Fajrin Rizqy Ana, Ria
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PENGEMBANGAN ASESMEN DIGITAL MATH CHAMPIONS ARENA BERBASIS MEMORIZE, RECALL DAN EXAMINE PADA MATERI BANGUN RUANG KELAS V SD NEGERI 2 NGUNUT KABUPATEN TULUNGAGUNG Nur Azizah, Siti; Fajrin Rizqy Ana, Ria
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 2 (2026): Volume 11 No. 02, Juni 2026.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i2.56932

Abstract

The use of digital assessment in elementary school mathematics learning has not been implemented effectively, resulting in evaluation activities still dominated by conventional methods through written tests. Therefore, the development of a digital assessment that integrates gamification elements with a memorize, recall, and examine framework is necessary. This framework is designed to integrate HOTS-based questions at the cognitive levels of analyzing (C4), evaluating (C5), and creating (C6) in Bloom's Taxonomy. This study aims to describe the development process, validity level, and practicality of the MRE-based Math Champions Arena digital assessment product for fifth-grade students of SD Negeri 2 Ngunut. This study used a Research and Development (R&D) method with the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects were fifth-grade students of SD Negeri 2 Ngunut, Tulungagung Regency. Data collection techniques were interviews, documentation, and questionnaires. The results of the study indicate that the MRE-based Math Champions Arena digital assessment achieved an average validity percentage of 95.8% from media experts and 97.5% from material experts, categorized as very valid. Furthermore, the practicality test obtained an average percentage of 94.1%, categorized as very practical. Thus, the MRE-based Math Champions Arena digital assessment is suitable for use as an innovative digital assessment in mathematics learning in elementary schools.
PENGEMBANGAN MEDIA KOMIK DIGITAL ANYFLIP BERBANTUAN CANVA MATERI BUMI BERUBAH PADA SISWA KELAS V SDN 1 TRENCENG Risnawati, Riski; Fajrin Rizqy Ana, Ria
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.57632

Abstract

This study was motivated by students’ low interest in reading materials. In the teaching-learning process, teachers often use lecture-based methods and the Problem-Based Learning (PBL) model, while minimizing the use of digital media in schools. The purpose of this study was to develop digital comic learning media using anyflip, with the assistance of canva, for the IPAS subject in fifth grade at SDN 1 Trenceng. This study employed the Research and Development (R&D) method. The research model used was the ADDIE model, which includes analysis, design, development, implementation, and evaluation. The validity level of the media was determined based on validation results from two subject matter experts and two media experts. The average validation score from the two subject matter experts was 49.5, with a 99% percentage, falling into the “highly valid” category. The average validation score from the two media experts reached 48, with a 96% percentage, also falling into the “highly valid” category. The average practicality score based on student responses was 48.22, with a percentage of 96.69%, classified as “highly practical.” Based on the questionnaires completed by teachers, the average score was 50 with a percentage of 100%, which also falls into the “highly practical” category. The study concluded that the development of a digital comic using anyflip and Canva to teach Earth science to fifth-grade students at SDN 1 Trenceng is highly valid and practical for implementation in fifth-grade classrooms at SDN 1 Trenceng, thereby fostering a love of learning and motivating students in the learning process.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF 3D BERBASIS GENIALLY BERBANTUAN AUGMENTED REALITY PADA MATERI SISTEM PERNAPASAN MANUSIA KELAS V SD NEGERI KEDUNGWILUT KABUPATEN TULUNGAGUNG Salna Pegareta, Repanda; Fajrin Rizqy Ana, Ria
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02 Juni 2026 Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.57682

Abstract

This research was motivated by the lack of interactive learning media used in teaching the human respiratory system material, causing students to have difficulty understanding abstract concepts. This study aimed to develop a valid and practical Genially-based 3D interactive learning media assisted by Augmented Realit for learning activities. This research employed the Research and Development (R&D) method using the ADDIE model, which consists of the Analysis, Design, Development, Implementation, and Evaluation stages. The subjects of this study were 14 Grade V students of SD Negeri Kedungwilut Tulungagung. Data were collected through interviews, questionnaires, and documentation. The research instruments included validation questionnaires for media experts and material experts, as well as teacher and student response questionnaires. The results showed that the media obtained a validation score of 98% from the media expert and 96% from the material expert, both categorized as "Very Valid." The teacher response questionnaire achieved a score of 95%, while the student response questionnaire obtained a score of 91%, both categorized as "Very Practical." Therefore, the Genially-based 3D interactive learning media assisted by Augmented Reality is feasible for use in IPAS learning on the human respiratory system material for Grade V students. Future researchers are expected to develop similar learning media for other learning materials with more innovative features.
PENGEMBANGAN E-LKPD INTERAKTIF BERBANTUAN WIZER.ME MATERI PERUBAHAN KONDISI ALAM PADA SISWA KELAS V SDN 1 TRENCENG KABUPATEN TULUNGAGUNG Hidayatul Azizah, Mariska; Fajrin Rizqy Ana, Ria
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Completed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.59823

Abstract

As the pace of change in society and technology accelerates, Indonesia’s education system must continue to be improved and adapted to meet the needs of society in the 5.0 era. With the passage of time and technological advancements, the format of student worksheets has evolved from a printed (paper) version to a digital version, known as the Electronic Student Worksheet or E-LKPD. There are various platforms or applications that can support the development of E-LKPD, one of which is Wizer.me. This study aims to develop digital teaching materials in the form of interactive E-LKPDs using Wizer.me to teach the topic of changes in natural conditions to fifth-grade students at SDN 1 Trenceng in Tulungagung Regency. This study employs the ADDIE development model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The subjects of this study were fifth-grade students at SDN 1 Trenceng, consisting of 18 students. Product validation was conducted by subject matter experts and media experts, and supplemented with a practicality test through teacher response questionnaires and student response questionnaires. Based on the research results, the validation of the digital E-LKPD teaching materials assisted by Wizer.me by the two subject matter experts yielded score percentages of 96% and 100%, respectively. Meanwhile, the validation by the two media experts yielded scores of 98% and 98%. These two validation results indicate that the developed E-LKPD falls into the “Highly Valid” category. Additionally, the teacher response survey results reached a percentage of 100%, and the student response survey results reached 92%, indicating that this teaching material falls into the “Highly Practical” category. Therefore, it can be concluded that the digital teaching material in the form of interactive E-LKPD supported by Wizer.me is valid and suitable for implementation with fifth-grade elementary school students