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PENINGKATAN HASIL BELAJAR DAN MOTIVASI BELAJAR DENGAN MENGGUNAKAN MODEL PEMBELAJARAN INQUIRY BASED LEARNING (IBL) BERBANTUAN SMARTBOARD TV PADA MATA PELAJARAN IPAS PADA SISWA KELAS IV-A UPT SD NEGERI 05 PASAR MUARA LABUH KECAMATAN SUNGAI PAGU KABUPATEN SO

Nabilah Syarifah, Melda Oktaviani, Fitri Rahma Dini, Ade Marlia
Abstract: Penelitian ini bertujuan untuk meningkatkan hasil belajar dan motivasi belajar siswa pada mata pelajaran IPAS melalui penerapan model pembelajaran Inquiry Based Learning (IBL) berbantuan SmartBoard TV. Penelitian ini merupakan… upakan Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus, masing-masing siklus terdiri atas tahap perencanaan, pelaksanaan, observasi, dan refleksi. Subjek penelitian adalah siswa kelas IV-A UPT SD Negeri 05 Pasar Muara Labuh Kecamatan Sungai Pagu Kabupaten Solok Selatan yang berjumlah 26 orang. Teknik pengumpulan data menggunakan tes hasil belajar, lembar observasi motivasi belajar, dan dokumentasi. Hasil penelitian menunjukkan bahwa penerapan model IBL berbantuan SmartBoard TV dapat meningkatkan hasil belajar siswa dari siklus I ke siklus II, serta meningkatkan motivasi belajar siswa secara signifikan. Dengan demikian, model Inquiry Based Learning berbantuan SmartBoard TV efektif digunakan dalam pembelajaran IPAS di sekolah dasar.

MENINGKATKAN KEMAMPUAN VISUAL PERSEPTUAL ANAK USIA 5-6 TAHUN MELALUI PEMBELAJARAN BERBASIS SMARTBOARD DI TK SARANTAU SASURAMBI

Sikma, Monica, Rio Tri Putra, Sri Suhartika, Ade Marlia
Abstract: Visual perceptual ability is one of the important aspects of cognitive development in early childhood. This ability is related to children’s capacity to recognize, differentiate, interpret, and understand information received… eceived through vision. It includes the recognition of shapes, colors, sizes, patterns, and visual relationships, which are essential for children’s learning readiness. This study aims to improve the visual perceptual abilities of children aged 5–6 years at TK Sarantau Sasurambi through smartboard-based learning. The research employed a Classroom Action Research (CAR) method conducted in several cycles, namely planning, action, observation, and reflection. The research subjects were children aged 5–6 years. The research instruments included observation sheets of visual perceptual abilities (visual discrimination, visual memory, matching, sequencing, spatial relations, and eye–hand coordination), observation sheets on the use of the smartboard, and field notes. The results showed an improvement in visual perceptual abilities from the pre-cycle to Cycle I and Cycle II. Children’s mastery in the pre-cycle reached only 45%, increased to 65% in Cycle I, and reached 88% in Cycle II. The use of smartboards proved effective as it offers interactive and engaging visual learning experiences and facilitates children’s direct manipulation of objects. Therefore, smartboard-based learning is highly effective in improving the visual perceptual abilities of children aged 5–6 years.

STUDI LITERATUR: PENGGUNAAN MODEL PROBLEM BASED LEARNING (PBL) UNTUK MENINGKATKAN PEMBELAJARAN IPA DI SD/MI

Ana Mariana, Berliana Novia Fitri Yani, Eka Lina Yunita, Oktavia Kharisma Pertiwi, Umi Samsiyah
Abstract: Penelitian ini bertujuan untuk mendeskripsikan penggunaan model Problem Based Learning (PBL) dalam meningkatkan pembelajaran Ilmu Pengetahuan Alam (IPA) di Sekolah Dasar/Madrasah Ibtidaiyah (SD/MI). Model PBL dipilih karena… ena mampu melatih siswa berpikir kritis, kreatif, dan mandiri melalui pemecahan masalah yang kontekstual dengan kehidupan sehari-hari. Penelitian ini menggunakan metode deskriptif kualitatif dengan teknik studi pustaka dari berbagai sumber seperti jurnal, buku, dan artikel ilmiah yang relevan. Hasil penelitian menunjukkan bahwa penerapan model PBL dapat meningkatkan pemahaman konsep IPA, keterampilan berpikir ilmiah, serta partisipasi aktif siswa dalam proses pembelajaran. Selain itu, guru berperan penting dalam merancang masalah yang menantang dan membimbing siswa untuk menemukan solusi secara kolaboratif. Dengan demikian, model PBL dapat menjadi alternatif efektif dalam meningkatkan kualitas pembelajaran IPA di SD/MI.

PENINGKATAN MOTIVASI BELAJAR MATEMATIKA MELALUI MODEL GAME BASED LEARNING PADA SISWA KELAS 5 SD NEGERI 11 LUBUK JAYA

Alan Gustian, Lusti, Dinda, Febi Yutiasari, Jerina Farda Hazma, Sofi Desrienti, Syarifah Tri Amelia, Ade Marlia
Abstract: Penelitian ini bertujuan untuk menganalisis dan mendeskripsikan peningkatan motivasi belajar matematika siswa kelas 5 SD 11 Lubuk Jaya setelah penerapan model pembelajaran Game Based Learning (GBL). Motivasi belajar matematika… matika siswa seringkali rendah karena persepsi bahwa pelajaran tersebut sulit dan membosankan. GBL diyakini mampu menciptakan lingkungan belajar yang menyenangkan, interaktif, dan menantang, sehingga mendorong keterlibatan aktif siswa. Metode yang digunakan adalah penelitian tindakan kelas (PTK) dalam dua siklus, dengan subjek penelitian 11 siswa kelas 5. Data dikumpulkan melalui angket motivasi belajar (pre-test dan post-test setiap siklus), observasi aktivitas siswa, dan catatan lapangan. Hasil penelitian menunjukkan adanya peningkatan motivasi belajar matematika yang signifikan dari pra-siklus hingga Siklus II. Peningkatan ini ditandai dengan meningkatnya antusiasme siswa dalam mengikuti pelajaran, tingginya partisipasi dalam memecahkan masalah, dan meningkatnya skor rata-rata angket motivasi. Penelitian ini menyimpulkan bahwa model Game Based Learning efektif dalam meningkatkan motivasi belajar matematika siswa kelas 5 SD 11 Lubuk Jaya

MENINGKATKAN MOTIVASI BELAJAR SISWA MELALUI PENGGUNAAN SMARTBOARD DALAM PEMBELAJARAN PENDIDIKAN PANCASILA DI KELAS V SDN 07 MUDIAK LAWE KECAMATAN SUNGAI PAGU KABUPATEN SOLOK SELATAN

Arum Edwi Jandri, Anggara, Deka, Mulia Nopemberi, Nabila Ramadhani, Nita Ardila, Zahara Putri Yuni, Ade Marlia
Abstract: This study aims to analyze the effectiveness of using a Smartboard in increasing students' enthusiasm for learning in the Pancasila Education subject in grade V of SDN 07 Mudiak Lawe, Sungai Pagu District, South Solok Regency.… gency. From initial observations, it was seen that students' enthusiasm for learning tended to be low, as seen from their inactive attitudes, little interaction, and easily distracted when teachers used less diverse learning methods. To address this, a Smartboard was proposed as an innovative solution. This tool is an interactive whiteboard that uses multimedia and audiovisual technology, so it can combine teaching materials with images, videos, and animations to make learning more interesting and diverse. The method used in this study was the correlation method, namely a quantitative method that studies the relationship between the use of Smartboard interactive features and the level of student enthusiasm for learning. The results showed that the use of Smartboard in learning was proven to be able to increase student enthusiasm for learning. After implementing the Smartboard, students appeared more active and enthusiastic during the learning process, so that their enthusiasm for learning increased and reduced boredom. The implementation of Smartboard involves game-based learning methods such as Duck Race Games and Wordwall, which successfully trigger students' curiosity, focus, and enthusiasm, and encourage them to actively participate in answering questions and interacting in class.

STUDENT DEVELOPMENT OF ELEMENTARY SCHOOL 060878 IN LEARNING ENGLISH

Eva Betty Simanjuntak, Okmika Greselly, Bonita Situmorang, Baihaqi Muhamad, Boby Saputra
Abstract: This research examines the development of English language skills among students at Elementary School 060878, focusing on challenges, influencing factors, and effective teaching strategies. A mixed-method approach was employed,… ployed, combining quantitative data from student test scores and qualitative data from teacher interviews and classroom observations. The results indicate that students face difficulties in vocabulary mastery and speaking skills, influenced by limited exposure to English, traditional teaching methods, and psychological barriers. The study proposes interactive and student-centered strategies, such as project-based learning and digital media, to enhance engagement and outcomes. These findings provide insights for teachers and policymakers to improve English language instruction in elementary schools.

FORMATION OF PAIRS AND GROUP TO IMPROVE ENGLISH LANGUAGE SKILLS OF GRADE VI STUDENTS OF ELEMENTARY SCHOOL 060878

Eva Betty Simanjuntak, Dea Yuanita Nasution, Hiskia Rahmadani, Joy Gracia Pakpahan, Rizka Amelia, Winda Nainggolan
Abstract: This study aims to evaluate the effectiveness of group learning methods in improving the English skills of sixth-grade students at SD Negeri 060878. Using a qualitative approach involving direct interviews, questionnaires,… s, and documentation, this study identified three main problems that hinder the success of group learning: gender differences affecting group formation, difficulty ensuring the active participation of each member, and relatively long time for group management. The results of the study indicate that these problems cause group learning to be less effective and have an impact on the decline in students' English skills. Therefore, strategies such as forming inclusive groups, clear division of tasks, the use of participatory observation instruments, the utilization of technology, and the implementation of the Problem-Based Learning approach are recommended to improve the effectiveness of group learning and students' English skills. This study provides an important contribution to developing English teaching methods at the elementary school level by considering social aspects and more effective classroom management.

PENGEMBANGAN BAHAN AJAR BERBASIS CERITA BERGAMBAR UNTUK MENINGKAT PEMAHAMAN BELAJAR BAHASA INDONESIA PADA KELAS II DI SD NEGERI 95 PALEMBANG

Yuyun Desti, Liza Murniviyanti, Aldora Pratama
Abstract: The development of illustrated story-based teaching materials to improve understanding of learning Indonesian in class II, has the goal of knowing the development of understanding of learning Indonesian that is valid, practical… actical and effective. The type of research used by researchers in developing teaching materials based on picture stories is research and development, development refers to the ADDIE model consisting of analysis design, development, implementation, and evaluation. The research subjects were class IIA and IIB students of Public Elementary School 95 Palembang with a total of 36 students. The data collection techniques used in the study were questionnaires and documentation, based on the results of expert validator research from the three fields, namely media, material, and language where the validator in In this development, there are 2 validators covering the three fields, so the validator percentage results from the two experts are 3.80 which are categorized as "valid". Then the teacher's response practicality test obtained a percentage result of 87.49%, categorized as "very practical", then the one to one trial obtained a percentage value of 87.49% categorized as very practical, then the small group trial obtained a percentage value of 79.27 %. And the last test of the potential effect test obtained a percentage value of 90.00% which was categorized as very effective.  

PENGEMBANGAN MEDIA INTERAKTIF BERBASIS PBL UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH MATEMATIKA FASE B

Helsa Qaira Sukmarani, Rosiana Mufliva, Riyadi, Diki, Isna Soffi Aristin Rohiman
Abstract: Problem-solving ability is a skill that every individual must possess. Mathematical problem-solving is one of the skills that must be mastered in everyday life. This research aims to develop interactive learning media based… sed on PBL to enhance students' mathematical problem-solving abilities. This research uses the Design and Development (D&D) method with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The data collection technique in this study used a questionnaire with a Likert scale. The research results indicate that the PBL-based interactive media is suitable for use, with validation from subject matter experts at 97.2%, media experts at 97.6%, and product trials at 87.5%. The improvement in problem-solving skills was also measured through the N-Gain test, with an N-Gain result of 1, indicating a high criterion. The improvement in students' mathematical problem-solving skills increased after using PBL-based interactive media. This demonstrates the importance of media in delivering education. Media designed according to students' needs effectively and efficiently can enhance students' interest, motivation, and understanding in learning.

PENGUATAN IDENTITAS HUKUM ORANG MAPUR: UPAYA PEMENUHAN HAK SIPIL BAGI KOMUNITAS PENGHAYAT KEPERCAYAAN

Caya, M. Fajar Nandra, Irwan, Irwan, Desmaisi, Desmaisi, Pasaribu, Waldimer, Hidayati, Hidayati
Abstract: Masyarakat Adat Mapur di Pulau Bangka secara historis mengalami marginalisasi administratif akibat ketiadaan pengakuan formal atas sistem religi lokal mereka dalam dokumen kependudukan. Meskipun Putusan Mahkamah Konstitusi… si Nomor 97/PUU-XIV/2016 telah memberikan legalitas bagi penghayat kepercayaan, implementasi di tingkat akar rumput masih terhambat oleh kompleksitas birokrasi, jarak geografis dan minimnya literasi hukum. Kegiatan pengabdian masyarakat ini bertujuan untuk memperkuat identitas hukum dan memulihkan hak sipil Orang Mapur di Dusun Aik Abik melalui tindakan advokasi, sosialisasi, dan pendampingan partisipatif. Metode pelaksanaan menggunakan pendekatan Asset-Based Community Development yang berfokus pada pemanfaatan aset sosiokultural lokal berupa Gebong Memarong sebagai episentrum pergerakan. Hasil pengabdian menunjukkan bahwa kegiatan sosialisasi multipihak yang melibatkan Disdukcapil, pemerintah kecamatan, pemerintah desa, sektor swasta, dan lembaga adat berhasil mengikis keraguan sosiologis (pseudo-identity) dan membangun kesadaran hukum warga. Melalui strategi pendampingan langsung (door-to-door) dan posko pelayanan kolektif, tim berhasil melakukan inventarisasi, verifikasi, dan validasi berkas administrasi kependudukan yang sah bersama Lembaga Adat Mapur. Program ini tidak hanya memangkas rantai birokrasi formal, tetapi juga berhasil menginisiasi pemulihan hak-hak sipil dasar komunitas adat sekaligus memperkuat resiliensi kebudayaan mereka dari ancaman eksklusi sosial di era modern.