This study aims to develop a digital comic with natural resources material for grade IV elementary school. This type of research is R&D (Research and Development), with the ADDIE model, namely Analysis (Analyze), Design (Design), Development (Development), Implementation (Implementation), Evaluation (Evaluation). The analysis phase consists of curriculum analysis, student character analysis and…
This study aims to find out the comparison of students' difficulties in solving story problems using audio-visual media using text on the fractional material for class IV SDN 13 Pekanbaru. The research subjects were all fourth grade students at SDN 13 Pekanbaru, totaling 24 students. 12 students were given questions using audio-visual media and 12 students were given questions using text by tak…
This study aims to produce an audio-visual learning media product that is useful in listening learning for fourth grade elementary school students. And to determine the feasibility of the audio-visual media that the researchers have developed. This study uses the Research and Development (R&D) method and using the Four-D model research stage (Define, Design, Develop, Disseminate). Validation is…
The purpose of this research is to produce electronic module teaching materials or flipbook-based e-modules for materials from ASEAN countries that meet the valid and appropriate criteria. The research conducted is a type of development research using the Four-D method with four stages of development, namely: Define, design, development, and disseminate. Collecting data using open interviews to…
This research is dilatorized by human life and civilization is not separated from the form of human interaction itself with the surrounding environment. The implementation of this study aims to find out how "Attitudes of Environmental Care for School Managers in the Adiwiyata Program at State Elementary School 110 Pekanbaru" as a reference to love the surrounding environment. This research…
The research with the title “Analysis of Gadget Utilization in Learning at SDN 09 Buatan Baru" is a research using descriptive qualitative research methods. The purpose of this study was to describe the use of gadgets by teachers in learning activities. This research was carried out starting from the curiosity of researchers about how teachers use gadgets in face-to-face learning in schools. …
This research is a quantitative research with the type of experimental research that aims to find differences in learning motivation between students who receive treatment with the cooperative model type Numbered Head Together (NHT) assisted by interactive multimedia on FPB material and students who only get treatment with conventional learning at SDN 164 Pekanbaru. This study used two classes …
This study aims to further identify bullying behavior in schools in the 001 Elementary High School Balam Jaya Kampar. This study uses a quantitative descriptive method. For the aspect of direct physical contact has the highest percentage of 90.26% with the "Very High" category, the verbal contact aspect has a percentage of 83.71% with the "Very High" category, the direct non-verbal behavior asp…
This study aims to determine the feasibility of the E-Busy Book application media to stimulate the reading ability of children aged 5-6 years. The type of research used is research development or R&D (Reseach and Development) while the steps used in this research are: potential and problems, collecting data, product design, product design validation, design revision, product manufacture and pro…
This study aims to determine the feasibility of the ECSON (Early Childhood Sex educatiON) application to introduce sex education to children aged 5-6 years. The type of research used is research and development. The steps taken are: recognizing potential and problems, collecting data/information, product design, product design validation, design revision, product manufacture and product te…
The purpose of this study was to determine the effect of message card media on the ability of children aged 5-6 years at Al-Kholidiyah Kindergarten, Tanah Putih District, Rokan Hilir Regency. The type of research used in this research is research with experimental methods, namely research methods which are one of the quantitative research methods used to conduct experiments in seeking influence…
The development of digital technology has a big role in the world of education. Changes in learning and teaching strategies adapt to the latest developments in digital technology. Teachers as people who play a role in delivering learning in educational institutions must have adequate digital literacy competencies.This study aims to detemine the digital literacy skills of PAUD teachers in th…
This experimental study aims to determine the effect of farming activities on naturalist intelligence in children aged 5-6 years in TK Aisyiyah Bustanul Athfal Baerah Kuantan Singingi Regency before and after doing farming activities. The samples in this study were children aged 5-6 years. totaling 15 people. The data collection technique used pretest and posttest observation sheets. The d…
This study aims to: 1.) develop STEAM – based monopoly game media to introduce the concept of number to children aged 5-6 years old in TK FKIP UNRI 2.) To determine theeffectiviness of STEAM – based Monopoly game media to introduce the concept of number to children of numbers to children aged 5-6 tahun in TK FKIP UNRI 3.) To determine the feasibility of STEM – based of STEAM – based mon…
This study aims to determine how much influence window media on the ability to recognize letters in children aged 5-6 years. In the study using an experimental research model which is a quantitative method using a one group pretestposttest design with a population of 20 children. Data collection techniques using observation to determine the ability to recognize letters. The data analysis te…
Based on the observations of parents at Kindergarten Al-Azhar 54 Pekanbaru City, information was obtained that almost most of the parents did not knowing the dangers of using gadgets, providing rules for when to play gadgets, not providing supervision, limits on internet content that can be accessed by children, not understanding the impact of gadgets, and not being able to guide children abou…
This research aims to improve the ability of measurement through fun cooking activity of the 5-6 years old children from Raja Junior kindergarten in Lubuk Raja Pelalawan. This research uses classroom action research (PTK) with 4 steps of implementing the action which are planning, implementing, observing and reflecting. Data collecting method that is used in this research was direct obsevation …
The availability of sports and health physical education facilities and infrastructure in State Junior High Schools throughout Kubu District in 2021 is quite ideal. The purpose of the study to be achieved is to determine the state of physical education learning facilities and infrastructure for sports and health in state junior high schools throughout Kubu sub-district. This type of research is…
The process of preparing the thesis is carried out by each student individually so that students can be independent in solving problems related to the research they are doing. Thesis is often a source of anxiety and stress for students who are in the final stages of college before earning their bachelor's degree. The aim of this study was to find out how the level of anxiety and academic st…
Exercise is part of the national education system, where the learning process through physical activity aims to improve physical condition, develop motor skills, knowledge and behavior of a healthy and active lifestyle, emotional intelligence and athletic ability. During the COVID-19 emergency, the learningnprocess is carried out from home through an online learning platform. The purpose ofnthi…