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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.
DRAGLANDTICS: INOVASI MEDIA PEMBELAJARAN BERBASIS ANDROID DENGAN ELEMEN GAMIFIKASI EDUKATIF Sulistyo, Bagus; Handayani, Aprilia Dwi; Jatmiko; Nurfahrudianto, Aan; Santia, Ika
Jurnal Ilmiah Pendidikan Citra Bakti Vol. 12 No. 3 (2025): Jurnal Ilmiah Pendidikan Citra Bakti
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v12i3.5886

Abstract

Kesulitan siswa dalam memahami konsep operasi pecahan masih menjadi tantangan di SDN Batuaji 1, meskipun materi ini telah diajarkan sejak kelas IV. Hambatan ini muncul akibat terbatasnya penggunaan media pembelajaran yang interaktif dan dominasi metode ceramah dalam kegiatan belajar mengajar. Tujuan kajian ini guna mengembangkan sarana pembelajaran matematika berbasis aplikasi Android bernama DragLandTics yang menerapkan unsur gamifikasi, serta mengkaji tingkat kevalidan, kemenarikan, dan efektivitas penggunaannya dalam pembelajaran operasi pecahan. Meliputi tahap analisis, perancangan, pengembangan, implementasi, evaluasi pada proses pengembangan dengan pendekatan model ADDIE. Hasil validasi menunjukkan bahwa media ini teridentifikasi sebagai kategori sangat valid dengan skor rata-rata 4,56, dan respon siswa menunjukkan tingkat kemenarikan tinggi dengan skor 4,26. Selain itu, terlihat adanya kemajuan hasil belajar siswa yang menonjol setelah penggunaan media, berdasarkan perbandingan nilai pretest dan posttest. Implementasi elemen gamifikasi seperti tantangan, penghargaan, dan visual interaktif dalam DragLandTics terbukti meningkatkan motivasi belajar siswa, Penelitian ini merekomendasikan pengembangan lanjutan dengan menambah fitur serta penyempurnaan tampilan agar semakin menarik dan optimal dalam akativitas edukatif.
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
IMPLEMENTASI POJOK LITERASI BERBASIS GAMIFICATION MENUJU HYPERLOCAL TOURISM HUB DI DESA WISATA JOHO Nur Auliya, Ahmad; Muhammad Ilham, Slamet; Aditya Pangestu, Yorda; Haniif Khoirulloh Rosyid, Muhammad; Rahayu Purnama, Sephia; Kamilah, Assa’adatul; Nurfahrudianto, Aan
Jurnal Locus Penelitian dan Pengabdian Vol. 2 No. 12 (2023): jurnal locus penelitian dan pengabdian
Publisher : Riviera Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58344/locus.v2i12.2353

Abstract

Desa Wisata Joho adalah salah satu desa wisata potensial di Kabupaten Kediri yang terletak pada lereng kaki Gunung Wilis. Akan tetapi, pandemi COVID-19 membuat Desa Wisata Joho harus diperjuangkan kembali untuk membangkitkan kembali pesonanya yang telah redup. Berbagai permasalahan di Desa Wisata Joho secara garis besar dibagi menjadi 5 (lima) sehingga perlu adanya Pojok Literasi yang mempunyai tujuan utama yaitu menguraikan permasalahan dan menemukan solusi untuk tiap permasalahan di Desa Wisata Joho. Metode yang digunakan dalam rangka membangkitkan kembali pesona Desa Wisata Joho adalah kolektif kolegial dengan memegang teguh azaz kekeluargaan. Selain itu, dengan value lifelong learning dan metode gamification sehingga diskusi Pojok Literasi menyenangkan. Pada tahap persiapan, penulis melakukan identifikasi masalah dan kebutuhan serta perumusan bentuk intervensi. Selanjutnya pada tahap pelaksanaan, penulis melakukan Focus Group Discussion (FGD) dan Sosialisasi, Kegiatan Tahap I, Kegiatan Tahap II, Soft Launching Smart Education Village, Kegiatan Tahap III, Outbond, dan Grand Launching Smart Education Village serta Wisuda Akbar 5 (lima) Pojok Literasi. Desa Wisata Joho juga telah siap untuk melanjutkan pengembangan ke tahap Hyperlocal Tourism Hub.
PENGARUH MODEL PEMBELAJARAN EXAMPLE NON EXAMPLE DENGAN BANTUAN MEDIA GAMBAR 3D TERHADAP HASIL BELAJAR MENULIS DESKRIPSI SISWA KELAS IV SDN 2 SOBO Dharma Saputra, Dwi; Aan Nurfahrudianto; Sutrisno Sahari
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, Nomor 04, Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.19699

Abstract

This research is based on the results of observations and experiences of researchers that Indonesian language learning in descriptive writing skills still uses the lecture method centered on the teacher, resulting in a passive and less interesting learning atmosphere, this has an impact on students' ability to write descriptions which tend to be low and less than optimal. This study uses a quantitative approach and uses a quasi-experimental research technique (Quasi Experimental Design) with a Nonequivalent Control Group Design design. The subjects of this study were grade IV students of SDN 2 Sobo. This study uses inferential statistical analysis research techniques using the SPSS program version 28.0. The inferential statistics used are t-tests, Normality tests and homogeneity tests are carried out as prerequisites before conducting t-tests. The conclusions of this study are (1). The results of learning to write descriptions using the lecture method with the help of image media, the learning results of grade IV students of SDN 2 Sobo <70. (2). The results of learning to write descriptions after using the Example No Example learning model with the help of 3D image media, the learning results of grade IV students of SDN 2 Sobo ≥ 70. (3). The application of the Example Non Example learning model with the help of 3D image media has an effect on the learning outcomes of grade IV students of SDN 2 Sobo in the material of writing descriptions. This is based on the results of data analysis with the t-test that the Asymp.sig. (2-failed) value obtained a result of .000. where the Asymp. Sig. (2failed) value is .000 <0.05. then the effect is said to be significant. Based on the results of the conclusions of this study, it is expected that educators can apply learning models and learning media in order to attract students' interest in learning activities, and help students to better understand the material.
G-Mila: Inovasi media pembelajaran berbasis android untuk adaptasi teknologi di SMP Kalijogo Wates Kamilah, Assa'adatul; Santia, Ika; Hima, Lina Rihatul; Nurfahrudianto, Aan; Handayani, Aprilia Dwi
Wiyata Dharma: Jurnal Penelitian dan Evaluasi Pendidikan Vol 12 No 1 (2024)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/wd.v12i1.17342

Abstract

Tujuan penelitian ini adalah mengembangkan media pembelajaran berbasis aplikasi Android 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 perancangan aplikasi G-Mila; tahap pengembangan mencakup pembuatan aplikasi G-Mila; tahap implementasi dilakukan uji coba aplikasi; dan tahap evaluasi mengukur validitas aplikasi G-Mila. Penelitian dilakukan di SMP Kalijogo Wates Kabupaten Kediri. Hasil validasi oleh ahli media menunjukkan rata-rata 89% (sangat valid), validasi oleh ahli materi 97,5% (sangat valid), dan validasi oleh praktisi 87% (sangat valid). Aplikasi G-Mila dinyatakan layak digunakan dalam pembelajaran matematika pada materi operasi hitung bilangan bulat.   G-Mila: Android-based learning media innovation for technology adaptation at Kalijogo Wates Middle School   Abstract This study aims to develop an Android-based learning media for educational and technological adaptation purposes. The research uses the Research and Development method with the ADDIE model, which includes analysis, design, development, implementation, and evaluation stages. The analysis stage involves needs analysis; the design stage includes the design of the G-Mila application; the development stage covers the creation of the G-Mila application; the implementation stage involves testing the application; and the evaluation stage measures the validity of the G-Mila application. The research was conducted at SMP Kalijogo Wates, Kediri Regency. Validation results by media experts showed an average of 89% (very valid), validation by material experts 97.5% (very valid), and validation by practitioners 87% (very valid). The G-Mila application is deemed suitable for use in mathematics learning on the topic of integer operations.
PERBANDINGAN PENERAPAN MODEL DIRECT INSTRUCTION DENGAN MODEL COURSE REVIEW HORAY TERHADAP HASIL BELAJAR MATERI PECAHAN KELAS 2 SD Risa Aulia Tanti; Ilmawati Fahmi Imron; Aan Nurfahrudianto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume 10 Nomor2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.27187

Abstract

The research was conducted based on the results of observations that have been carried out at SDN 1 Begadung which showed that the value of student learning outcomes in the subject of mathematics on fraction material in class 2 was below the average value that had been determined. In learning activities, teachers used the Direct Instruction learning model with the lecture method. The solution to this problem is to apply the Course Review Horay learning model with the help of fraction card media. The purpose of the research conducted was to determine the effect of implementing the learning model on learning outcomes. This study uses a quantitative approach with a Quasy Experimental Design research design. The subjects of this study were all 25 students in class 2A and all 25 students in class 2B. The sampling technique was Non Probability Sampling. The data collection technique used an instrument in the form of 15 multiple choice questions. The test results in the experimental class Sig. 0.000 which explains that there is an effect of implementing the Course Review Horay model on learning outcomes, while the test results in the control class Sig. 0.000 which explains that there is an effect of implementing the Direct Instruction model. After testing using the independent Sample t-test, the results of Sig. 0.006 which explains that there are differences in the application of learning models to learning outcomes.
UJI KEEFEKTIFAN PENGGUNAAN MEDIA PEMBELAJARAN VIDIO ANIMASI “LAYAR HISTORY” MATERI SEJARAH KELAHIRAN PANCASILA PADA PESERTA DIDIK KELAS V SDN KENITEN 1 Isdela Oktovi Budiawati; Ilmawati Fahmi Imron; Aan Nurfahrudianto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume 10 Nomor2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.27188

Abstract

This study was conducted from the results of observations during the Pancasila Education learning, the history of the birth of Pancasila material implemented at SDN Keniten 1. In grade V students there are problems, namely they have difficulty understanding abstract material and the learning outcomes obtained from daily tests are still relatively low or below the Learning Objective Achievement Criteria (KKTP) which is below 75. The purpose of this study was to determine the effectiveness of the animated video learning media "Layar History" on the history of the birth of Pancasila material. The model used in the development carried out in this study is the ADDIE model. The ADDIE model consists of five stages: namely 1) analysis, 2) design, 3) development, 4) implementation, and 5) evaluation. The data analysis technique used was with the research subjects of grade V SDN Keniten 1 as many as 30 students. The results of the effectiveness of the animated video learning media were known through limited trials and extensive trials. Based on the results of limited trials after applying the media with 10 students as subjects, the results obtained were above the predetermined KKTP, which was 75 with a classical completion percentage of 100%. So it can be concluded that the animated video learning media "Layar History" is stated to be very effective for use in small-scale learning processes. Based on the results of extensive trials after applying the media with 20 students as subjects, the results obtained were above the predetermined KKTP, which was 75 with a classical completion percentage of 100%. So it can be concluded that the animated video learning media "Layar History" on the material on the history of the birth of Pancasila is stated to be very effective for use in large-scale learning processes.
Co-Authors Aditya Pangestu, Yorda Afandi, Zainal Afanti, Rizqi Wahyu Agus Muji Santoso Aishah, Sinta Nur Aji, Mahendra Puji Permana Andri Yeskial Huan Antoni, Olivvia Aprilia Dwi Handayani Aprilia Dwi Handayani Aprilia Dwi Handayani, Aprilia Dwi Aprillia Dwi Handayani Auliya, Ahmad Nur Aurora, Flora Fahimna Badrus Zaman Bambang Agus Sulistyono Bambang Agus Sulistyono Bea Hana Siswati Cahyani, Rahma Cahyaningtyas, Yusti Ayu Dandy Esa Ardana Dari, Sekar Wulan Darsono Darsono Darsono Darsono Dek Ngurah Laba Laksana Desy Anggraini Desy Anggraini Dharma Saputra, Dwi Dian Devita Yohanie Yohanie Dini, Fitri Aprilia Elis Irmayanti Encil Puspitoningrum, Encil Endang Sri Mujiwati Ericka Darmawan Fahmi Imron, Ilmmawati Febriana, Diah Dwi Felix Yudha Yulian Frischa Angelline Kurniawan Guruh Sukma Hanggara Haniif Khoirulloh Rosyid, Muhammad Heru Budiono Ika Santia Ilham, Slamet Muhammad Imron, Ilmawati Fahmi Intan Khoirun Nisa Isdela Oktovi Budiawati Jatmiko Jatmiko Jatmiko Jatmiko Jatmiko Jatmiko Kamilah, Assa'adatul Kamilah, Assa’adatul Kristianti, Lina Kurniawan, Frischa Angelline Laksana, Dek Ngurah Laba Lina Kristianti Lina Rihatul Hima lina Rihatul Hima Lina Rihatul Hima, Lina Rihatul Mohamad Amin Muhammad Ilham, Slamet Mulia, Parindra Mahardika Natalia Rosalina Rawa Natalia Rosalina Rawa Ningsih, Risaniati Nur Auliya, Ahmad Oktaviola Bunga Nadila Pangestu, Yorda Aditya Poppy Rahmatika Primandiri Prasetyani, Tamara Jasmine Purnama, Sephia Rahayu Putri, Kharisma Eka Rahayu Purnama, Sephia Ria Octa Vioni Risa Aulia Tanti Rizhal Hendi Ristanto Rosita Eka Saputri Samijo, Samijo Sekar Wulan Dari Sephia Rahayu Purnama Setyowidodo, Irwan Sinta Nur Aishah Siti Aizah 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 Yulianna Puspitasari Yuni Katminingsih Yuni Katminingsih