This research aims to see the effectiveness of using local wisdom-based teaching materials on understanding family tree material in class II students at UPT SD Negeri 002 Kuapan. The type of approach used in this research is a quantitative approach with experimental methods. The form of this research is Pre-Experimental with a One-Group-Pretest-Posttest Design research design. The subjects of t…
This research aims to explore the realities faced by women in the context of sports, focusing on the representation of existence, realities in social contexts, and efforts to increase gender awareness. The research problem involves challenges and perspectives that influence women's participation and experiences in the world of sports. This type of research is qualitative with a Foucauldian gene…
This research aims to develop Malay culture-based card match circle learning media for Class IV elementary social studies subjects that are valid and practical. Learning media was developed using R&D research methods with a 4D model. Research data was collected by observation, interviews and distributing questionnaires. Validation was carried out by 5 expert validators with 2 media validators, …
Computational thinking is a problem-solving process derived from computer science and can be applied in various domains. Particularly in mathematics, computational thinking involves four key skills: problem decomposition, pattern recognition, algorithmic thinking, and abstraction. Previous research has tended to focus on primary and secondary school levels, with little research on prospective t…
Penelitian ini bertujuan untuk mengembangkan modul ajar IPAS berbasis STEAM yang valid dan layak digunakan di sekolah dasar khususnya kelas V SD. Metode yang digunakan pada penelitian ini adalah Research and Development (R&D). Pada penelitian ini menggunaka model penelitian ADDIE yang dimodifikasi sesuai kebutuhan peneliti. Adapun tahapan ADDIE yang dimodifikasi dimulai dengan tahap Analysis (A…
This research aims to develop learning media for the STEM Teaching Module in science and science learning material on changes in the shape of objects in class IV elementary school that is valid and practical. This research was conducted on class IV students at SDIT Nurussalam in the odd semester of the 2023/2024 academic year. This research is development research oriented based on the ADDIE mo…
This research aims to determine the level of validity and practicality of the Truth or Dare card media in the Pancasila values material for class V SDN 105 Pekanbaru. This type of research is Research and Development (RnD) research. The development of Truth or Dare card media was carried out using a 4D model consisting of define, design, develop and disseminate stages. Research result. shows th…
Abstract Monopoly game media is a medium that can increase student interest and learning outcomes, then also make students active, enthusiastic and enthusiastic in learning, because in the monopoly game, students are the ones who are more active in communicating while studying. In this way, the monopoly game media is suitable for use in the learning process in forming knowledge and training st…
ABSTRACT Teaching materials are prepared systematically and designed in accordance with applicable curriculum provisions. Currently, the education curriculum in Indonesia has changed to the Independent Curriculum. In the Independent Curriculum, a thematic approach is used in Education Units so that they can choose subject or thematic approaches freely based on students learning needs or base…
Abstract This research aims to determine the conflict management abilities of PGSD FKIP UNRI students who join the organization. When joining an organization, students will face many people with various characters to achieve the same goal. Therefore, various kinds of conflicts will arise that need to be faced and resolved by students who join the organization. Students' conflict management ski…
Abstract This research is the first research conducted to assess the problem-solving skills of students participating in the Kampus Mengajar Program. Problem-solving is a crucial skill that students must have to understand knowledge and prepare to survive in life in the future. Kampus Mengajar Program is one of the MBKM programs organized by the Directorate General of Higher Education (Dikti) …
Abstract The aim of this research is to analyze learning loss after the Covid-19 pandemic in class IV students. This research was carried out at SDN 110 Pekanbaru. The subjects in this research were all class IV C students at SDN 110 Pekanbaru, totaling 36 students consisting of 20 men and 16 women. Data analysis used quantitative methods and a descriptive approach. From the results and discus…
Abstract This research aims to produce interactive multimedia development products on human digestive system material in elementary schools. The method used in this research is the R&D (Research and Development) development method with the 4D model. There are 4 stages carried out, namely definition, planning, development, distribution. In this research, researchers only carried out the devel…
This study aims to determine the effect of the role playing method on speaking skills of fifth grade students at SD Negeri 37 Pekanbaru. This type of research is quantitative research using pre-experimental design methods
This research aims to ascertain how the Project Based Learning learning model improves the writing skills of class V students at SDN 188 Pekanbaru. The research method used is an experimental research method with a Quasi-Experimental Research design and using a Nonequivalent Control Group Design. This research uses two classes, namely the control class using conventional methods and the ex…
This research is Classroom Action Research. Where in this research the researcher took the data source from class V B students at SDN 188 Pekanbaru. The amount of data from this research was 25 students. This data collection was carried out in the even semester of the 2022/2023 academic year. In this research, researchers used data collection techniques with observation models carried out by te…
This research aims to see the influence of the use of audio-visual media on environmental care attitudes of elementary school students, and how big the influence is. This research uses a Quasi-Experiment method with a quantitative approach in collecting data using a questionnaire aimed at fourth grade students. Because the variables that are focused on are certain variables, this research uses …