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PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO PIKTOGRAM (DIGA) PADA MATERI PIKTOGRAM UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS IV SDN SUKORAME 2 KOTA KEDIRI Febriana, Diah Dwi; Nurfahrudianto, Aan; Sahari, Sutrisno
JURNAL PENDIDIKAN DASAR PERKHASA: Jurnal Penelitian Pendidikan Dasar Vol 10, No 2 (2024): Jurnal Pendidikan Dasar Perkhasa: Jurnal Penelitian Pendidikan Dasar
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpdp.v10i2.3561

Abstract

The aim of this developmental research is to determine the validity, student responses, and improvement in learning outcomes through the use of animated video learning media on pictogram material among fourth-grade students at SDN Sukorame 2 Kota Kediri. The research method employed is Research and Development (R&D) using the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The results of this study indicate that (1) the validation stage received an accumulated score of 87%, categorized as very good; (2) student responses received an accumulated score of 96%, also categorized as very good; and (3) the improvement on student learning outcomes using the animated video learning media was 55%. Therefore, the development of the animated video learning media on pictogram material is considered valid, practical, and effective.
Pengembangan Mibox Berbasis Gamifikasi Sebagai Alternatif Mengatasi Learning Loss Pada Peserta Didik Tunanetra Sudarmawan, Warta; Auliya, Ahmad Nur; Pangestu, Yorda Aditya; Antoni, Olivvia; Nurfahrudianto, Aan
Nusantara of Research : Jurnal Hasil-hasil Penelitian Universitas Nusantara PGRI Kediri Vol 11 No 1 (2024)
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/nor.v11i1.21292

Abstract

This research began with the problems of blind students who experienced learning loss during the COVID-19 pandemic. Starting from this problem, there is a need for learning media that can be used by blind students to reduce the danger of learning loss. This research was carried out using an R&D (Research and development) approach, which produced learning media by adapting the method from ADDIE. The aim of this research is to create a learning media, namely the Magical Braille Box (MIBOX) with a gamification method to overcome post-pandemic learning loss. The research results obtained from validation show that the MIBOX application has fulfilled the acceptability aspect of learning media obtained from validation results with assessment results of 80% from material experts, 90% from media experts and 94% from practitioner experts. The average results obtained for the learning media assessment were 88%, which is in the very good category and does not need to be revised. Thus, the results of the data analysis obtained have answered the problem formulation, namely MIBOX has fulfilled the validity aspect to be applied in the learning process at SLB Raharja Sejahtera Kandangan Kediri
Ludo Integer Sebagai Pengembangan Media Pembelajaran Operasi Aritmatika Dasar Bilangan Bulat Ria Octa Vioni; Aan Nurfahrudianto; Aprilia Dwi Handayani; Jatmiko
Jurnal Derivat: Jurnal Matematika dan Pendidikan Matematika Vol. 10 No. 2 (2023): Jurnal Derivat (Agustus 2023)
Publisher : Pendidikan Matematika Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/jderivat.v10i2.4950

Abstract

Ludo Integer is a development of learning media that innovates the game Ludo King into an education game. This media was developed to support students' learning on basic arithmetic operations on integers. This research purposeful to develop Ludo Integer learning media for VII class students of SMP Karya Wates. The research used method Research and Development (R&D) with ADDDIE development model comprise of Analysis, Design, Development, Implementation, and Evaluation. The analysis phase, researchers analyzing problems and supporting student learning needs. The Design phase, researchers designing the necessary media components and questionnaires. The Development phase, researchers is the media production that has been designed and then validated after all components of media finished. The Implementation phase, researchers conducting limited class trials and extensive class trials. The Evaluation phase, researchers processing research results and interpreting the feasibility of this media. Data collection techniques using questionnaires and student learning outcomes with pretest and posttest. This research was do at Karya Wates Middle School with a total of 13 students in class VII. Based on the average value of the validation test results obtained a value of 87.33 with a very good category used without revision. Practical media based on the practicality test obtained an average value of 88.61. Based on the effective media effectiveness test, the average value of posttest > pretest is 75.92 > 42.46.  Keyword: ADDIE Models, Basic Arithmetic Operations on Integers, Ludo Integer
Pelatihan Membuat Media e-Biblioterapi pada Guru Sekolah Dasar Kota Kediri Ratnawati, Vivi; Nurfahrudianto, Aan; Ningsih, Risaniati; Aurora, Flora Fahimna; Ugiutami, Adita Nani
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 9 No 1 (2025): Volume 9 Nomor 1 Tahun 2025
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v9i1.23693

Abstract

The low interest in reading in Indonesia has led to a lag in information and literacy culture which is very important for developed countries. Initial observations show that 75% of students at SDN Ngadirejo 5 get low scores in literacy and numeracy. AKM also shows that the level of numeracy literacy is still lacking and needs to be improved. Group guidance services using e-bibliotherapy techniques aim to develop students' socialization and communication skills. The efforts made are by providing training in creating e-bibliotherapy media with the stages of needs analysis, socialization, training, implementation and mentoring as well as evaluation. The application used is Canva and media to publish web-based teacher work. From the community service activities that have been carried out, it can be concluded that training in making e-bibliotherapy media for teachers in elementary schools in the city of Kediri is very useful. The visible benefit is that teachers are able to create e-bibliotherapy media as an effort to improve literacy and numeracy competencies. Apart from that, teachers are starting to want to apply the skills they already have to create multimedia that can be directly applied in the learning process.
Model Predict-Observe-Explain Meningkatkan Hasil Belajar Siswa Afanti, Rizqi Wahyu; Nurfahrudianto, Aan; Sahari, Sutrisno
azkiya Vol 9 No 2 (2024): Al-Azkiya: Jurnal Pendidikan MI/SD
Publisher : the Study Program of Education for Islamic Elementary School Teachers (Undergraduate)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32505/azkiya.v9i2.9450

Abstract

This study aims to determine student learning outcomes before the aapplication of the Predict-Observe-Explain (POE) learning model supported by video tutorials on the material of heat and its transfer < 75, to determine stundet learning outcomes after the application of the Predict-Observe-Explain (POE) learning model supported by video tutorials on the material of heat and its transfer ≥ 75, to determine ehether there is n effect of the application of Predict-Observe-Explain (POE) learning model supported by video tutorial on the material of heat and its transfer on student learning outcomes. The research methodology used is quantitative whit a One Grub Pretetst-Posttest research design. The population in this study were 30 students of grade V SDN Mlancu 2. The sample used in this study was a total sampling of 30 students. The insrtuments used were pretest and posttest. The pretest was used before treatment was given, the posttest was used after treatment was given. Research results (1) student learning otcomes before the application of the Predict-Observe-Explain model supported by video tutorials on the material on heat and its transfer < 75 (2) student learning otcomes after the application of the Predict-Observe-Explain model supported by video tutorials on the material on heat and its transfer ≥ 75 (3) there is an influence of the application of the Predict-Observe-Explain learning model supported by video tutorials on the material of heat and its transfer on student learning outcomes.
Pengaruh Pendekatan Konstruktivisme Berbantuan Alat Peraga “BARETRIKA” Terhadap Motivasi dan Hasil Belajar Matematika Siswa Kelas X Perhotelan SMK Negeri 2 Kota Kediri Cahyaningtyas, Yusti Ayu; Nurfahrudianto, Aan; Handayani, Aprilia Dwi
Jurnal Ilmiah Wahana Pendidikan Vol 11 No 1.C (2025): Jurnal Ilmiah Wahana Pendidikan 
Publisher : Peneliti.net

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

Abstract

Education is an important aspect of life, and issues in the education system need to be addressed, such as teaching efficiency and teacher welfare. The Freedom to Learn Program is the government’s effort to improve the quality of education by prioritizing freedom in learning. Teachers have a key role in creating an effective learning environment, especially in abstract subjects such as mathematics. This research aims to increase students’ motivation and mathematics learning outcomes through a constructivist approach using the “BARETRIKA” teaching aids. The research method used is experimentation with a quantitative approach. The research results showed a significant increase in student motivation and learning outcomes after implementing the constructivism approach. Therefore, this approach can make a positive contribution to mathematics learning at SMK Negeri 2 Kediri City.
PANCANAKA : INOVASI MEDIA PEMBELAJARAN GAME VISUAL NOVEL BERBASIS ETNOMATEMATIKA PADA MATERI POLA BILANGAN Pangestu, Yorda Aditya; Handayani, Aprilia Dwi; Jatmiko; Nurfahrudianto, Aan; Santia, Ika
Jurnal Ilmiah Pendidikan Citra Bakti Vol. 12 No. 1 (2025)
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v12i1.4990

Abstract

Tujuan penelitian ini adalah mengembangkan media pembelajaran game visual novel berbasis etnomatematika untuk sarana belajar dan adaptasi teknologi. Penelitian ini menggunakan metode Research and Development dengan model ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Pada tahap analisis dilakukan analisis kebutuhan; tahap desain melibatkan pembuatan media pembelajaran PANCANAKA; tahap pengembangan mencakup mengukur kelayakan media pembelajaran PANCANAKA; tahap implementasi dilakukan uji coba pada kelompok kecil; dan tahap evaluasi untuk mengevaluasi pengembangan media. Hasil validasi oleh ahli media menunjukkan nilai 97,8% (sangat layak), validasi oleh ahli materi 77,8% (layak), dan validasi oleh praktisi 88,9% (sangat layak). Hasil respon siswa untuk kepraktisan media pada uji coba kelompok kecil menunjukkan nilai rata-rata 91,6%(sangat baik). Media pembelajaran PANCANAKA dinyatakan layak dan praktis digunakan dalam pembelajaran matematika pada materi pola bilangan.
PENGEMBANGAN APLIKASI GEOMETRY OF MATHEMATICS (GEOMATHICS) DENGAN METODE GAMIFIKASI UNTUK MENGATASI LEARNING LOSS PASCA PANDEMI Purnama, Sephia Rahayu; Dari, Sekar Wulan; Ilham, Slamet Muhammad; Kristianti, Lina; Prasetyani, Tamara Jasmine; Nurfahrudianto, Aan
JURNAL KOULUTUS Vol. 5 No. 2 (2022): JURNAL KOULUTUS
Publisher : LPPM Universitas Kahuripan Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51158/koulutus.v5i2.825

Abstract

This study originaled from students problems who identificated a learning loss during Pandemic COVID-19. Starting that problem there is a need for a learning media that can be used by students to reduce the danger of learning loss. This research was conducted with R&D approach (Research and Development), which produces a learning media by adapting the method of ADDIE.. The purpose of this research is to create an android application-based learning media, namely Geometry of Mathematics (GEOMATHICS) to overcome Learning Loss with the gamification method. The results obtained from the validation indicate that the GEOMATHICS application has met the eligibility criteria for learning media obtained from the validation results with the results of the assessment being 80% from material experts, 90% from media experts and 94% from practicing experts. With the results obtained the average assessment of learning media is 88%, which is included in the very good category and does not need to be revised. Therefore, the results of data analysis obtained have answered the problem formulation, namely the GEOMATHICS application has met the eligibility criteria to be applied in the learning process at SMP Plus Rahmat Kediri.
Model Predict-Observe-Explain Meningkatkan Hasil Belajar Siswa Afanti, Rizqi Wahyu; Nurfahrudianto, Aan; Sahari, Sutrisno
Al-Azkiya: Jurnal Pendidikan MI/SD Vol 9 No 2 (2024): Al-Azkiya: Jurnal Pendidikan MI/SD
Publisher : the Study Program of Education for Islamic Elementary School Teachers (Undergraduate)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32505/azkiya.v9i2.9450

Abstract

This study aims to determine student learning outcomes before the aapplication of the Predict-Observe-Explain (POE) learning model supported by video tutorials on the material of heat and its transfer < 75, to determine stundet learning outcomes after the application of the Predict-Observe-Explain (POE) learning model supported by video tutorials on the material of heat and its transfer ≥ 75, to determine ehether there is n effect of the application of Predict-Observe-Explain (POE) learning model supported by video tutorial on the material of heat and its transfer on student learning outcomes. The research methodology used is quantitative whit a One Grub Pretetst-Posttest research design. The population in this study were 30 students of grade V SDN Mlancu 2. The sample used in this study was a total sampling of 30 students. The insrtuments used were pretest and posttest. The pretest was used before treatment was given, the posttest was used after treatment was given. Research results (1) student learning otcomes before the application of the Predict-Observe-Explain model supported by video tutorials on the material on heat and its transfer < 75 (2) student learning otcomes after the application of the Predict-Observe-Explain model supported by video tutorials on the material on heat and its transfer ≥ 75 (3) there is an influence of the application of the Predict-Observe-Explain learning model supported by video tutorials on the material of heat and its transfer on student learning outcomes.
Pengembangan Multimedia Interaktif Pitakal (Pintar Perkalian) pada Materi Perkalian Siswa Kelas III Sekolah Dasar Oktaviola Bunga Nadila; Kharisma Eka Putri; Aan Nurfahrudianto
Menulis: Jurnal Penelitian Nusantara Vol. 1 No. 4 (2025): Menulis - April
Publisher : PT. Padang Tekno Corp

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59435/menulis.v1i4.222

Abstract

Berdasarkan observasi dan wawancara yang dilakukan peneliti, ditemukan permasalahan yaitu kurangnya pemahaman siswa pada materi perkalian. Hal ini dilatarbelakangi oleh guru hanya menggunakan metode ceramah, tanya jawab, latihan, tugas dan guru tidak menggunakan media pembelajaran yang menarik dan bervariasi. Guru hanya menggunakan bahan ajar berupa buku teks pelajaran.Hal tersebut mengakibatkan siswa kurang tertarik, mudah bosan,kurang aktif. Sehingga perlu dikembangkan media untuk menunjang proses pembelajaran agar dapat membantu meningkatkat hasil belajar siswa. Tujuan penelitian ini adalah sebagai berikut (1) Untuk mengetahui validitas media pembelajaran PITAKAL (Pintar Perkalian) pada materi perkalian siswa kelas III sekolah dasar. (2) Untuk mengetahui kepraktisan media pembelajaran PITAKAL (Pintar Perkalian) pada materi perkalian siswa kelas III sekolah dasar. (3) Untuk mengetahui efektivitas Media Pembelajaran PITAKAL (Pintar Perkalian) pada materi perkalian siswa kelas III sekolah dasar. Penelitian ini menggunakan metode penelitian R&D dengan model pengembangan ADDIE yang mempunyai 5 tahapan yaitu (1) analysis, (2) design, (3) development, (4) implementation, (5) evaluation. Subjek penelitian ini adalah siswa kelas III SDN Sonopatik berjumlah 23 siswa. Instrumen yang digunakan angket dan tes. Teknik analisis data yang digunakan berupa analisis data kuantitatif dan kualitatif. Lokasi Penelitian ini di SDN Sonopatik. Hasil validasi media dengan presentase 88% dan hasil validasi ahli materi mendapatkan presentase 87,5% diperoleh rata-rata dari kedua hasil validasi ahli tersebut adalah 87,75% dengan kriteria sangat valid. Hasil pengisian angket respon guru memperoleh presentase 98% dan pengisian angket respon siswa mendapatkan presentase 92,66% diperoleh rata-rata dari kedua respon tersebut adalah 95,33% dengan kriteria sangat praktis. Uji keefektifan yang dilakukan menggunakan instrumen soal post-test memperoleh nilai rata-rata 87,66% dengan presentase ketuntasan siswa 100% dengan kriteria sangat efektif. Kesimpulannya dari hasil uji kevalidan, kepraktisan dan keefektifan diatas dapat disimpulkan bahwa multimedia interaktif Pitkal (Pintar Perkalian) dinyatakan sangat layak dan dapat digunakan dalam pembelajaran.
Co-Authors Afandi, Zainal Afanti, Rizqi Wahyu Agus Muji Santoso Ahmad Nur Auliya Aji, Mahendra Puji Permana Andri Yeskial Huan Antoni, Olivvia Aprilia Dwi Handayani Aprilia Dwi Handayani Aprilia Dwi Handayani, Aprilia Dwi Aprillia Dwi Handayani Assa’adatul Kamilah Auliya, Ahmad Nur Aurora, Flora Fahimna Badrus Zaman Bambang Agus Sulistyono Bambang Agus Sulistyono Bea Hana Siswati Cahyaningtyas, Yusti Ayu Dandy Esa Ardana Dari, Sekar Wulan Darsono Darsono Darsono Darsono Dek Ngurah Laba Laksana Desy Anggraini Dian Devita Yohanie Yohanie Elis Irmayanti Encil Puspitoningrum, Encil Endang Sri Mujiwati Ericka Darmawan Febriana, Diah Dwi Felix Yudha Yulian Frischa Angelline Kurniawan Guruh Sukma Hanggara Heru Budiono Ika Santia Ilham, Slamet Muhammad Jatmiko Jatmiko Jatmiko Jatmiko Jatmiko Kristianti, Lina Laksana, Dek Ngurah Laba Lina Kristianti Lina Rihatul Hima lina Rihatul Hima Mohamad Amin Muhammad Haniif Khoirulloh Rosyid Natalia Rosalina Rawa Natalia Rosalina Rawa Ningsih, Risaniati Oktaviola Bunga Nadila Pangestu, Yorda Aditya Poppy Rahmatika Primandiri Prasetyani, Tamara Jasmine Purnama, Sephia Rahayu Putri, Kharisma Eka Ria Octa Vioni Rizhal Hendi Ristanto Samijo, Samijo Sekar Wulan Dari Sephia Rahayu Purnama Setyowidodo, Irwan Sinta Nur Aishah Siti Aizah Slamet Muhammad Ilham Slamet Muhammad Ilham Sudarmawan, Warta Sulistyo, Bagus Suryo Widodo Sutrisno Sahari, Sutrisno Tamara Jasmine Prasetyani Teguh Bayu Saputra Tri Julianto Ugiutami, Adita Nani Vivi Ratnawati Wega Tamara Yorda Aditya Pangestu Yulianna Puspitasari Yuni Katminingsih Yuni Katminingsih