas Muhammadiyah Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/jppp.v4i3.16418

Abstract

Latar belakang penelitian ini adalah kurang efektifnya penggunaan teknologi dan media pembelajaran dalam proses pendidikan IPA. Pertanyaan penelitian ini adalah apakah keterampilan proses sains siswa kelas V SDN 067774 Medan Johor dipengaruhi oleh media video animasi kartun. Dilihat dari beberapa masalah yang muncul diantaranya kurang optimalnya penggunaan media pembelajaran dan teknologi yang berperan dalam proses pembelajaran IPA. Oleh sebab itu penggunaan media video animasi powtoon menjadi solusi terhadap penelitian ini untuk mengetahui  keterampilan proses IPA siswa pada pembelajaran IPA materi perpindahan kalor. Tujuan dari penelitian ini adalah untuk mengetahui bagaimana pengaruh media video animasi powtoon terhadap keterampilan proses belajar IPA siswa kelas eksperimen di SDN 067774 Medan Johor. Jenis penelitian yang digunakan dalam penelitian ini adalah kuantitatif. Populasi yang digunakan dalam penelitian ini adalah kelas V SD Negeri 067774 Medan Johor yang terdiri dari 2 kelas dengan uji purposive. Variabel mandiri adalah Media Video Gerakan Powtoon sedangkan variabel terikat adalah Kemampuan Siklus Sains mahasiswa. Uji Independen Samples Test digunakan untuk menguji hipotesis; sebelum itu, uji normalitas dan homogenitas juga digunakan. Temuan penelitian ini adalah sig. 2-tailed dari 0,000, atau kurang dari 0,05. Keterampilan proses IPA dengan media video animasi Powtoon tergolong baik dengan nilai rata rata 90,46, ditinjau dari KKM (Kriteria Ketuntasan Minimum) maka nilai rata-rata keterampilan proses IPA termasuk dalam kategori tuntas karena ada di atas nilai 70. Sehingga dapat disimpulkan bahwa terdapat pengaruh pembelajaran dengan menggunakan media video animasi powtoon terhadap keterampilan proses IPA siswa kelas V SDN 067774 Medan Johor T.A 2022/2023.
THE INFLUENCE OF GADGET USE ON ADOLESCENT SOCIAL INTERACTION IN BANYUMAS VILLAGE Pratiwi, Indah; Erlina, Leni; Sitepu, Melyani Sari
Proceeding International Seminar of Islamic Studies INSIS 5 (March 2023)
Publisher : Proceeding International Seminar of Islamic Studies

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

Abstract

The purpose of this study was to determine the effect of using Gadgets on social interaction among adolescents in Banyumas Village. The methodology used in this study uses a descriptive qualitative approach. The sample respondents in this study were 54 adolescents, consisting of 45 female adolescents and 9 male adolescents. Based on the findings of the research results, it was found that there were positive and negative impacts on the use of gadgets on adolescents in Banyumas Village. The positive impact of using gadgets includes; making it easier for teenagers to establish communication with people who are far away, and making it easier for teenagers to get information about education quickly. The negative impacts of using gadgets include; Adolescents experiencing social dysfunction, the intensity of direct interaction with other humans being reduced, adolescenbeingare less sensitive to their surroundings, the quality of direct interaction being very low, adolescents rarely communicating directly (face to face) and adolescents become consumptive. However, the form of interaction that takes place between adolescents tends to be associative, meaning that adolescents use telecommunication gadgets to collaborate with other humans by forming groups on chat media and social media, the main purpose of forming these groups is to disseminate information.
THE INFLUENCE OF THE NATURAL EXPLORING METHOD ON STUDENT LEARNING OUTCOMES IN CLASS IV SCIENCE SUBJECTS AT MUHAMMADIYAH 11 MEDAN PRIMARY SCHOOL Rahayu, Enny; Sitepu, Melyani Sari; Rahma, Anisa
Proceeding International Seminar of Islamic Studies INSIS 6 (February 2024)
Publisher : Proceeding International Seminar of Islamic Studies

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

Abstract

This research is motivated by the low learning outcomes of students in science subjects because teachers still use the lecture method. This research aims to determine the effect of the natural exploration method on student learning outcomes in science subjects. The method used in this research is a quasi-experimental research method with a quantitative approach. Based on the results of the data analysis carried out, it was found that the average learning outcome for control class students using conventional methods in the pret-test was 66.59 and the post-test was 77.27. And the average learning outcomes of experimental class students in the pret-test was 73.86 and the post-test was 82.05. This shows that the average result in the experimental class (after using the environmental exploration method) was higher than the control class (conventional method). Meanwhile, the researcher carried out the analysis by testing the hypothesis, namely using the t-test to determine each variables have an influence or not, namely variables X and Y. The analysis results obtained show that the method of exploring the surrounding nature has a significant value of 0.022. So it can be concluded that if the significance value is 0.022 0.05, then Ha is accepted or there is an influence of the natural exploration method on student learning outcomes in science subjects.