Titi Anjarini
Universitas Muhammadiyah Purworejo, Purworejo, Jawa Tengah

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Pengembangan Media Tangga Pintar Berbasis Permainan dan Bernalar kritis Materi Seni Rupa Kelas 5 SD Zaenal Arifin; Nur Ngazizah; Titi Anjarini
Ideguru: Jurnal Karya Ilmiah Guru Vol. 10 No. 3 (2025): September 2025 Edition
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i3.2149

Abstract

Fine arts learning in elementary schools still faces obstacles in the form of a lack of media innovation and low student involvement, so it is not in line with 21st century skills. The purpose of this study is to develop and test the feasibility of Smart Ladder media based on games and critical reasoning on the material of recognizing various decorative varieties from various regions in Indonesia to improve students' critical reasoning skills. The method used is Research and Development (R&D) which is carried out following the ADDIE model stages. The research subjects were 25 fifth grade students of private elementary schools. Data were obtained through observation, interviews, expert validation, response questionnaires, and pre-tests and post-tests, then analyzed using assessment guidelines and N-Gain. The results of the material expert validation showed a very feasible category with an average value of 4.65, while media experts obtained very feasible criteria with an average value of 4.57, and practitioners showed a very feasible category with an average score of 4.46. Meanwhile, the teacher response questionnaire obtained a percentage score of 97% and students 100% with very practical criteria. Effectiveness is demonstrated by a high N-Gain score of 0.81 (81.67%) in the limited trial and 0.78 (78.96%) in the extensive trial. The game-based and critical reasoning-based Tanga Pintar media is considered valid, practical, and effective for use in improving students' critical reasoning skills while instilling cultural values. The prospect is that this media can be applied more widely in culture-based thematic learning in elementary schools.
Elementary School Teachers Perceptions of Digital Learning Media Innovations in Implementing the Merdeka Curriculum Heny Amalia Choirunnisa; Titi Anjarini; Nur Ngazizah
Ideguru: Jurnal Karya Ilmiah Guru Vol. 10 No. 2 (2025): May 2025 Edition
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i2.1549

Abstract

Learning media innovation relates to the process of creating learning media with novelty to provide a new revolution in teaching and learning activities. This process depends on the perception of teachers at the primary school level, which can be defined as a person’s understanding or thought of an object that will be interpreted through the five senses. The purpose of this research is to find out how elementary school teachers perceive learning media innovations with digital games in implementing of independent curriculum. This research is qualitative in nature and uses descriptive methods with the research subject being teachers in one of the private elementary schools located in Bayan District, Purworejo. The interview technique was used to collect data from teachers to find out their perceptions specifically. The data obtained will be analyzed using the Miles and Huberman technique. The results showed that teachers agreed with the existence of digital games as one possible way to explore learning media innovations to support the implementation of the independent curriculum. Teachers responses to digital games are thought to be able to follow the needs of children who like to play and can minimize the use of digital games that do not contain learning elements so that they are very practical to be integrated in teaching and learning activities. It can be concluded that the perception of teachers who accept the existence of digital games as a learning media innovation is the first step to be implemented in the teaching and learning process both online, hybrida, and face-to-face so that it can keep up the times.