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Pengembangan Media Pembelajaran Ular Tangga Pada Mata Pelajaran Matematika Materi Pecahan Campuran Di Kelas VB SDN PANCORAN 07 PAGI JAKARTA Fitri Noviana; Satriyani, Febrianti Yuli
Jurnal Pendidikan Dasar Vol. 16 No. 1 (2025): Jurnal Pendidikan Dasar
Publisher : Pendidikan Dasar - Pascasarjana Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jpd.v16i1.53560

Abstract

The research method used is the research and development method (Research and Development) which refers to the formulation of Dick and Carey with stages: 1) Identifying instructional needs and writing general instructional objectives 2) Instructional analysis 3) Identifying behavior and initial learner characteristics 4) Writing specific instructional objectives5) Developing learning outcomes assessment tools 6) Developing instructional strategies 7) Develop instructional materials 8) Design and carry out formative evaluation 9) Instructional System 10) Implementation of Summative Evaluation and Diffusion of Innovation. character is carried out by distributing questionnaires to expert validators and respondents. The results obtained from the design expert get a percentage of 82% "Good and feasible", the results obtained from the material expert get a percentage of 91% "Good and feasible". In the small-scale trial, the percentage was 66%, while in the field trial, the presentation increased to 88%.
Pengembangan Media Monopoli Bahasa Berbantuan Flash Card Digital Revana Azizah; Satriyani, Febrianti Yuli
Jurnal Pendidikan Dasar Vol. 16 No. 1 (2025): Jurnal Pendidikan Dasar
Publisher : Pendidikan Dasar - Pascasarjana Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jpd.v16i1.53546

Abstract

This study aims to develop, assess the feasibility, and test the effectiveness of the Monosa (Language Monopoly) learning media supported by Digital Flash Cards to improve emergent reading skills of first-grade students at SDN Kayu Putih 03. The research employed a Research and Development (R&D) method using the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. Validation results indicate that the Monosa media was rated "very good" by media, content, and language experts. Furthermore, trials with students showed a significant improvement in emergent reading skills, as evidenced by the increase in average scores between the pretest and posttest. Therefore, the Monosa media supported by Digital Flash Cards is proven to be effective as a learning aid for teaching emergent reading to first-grade elementary students.
PENGEMBANGAN BUKU DIGITAL BERBASIS KEARIFAN LOKAL JAWA MENGGUNAKAN APLIKASI CANVA PADA MATA PELAJARAN PENDIDKAN PANCASILA MATERI KERAGAMAN BUDAYA DI KELAS IV SDN DEPOK 01 Assyifa, Zahra; Satriyani, Febrianti Yuli
Jurnal Pendidikan Dasar Vol. 16 No. 1 (2025): Jurnal Pendidikan Dasar
Publisher : Pendidikan Dasar - Pascasarjana Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jpd.v16i1.53554

Abstract

This research aims to develop digital book media based on local Javanese wisdom using the Canva application on Pancasila education subjects on cultural diversity. This research uses the Research and Development or RnD method. The results of this research are based on validation which obtained an average value of 89.33%. With 88% of language experts, 94% of material experts and 86% of media experts. Judging from the calculation of students' response questionnaires, they got a total score of 1406 points out of 1755 points or 80.11%. The results of student scores experienced a significant increase of 12%, namely from the average percentage of pretest scores before using learning media of 71% where only 12 students out of 27 students succeeded in passing the KKM and the average percentage of student scores during the posttest or after using the product was 83% where students experienced an increase in scores.
PENGEMBANGAN VIDEO ANIMASI BERBASIS APLIKASI ANIMAKER PADA TEMA KEBERSAMAAN DALAM KELUARGA UNTUK SISWA KELAS I SDN MAKASAR 07 PAGI Rida, Arida Manurung; Satriyani, Febrianti Yuli
JURNAL MAHASISWA PENDIDIKAN Vol 6, No 1 (2025)
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jmapen.v5i1.5854

Abstract

Pemanfaatan teknologi dalam pendidikan semakin menjadi fokus penelitian, dengan tujuan untuk meningkatkan minat, pemahaman, dan partisipasi aktif siswa. Salah satu pendekatan yang menarik adalah penggunaan video animasi sebagai media pembelajaran. Penelitian ini bertujuan untuk mengembangkan dan mengevaluasi efektivitas video animasi silsilah keluarga sebagai media pembelajaran alternatif. Responden penelitian adalah siswa sekolah dasar. Hasil penelitian adalah memahami konsep silsilah keluarga dan memperoleh respon positif dari siswa dalam hal minat belajar dan keterlibatan. Implikasi dari penelitian ini adalah video animasi silsilah keluarga dapat dijadikan sebagai salah satu alternatif media pembelajaran yang menarik dan efektif dalam menyampaikan informasi tentang silsilah keluarga. Penelitian selanjutnya mengeksplorasi lebih lanjut penggunaan media ini dalam konteks pendidikan formal dan informal.Kata Kunci : video animasi, silsilah keluarga, media pembelajaran
PENGEMBANGAN BUKU DIGITAL CERITA BERGAMBAR UNTUK PEMBELAJARAN TEMATIK SISWA SD Wulandari, Meli; Satriyani, Febrianti Yuli
Jurnal Ilmiah Pendidikan Citra Bakti Vol. 10 No. 3 (2023)
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v10i3.1463

Abstract

Penelitian ini dibuat berdasarkan kebutuhan dan karakteristik siswa SD. Penelitian ini dilaksanakan dengan tujuan menghasilkan buku digital cerita bergambar untuk pembelajaran Tematik yang valid secara teoretis dan efektif untuk digunakan dalam pembelajaran. Penelitian dilakukan menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, dan Evaluation). Buku digital cerita bergambar untuk pembelajaran tematik memperoleh nilai rata-rata dari ahli bahasa sebesar 82%, ahli media 96%, ahli materi 86%, dan ahli praktisi 90%. Dari rata-rata skor yang dihasilkan maka produk dapat dikategorikan sangat valid atau sangat layak untuk digunakan. Hasil penelitian yang diberikan kepada siswa berupa angket penilaian pada 3 tahap uji coba media dan pada uji coba skala besar memperoleh nilai 95% yang dikategorikan sangat menarik. Penggunaan buku digital cerita bergambar untuk pembelajaran Tematik terbukti memenuhi aspek kelayakan untuk digunakan dalam pembelajaran dan berhasil meningkatkan hasil belajar siswa SDN Kuningan Barat 01 Pagi Jakarta. Hal tersebut dapat dibuktikan dari hasil nilai post test siswa saat uji coba. Hasil nilai siswa mengalami peningkatan sebanyak 22,05% yaitu dari persentase rata-rata nilai pre test sebelum penggunaan produk sebesar 68% dimana hanya 11 dari 23 siswa yang lulus standar KKM dan persentase rata-rata nilai siswa saat post test atau setelah menggunakan produk sebesar 83% dimana seluruh siswa lulus standar KKM.
Pengembangan Media Pembelajaran Matematika Berbasis Android Pada Materi Komposisi dan Dekomposisi di Kelas IV B SDN Tebet Timur 07 Jakarta Az-Zahra, Lamda Diva; Satriyani, Febrianti Yuli
EDU SOCIATA ( JURNAL PENDIDIKAN SOSIOLOGI ) Vol 8 No 2 (2025): Edu Sociata : Jurnal Pendidikan Sosiologi
Publisher : EDU SOCIATA ( JURNAL PENDIDIKAN SOSIOLOGI )

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

Abstract

This study aims to develop an Android-based mathematics learning media on the topic of composition and decomposition for Frade IV students at SDN Tebet Timur 07 Jakarta, which is theoretically valid, highly feasible, and implementable, thus effective in achieving learning objectives. The research was conducted using the ADDIE development model (Analysis, Design, Development, Implementation, And Evaluation). The media validation result indicate a high level oh feasibility: 84,4% from the design expert (categorized as very feasible), 98,5% from the IT expert (very feasible), and 100% from the language expert (very feasible). All four expert provided scores within the 81-100% range, which, based on table 3.10, is categorized as “very feasible” for use. The effectiveness level of the Android-based mathematics learning media on the topic of composition and decomposition achieved an average test score of 83.3 in the small-scale trial. This increased to a score of 90 in the large-scale trial, showing an improvement of 6.7 points. Furthermore, the student response questionnaire results received a "very good" rating in terms of reaction and usage, with a score of 92.1% in the small-scale trial. This further increased to 92.8% in the large-scale trial, still in the "very good" category. The student response score thus increased by 0.7 points between the small and large-scale trials, indicating that the learning media was rated as "very good" in terms of implementation. Additionally, the teacher response showed a "very practical" rating with a score of 96.9% based on the teacher response questionnaire, indicating that the learning media is highly practical in terms of usability. Therefore, it can be concluded that the Android-based mathematics learning media on the topic of composition and decomposition for Grade IV B students at SDN Tebet Timur 07 Jakarta has proven to meet high eligibility standards for use in the learning process and has successfully improved student learning outcomes