This research aims to develop Augmented Reality (AR) based learning media in teaching Tor-Tor dance movements to fifth grade students of SDN 29 Payakumbuh. AR technology allows visualization of dance movements in three-dimensional form that is interactive and realistic, so it is expected to improve students' understanding of the basic movements of Tor-Tor dance. The research method used is Rese…
Penelitian ini dilatar belakangi untuk mengembangkan media ajar berupa puzzle untuk anak ADHD sebagai bahan ajar untuk mengajar dikelas. Selama ini media ajar di indonesia hanya memfokuskan untuk anak normal biasa, sangat jarang adanya media ajar yang dikhususkan untuk anak tertentu. Selama ini anak inklusi dipisahkan dengan memasuki SLB tapi sekarang anak inklusi juga diperbolehkan untuk …
This study aims to determine the effect of the Value Clarification Technique (VCT) learning model on the knowledge of the values contained in Pancasila in class V of SD Negeri 015 Karya Sempurna, with 40 class VA students as subjects. This study is a quantitative study, Pre-experimental method. This study uses the One Group Pretest-Posttest Design. In this design, before being given treatme…
This research aims to explore the ethnomathematics that exists in the form and motif of the woven Tandok of the Toba Batak culture. This research is a qualitative research using ethnographic methods. The research subjects are 13 people. The data collection techniques observation, interviews, and documentation as well as other sources. The resultsof this study show that there is an ethnomath…
This study aims to describe the difficulties of teachers in implementing the independent learning curriculum in elementary schools. This type of research is descriptive quantitative research reinforced by interview data. The place of implementation of this research is at State Elementary School 18 Pekanbaru with respondents totaling 8 Teacher Movers. The data collection method in this study…
This study aims to describe the effect of the Project Based Learning learning model on the character of cooperation of fourth grade elementary school students. The method used in this study is a quasi-experimental method with a nonequivalent control group design. The subjects in this study were fourth grade students of SD Negeri 39 Pekanbaru. The sample of this study was two classes, namely cla…
This research aims to see the effect of joyful mathematics learning on number sense and motivation of class II students at SD Negeri 108 Pekanbaru. This type of research is an experiment with a quantitative approach and uses a quasi-experiment method. The design in this research is Nonequivalent Control Group Design, which uses two classes, namely the control class and the experimental class wh…
Instilling character values in Arts, Culture and Crafts (SBdP) learning has an important role in shaping students' personalities from an early age. One form of implementation of character values in learning is through traditional arts, such as the Zapin Meskom Bengkalis Dance. This study aims to describe the movements of the Zapin Meskom Bengkalis Dance and the implementation of this dance in S…
This research aims to develop a product in the form of interactive learning media for listening learning in elementary schools that is valid and practical. The method used in this research is the Research and Development development method using the ADDIE model. The ADDIE model has 5 stages starting with Analysis, Design, Development, Implementation and Evaluation. In developing this inter…
This research aims to develop a valid and practical product of interactive learning media on photosynthesis subject in grade IV elementary school. The method used in this research is the Research and Development using the ADDIE model. This ADDIE model has 5 stages, namely: Analysis, Design, Development, Implementation and Evaluation. In developing this interactive learning media, the developed …
This research aims to identify Students with Special Needs (PDBK) with mental disabilities at SD Negeri 167 Pekanbaru. The mental disabilities studied include emotional impairment, autism, and Attention Deficit Hyperactivity Disorder (ADHD). This research uses quantitative descriptive methods with data collection techniques through observation, interviews and documentation. The research sub…
This research aims to develop the media of Historical Comics (Komirah) in the learning of Pancasila Education for the rest of grade V of elementary school that is valid and practical. This research uses Development using the R&D (Research and Development) method with 4D models or 4-D Models. 4D models or Four-D Models are carried out with 4 main stages, namely define, design, development, and d…
This study aims to analyze the effect of the role playing method in mathematics learning on improving financial literacy of fifth grade students of SD Negeri 161 Pekanbaru. The research method used is pre-experimental design with one group pretest-posttest design. The population of this study was class V A students with a total sample of 30 students. The data collection technique used in this s…
This research aims to develop wordwall-based moral learning media in Civics subjects for grade V elementary school. This learning media is designed to overcome the limitations of conventional learning methods that are less interesting and less effective in building student involvement. The research used the ADDIE (Analyze, Design, Develop, Implement, Evaluate) developmental model modified for t…
In the digital era, the role of technology and information communication has changed almost every aspect of life, including the world of education. Technological advances also bring innovation in creating innovative learning media. One of the learning media in the digital era is augmented reality. Augmented Reality offers a solution by presenting 3D visualization, so that learning material…
This study aims to see the effect of Malay ethnomathematics-based learning on the learning outcomes of whole numbers of phase A students at SDN 110 Pekanbaru. The type of this study is an experiment with a quantitative approach and uses a quasi-experiment method. The subjects of this study were grade II students of SDN 110 Pekanbaru. Class II A consists of 26 students as the experimental class …
This study aims to improve the learning outcomes of fifth grade students at SDN 17 Pekanbaru, with 28 students of class VA as the research subjects. This type of research is quantitative research with a pre-experimental method. This study uses the One Group Pretest-Posttest Design. In this design, before being given treatment, the sample is given a pretest (initial test) and at the end of l…
This study aims to determine: (1) How the implementation of history e-magazine-based learning media is applied in history lessons for 11th-grade students at SMA Negeri 5 Pekanbaru. (2) Whether there is an effect of using history e-magazine-based learning media in improving the digital literacy skills of 11th-grade students at SMA Negeri 5 Pekanbaru. The study employs a Quasi-Experimental design…
This research was conducted because there was no E-LKPD teaching material based on Riau Malay culture at SDIT Al-Manar. This study aims to develop Riau Malay culture-based electronic learner worksheets (E-LKPD) for narrative text writing skills of SDIT Al-Manar students. The Riau Malay culture-based electronic learner worksheet (E-LKPD) was developed using the R&D research method with the 4…
This research aims to explore ethnomathematics in the design of the Godang House of the Pitopang Baghua Tribe in Koto Kari village, Kuantan Singingi Regency. This research uses an ethnographic method which is a qualitative research method. The subjects of this research were 8 people. In this research, the main instrument is the researcher himself and the supporting instruments are observat…