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PENGEMBANGAN VIDEO PEMBELAJARAN MENGGUNAKAN KINEMASTER APPLICATION MATERI BAGIAN TUBUH TUMBUHAN UNTUK SISWA KELAS IV SD Estuhono Estuhono; Muhammad Subhan; Ria Hopipah
Jurnal Muara Pendidikan Vol. 8 No. 2 (2023): Jurnal Muara Pendidikan, Vol 8 No 2, Desember 2023
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v8i2.1414

Abstract

This writing is motivated by the inaccuracy of tha selection of instructional video media on the material of plant body parts in class IV SD Negeri 82 Rantau Limau Kapas, Merangin Regency. Inappropriate learning videos are not able to fully accommodate student’s learning styles. This writing aims to produce a product in the form of a valid, practical, and effective learning videos for material on plant body parts in class IV. The type of research conducted is development research. This research uses the ADDIE development model. The test subjects in this study fourth grade students at SD Negeri 82 Rantau Limau Kapas and fourth grade science teachers. The research conducted shows that the instructional video media using the kinemaster application that was developed is valid, practical, and effective. So it can be concluded that from the process of developing learning videos using the kinemaster application, material on plant body parts to support independent learning for fourth grade students has produced media that (1) valid, both in terms of aspects as media, language aspects, and material aspects, (2) media that is practically used both from the aspects of students and educators, and (3) has produced effective media to achieve learning objectives according to the curriculum.
PENGEMBANGAN MEDIA VIDEO ANIMASI PADA MUATAN MATEMATIKA KD 3.3 di KELAS III SEKOLAH DASAR Lika Apreasta; Muhammad Subhan; Reza Silviani
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 3 (2023): Volume 09 No. 03 Juli 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i3.1509

Abstract

This understanding is motivated by students in difficulty understanding the mathematics learning process, because mathematics learning contains many numbers and is in class with counting lessons, causing students to be bored and difficult to understand. Learning material delivered during the learning process, makes the objectives of learning not achieved properly. This type of research is a Research and Development (R&D) research using the ADDIE model which consists of several stages (Analyze, Design, Development, Implementation, and Evaluation), the test subjects are grade III students of SDN 11 Sitiung. Data collection instruments use validity instruments, practicality instruments, and effectiveness instruments. The assessment instrument is validated by three validators, namely language, graphics, and content validators, then the practicality sheet is determined by practitioners, namely teachers and grade III students. Meanwhile, the effectiveness of animated videos is determined from the learning outcomes of grade III students of SDN 11 Sitiung using animated video media.The validation results carried out by three validators obtained an average validity value of 85.26% with a very valid category in the sense that animated video media for mathematics learning is suitable for use by students. The results of the practicality value of the educator response questionnaire obtained 87.5% with the very practical category, while the results of the practicality value of the student response questionnaire obtained an average of 85.5% with the very practical category, so that the educator and student respose questionnaires obtained an average of 86.5%, in the sense that it is easy to use by students and time efficient. The results of the effectiveness value of 11 students who participated in learning using animated video media developed on the 82% complete number calculation operation material which is categorized as very effective so that it is easy to use, in terms of time very efficient.
PENGEMBANGAN MEDIA VIDEO ANIMASI PADA MUATAN IPS MENGGUNAKAN APLIKASI CAPCUT DI KELAS V SDN 01 KOTO BARU Yulia Darniyanti; Muhammad Subhan; Yuliska Hoiriyanti
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 3 (2023): Volume 09 No. 03 Juli 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i3.1568

Abstract

Theresearch was motivated by several problems, including first, the difficulty of teachers developing animated learning video media, especially for social studies learning of Geography characteristic material in Indonesia, second, teachers find it difficult to develop media in schools, third, students are less interested in the learning process, especially social studies content because social studies learning contains many theories. One effort that can attract the attraction of students is done by developing animated video learning media that can support students to learn well. Therefore, the author is interested in developing animated video learning media using the CapCut application in elementary schools. With the aim that teachers and students have enough adequate learning media. The type of research is research and development (R&D). Research and Development is a process and research steps to develop existing products, as well as new products that can later be accounted for. Develop a product a learning video. Research and development (R&D) Research and Development (R&D) methods are used to produce a particular product and tested for effectiveness. The development model used is the development of ADDIE " This ADDIE model was chosen because one of the teaching material development designs that are often used inthe development of ADDIE has 5 parts that are interconnected with one another: Analysis Stage, Design (Planning), Development Stage (Development), tahap Implementation, tahap Evaluation. Halil from the research of validation of animated video media of geographical characteristics material in Indonesia in class V in the validation test by two expert validators. Language validation by 80.00% lecturers falls into the very valid category. Media validation by 93.33% lecturers falls into the very valid category. Material validation by lecturers is 90.00% included in the very valid category.
PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO ANIMASI MENGGUNAKAN APLIKASI CAPCUT PADA MUATAN IPS DIKELAS V SDN 44/VIII TELUK SINGKAWANG KABUPATEN TEBO Yulia Darniyanti; Muhammad Subhan; Vinni
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 3 (2023): Volume 09 No. 03 Juli 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i3.1571

Abstract

The problems in this study were caused by monotonous and passive learning activities that made students feel bored and less interested. Teachers also often use the old way of learning, such as only using worksheets in learning activities. Based on the problems above, there is still a need for improvement in the learning process for students to improve learning outcomes, namely by using an animation video media using the CapCut application in teaching. The purpose of this study was to develop animated video learning media using the CapCut application for social studies content in class V. This type of research used for this type of research is Research and Development (R&D). The ADDIE model has 5 parts that are interconnected with the others, namely: Analyze ( Analysis), Design (Design), Development (Development), Implementation (Implementation), Evaluation (Evaluation). The type of data used in this research is quantitative and qualitative data. The instruments used are validity, practicality and effectiveness. Data collection techniques used interviews, observation and documentation. The analysis technique used is validity, practicality and effectiveness analysis. Based on that the learning outcomes of students have reached KKM 70 Completeness, the learning outcomes of students with an average of 85.5% are categorized as very effective because the animated video has provided results that are in accordance with the learning objectives based on the results of student learning tests. Meanwhile, the incompleteness of students with an average of 12.5% ​​is categorized as ineffective because the test results during the trial showed that students did not meet the minimum completeness. So that animated videos can be applied in the learning process.
PENGEMBANGAN MEDIA PEMBELAJARAN INTRAKTIF PADA MATA PELAJARAN MATEMATIKA MATERI PECAHAN DI KELAS IV Muhammad Subhan; Suci Rahma Putri; Elvi Maryanis
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 3 (2023): Volume 09 No. 03 Juli 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i3.1577

Abstract

Development of interactive in learning mathematics fraction material in grade IV". Dharmasraya. Thesis, Dharmasraya: Elementary School Teacher Education Study Program. Faculty of Teacher Training and Education. Dharmas University Indonesia. The purpose of this study is to develop interactive learning media using games, especially in learning mathematics, to add to existing learning media in schools and produce interactive learning media development in grade IV elementary schools that are valid, practical, and effective so as to increase students' interest in learning at SDN 10 koto new.The model used in the ADDIE development includes the analysis phase, namely needs analysis, analysis of student characteristics, curriculum analysis. the design stage (design) includes the design of learning media, namely the design of research instruments, design of manufacture. The development stage is the development stage where the validity test is carried out by experts. The implementation stage is the practicality trial stage and the evaluation stage is the effectiveness test carried out at SDN 10 Koto Baru.The results of the validation assessment of interactive learning media for mathematics fraction material in the validity test by three people get an average score of 83% included in the valid category, meaning that interactive learning media in learning mathematics fraction material is in accordance with the content, and media, practicality test with a score an average of 86% is categorized as very practical, meaning that interactive learning media can be used easily in the learning process, while the effectiveness of interactive learning media with an average score of 88% is categorized as very effective, meaning that interactive learning media can increase students' learning interest .
PENGEMBANGAN MEDIA PEMBELAJARAN COMIC LIFE PADA MATA PELAJARAN IPA KELAS V MIN 2 DHARMASRAYA Tosi Husnulabsori; Yulia Darniyanti; Muhammad Subhan
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 04 (2023): Volume 09 No. 04 September 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i04.1817

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Education is very important in human life, meaning that every human being deserves it and is expected to always develop in it, Education will never end. In this study, the author is interested in developing comic learning media. This research uses the type of research and development R&D (Reseasrch and Development). Based on the problems that have been described in the background, this study uses the ADDIE model (Analiyze, Design, Development, Implementation, Evaluation). The types of data taken in this study are qualitative data types and quantitative data Data collection techniques used by the author using Interview, Observation and Documentation techniques. Data analysis techniques carried out in writing this development are validity analysis, effectiveness analysis and practicality analysis. On the validation sheet, there are filling instructions and 3 aspects of assessment including aspects of language feasibility, design feasibility, and content / construction feasibility with average scores. The results of the practicality sheet design contain filling instructions and assessment aspects that will be assessed by educators and students. The results of the practicality sheet design contain filling instructions and assessment aspects that will be assessed by educators and students. The results of the validation design of the effectiveness sheet (learning outcome test) effectiveness there are filling instructions and aspects assessed by validators. In addition, the completeness of student learning outcomes with an average of 95% is categorized as very effective.
Pengembangan Kuis Menggunakan Wordwall Untuk Meningkatkan Motivasi Belajar Siswa Kelas IV SDN 01 Padang Laweh Pada Mata Pelajaran IPAS Safitri, Auliya Nur; Ahmad Ilham Asmaryadi; Muhammad Subhan
Jurnal Tunas Pendidikan Vol. 7 No. 2 (2025): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v7i2.2291

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This research aims to develop a quiz using a wordwall to increase the learning motivation of class IV students at SDN 01 Padang Laweh in science subjects. This quiz aims to increase students' learning motivation. This type of research and development uses Research and Development (R&D). This quiz development model uses the ADDIE model (Analysis, design, development, implementation and evaluation). From the ADDIE model, a needs analysis, student characteristics analysis, material analysis, then expert validator test, practicality of students and educators and effectiveness seen from student motivation sheets are carried out. The results of developing a quiz using a wordwall to increase the motivation of class IV students at SDN 01 Padang Laweh in the science and sciences subject were declared very valid. Based on the results obtained from the validator, an average score of 86.27% was obtained in the very valid category. Practicality results with an average of 92.85% are very practical. For effectiveness, by filling out the motivation questionnaire, an average score of 85.47% was categorized as very effective. It can be concluded that the quiz created is valid, practical and effective for educators to use in learning.
Penerapan Pembelajaran Tematik Di Kelas III SDN 058/II Sari Mulya Kecamatan Jujuhan Ilir Kabupaten Bungo Agus Saputra; Muhammad Subhan
Jurnal Dharma PGSD Vol 1 No 1 (2021): Januari
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research is motivated by a change in curriculum that is KTSP to curriculum 2013. This study aims to describe how the application of thematic learning in class III SDN 058/II Sari Mulya District Jujuhan Ilir Bungo District, starting from planning, implementation and assessment. This type of researchused in this study is qualitative research, the data generated is descriptive data. Data collection techniques used in this study include semistructured interviews and documentation. The nstrument used is in the form of an interview guide. Before the research the instrument is validated first by the validator. Based on these categories, the instruments developed can be used as research instruments. Research results show that (1) learning planning such as syllabus and lesson plans made by class III teachers have referred to syllabus indicators and lesson plans contained in Permendikbud No. 65 of 2013 concerning process standards. (2) the implementation of the learning process also uses a scientific approach. (3) learning assessment also uses authentic assessment. In general the application of learning carried out by class III teachers has referred to the RPP that has been designed in accordance with Permendikbud No. 65 of 2013 concerning process standards
Pengembangan Lembar Kerja Peserta Didik (LKPD) IPA Berbasis Model Problem Based Learning (PBL) Di Kelas IV Sekolah Dasar Surya Widia Lestari; Muhammad Subhan; Deded Pratama
Jurnal Dharma PGSD Vol 1 No 2 (2021): Juli
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

ABSTRACT: This development research aims to: 1) produce products in the form of LKPD Science teaching materials based on Problem Based Learning (PBL) Models. 2) find out how appropriate IPA LKPD Based Problem Based Learning (PBL) model is used to help and facilitate students in understanding the concept of the material presented. 3) find out how much the increase in student learning outcomes using IPA LKPD Based on Problem Based Learning (PBL) Models. This research is a development research with 4-D model. Research instruments include: validation sheets, practical observation sheets and tests of effectiveness. The data analysis technique uses validation analysis, practicality analysis and effectiveness analysis. The results of the study: 1) LKPD IPA teaching materials based on the Problem Based Learning (PBL) model were feasible and valid with a percentage of 82.06% with a very valid category. 2) the results of the trial of the IPA LKPD product based on the Problem Based Learning (PBL) model showed a percentage of 96% categorized as very practical. 3) student learning test results show a percentage of 92.85% with a very effective category.
PENGEMBANGAN MEDIA AUDIO VISUAL UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA PEMBELAJARAN PENDIDIKAN PANCASILA MENGGUNAKAN APLIKASI CAPCUT Subhan, Muhammad; Darniyanti, Yulia; Sandia, Eci``
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 1 (2025): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v6i1.2290

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This study aims to develop a learning media to raise students' enthusiasm in the learning process or when evaluating learning on the Pancasila Education learning content. Therefore, researchers are interested in developing an interesting learning media that can make students interested in following the learning process. Which media uses audio-visual media (animated videos). The problem is that students feel bored in the learning process. The type of development research (R & D), while the model used is the ADDIE model has steps including Analysis, Design, Development, Implementation and Evaluation. The types of data used are qualitative data and quantitative data. The development of the instrument used is an analysis instrument for students, practicality, effectiveness. Data collection techniques use teacher and student response questionnaires, interviews, observations and documentation. Data analysis techniques use validity, practicality and effectiveness analysis techniques. Based on the development that has been carried out with audio-visual media in Pancasila Education learning for class IV SDN 06 Koto Baru. It can be concluded as follows: 1) Validation of audio-visual learning media in learning Pacasila Education class IV SDN 06 Koto Baru was assessed by three validators. With an average validation value of 85% with a very valid category. 2) Practicality assessed by the homeroom teacher and 16 students on animated video learning media obtained an average of 96.86% with a very practical category. 3) Effectiveness assessed from student learning outcomes obtained an average of 87.5% with a very effective category. By using this media, student learning outcomes are better than before.