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Ditemukan 1548 dari pencarian Anda melalui kata kunci: subject="PENDIDIKAN GURU SEKOL...
Hal. Awal Sebelumnya 11 12 13 14 15 Berikutnya Hal. Akhir
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Efektivitas Penggunaan Bahan Ajar Berbasis Kearifan Lokal Terhadap Pemahaman …
Komentar Bagikan
Setia Febriani Hammy / 2005114234

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…

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Realita Perempuan Olahraga Dalam Dinamika Kehidupan Sosial: Genealogi Foucault
Komentar Bagikan
Elsya Desviyanti / 2005111355

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…

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Pengembangan Media Pembelajaran Card Match Circle Berbasis Budaya Melayu Dal…
Komentar Bagikan
Meilasari.sm / 1905113734

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, …

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Analisis Keterampilan Berpikir Komputasi Materi Bilangan Berbasis Etnomatemat…
Komentar Bagikan
Herry Sumadinata / 1705110985

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…

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Pengembangan Modul Ajar Ipas Berbasis Projek Steam
Komentar Bagikan
Fenny Rezki / 2005111500

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…

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Pengembangan Modul Ajar Stem Pada Pembelajaran Ipas Materi Perubahan Wujud Be…
Komentar Bagikan
Rahma Dayanti / 1905113574

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…

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Pengembangan Media Kartu Truth Or Dare Pada Materi Nilai-Nilai Pancasila Untu…
Komentar Bagikan
Alifah Nur Aini / 1905124293

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…

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Efektivitas Model Pembelajaran Kooperatif Tipe Stad Berbantuan Media Video An…
Komentar Bagikan
Irania Tezigianti / 1905112069

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1905112069
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Analisis Kemampuan Komunikasi Verbal Siswa Sekolah Dasar Menggunakan Media Pe…
Komentar Bagikan
Mauliza Ashari / 1905124291

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…

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Pengembangan Bahan Ajar Kurikulum Merdeka Pada Pembelajaran Tematik Berbasis …
Komentar Bagikan
Y.A. Rini Shafa Aqilla / 1905111106

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…

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Pengaruh Organisasi Mahasiswa Terhadap Kemampuan Manajemen Konflik Mahasiswa …
Komentar Bagikan
Muhammad Haekal Sachedina Nasution / 1805113036

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…

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Analisis Pengaruh Program Kampus Mengajar Terhadap Kemampuan Problem Solving …
Komentar Bagikan
Welsa Hira Vanesa / 1905112337

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) …

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Analisis Learning Loss Dalam Pembelajaran Pasca Pandemi Covid-19 Pada Siswa K…
Komentar Bagikan
Ferdhiati Nada / 1905155675

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…

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Pengembangan Media Smart Apps Creator Untuk Pembelajaran Wawancara Di Sekolah…
Komentar Bagikan
Septa Khairani Herlina / 1705115179

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…

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Pengaruh Metode Role Playing Terhadap Keterampilan Berbicara Siswa Kelas V SD…
Komentar Bagikan
SHOLIHA DWI UTAMI / 1905124442

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

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Penerapan Metode Pemberian Tugas Untuk Meningkatkan Hasil Belajar IPS Siswa K…
Komentar Bagikan
WIDYA RAHMI / 0905162410

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0905162410

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0905162410
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Penerapan Model Pembelajaran Inkuiri Untuk Meningkatkan Hasil Belajar Matema…
Komentar Bagikan
DARTIK SAICIN / 0905167001

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0905167001

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Peningkatan Keterampilan Menulis Poster Dengan Model Pembelajaran Project Bas…
Komentar Bagikan
Gebby Indah Putri / 1905112290

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…

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1905112290
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Penerapan Model Pembelajaran Role Playing Untuk Meningkatkan Hasil Belajar IP…
Komentar Bagikan
FITRIYANTI / 1905155490

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…

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1905155490
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Pengaruh Penggunaan Media Audio Visual Terhadap Sikap Peduli Lingkungan Siswa…
Komentar Bagikan
SYAFIRA / 1905112356

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 …

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1905112356
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Hal. Awal Sebelumnya 11 12 13 14 15 Berikutnya Hal. Akhir
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