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Characteristics of Students’ Reflective Abstraction:Based on Abstraction Levelization Wafiqoh, Risnina; Ardiansah, Feri; Zaliman, Iski
Pelangi (e-Journal) Vol 15, No 1 (2024)
Publisher : Universitas PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/jp.2024.v15i1.8008

Abstract

Reflective abstraction really helps students in the learning process of mathematics. Students who have good Reflective Abstraction will understand mathematical concepts and can relate mathematical concepts easily. This research question is how is each level of the reflective abstraction of high school students? This research was conducted using a qualitative approach with grounded theory methods. The research subjects involved in this study were allegedly 36 people who came from senior high schools in Pangkalpinang, Bangka Belitung Islands Province. Of the 36 subjects, 8 people were selected consisting of two representatives from each level of Reflective Abstraction for further interviews. This study found that the attribute Level 4 which is Building the Right Clear Concept is to build a new concept without experiencing errors in the concept being built, the concept that is built clearly and easily fits, and Explanatory Arguments which provide arguments or explanations for each step of the concept being built. Level 3 which is Building a Concept that contains a Complete Concept Clear or there is a Concept Mistake is building a new complete and clear concept or building a concept but there is an error in the concept being built, and Level 2 which does not build a concept is unable to build a new concept but remembering Returning a relevant concept, which means being able to remember related concepts but unable to link relevant concepts or being unable to recall relevant concepts so being unable to construct new concepts
Sosialisasi Media Interaktif berbasis Aplikasi Role Playing games (RPG) bagi Guru SDN 5 Mendobarat Arrosyad, M Iqbal; Nugroho, Fandi; Ardiansah, Feri
INTEGRATIF: Jurnal Pengabdian Kepada Masyarakat Vol 2 No 1 (2024): INTEGRATIF: Jurnal Pengabdian Kepada Masyarakat
Publisher : Kilau Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60041/integratif.v2i1.97

Abstract

This service activity aims to introduce teachers to the concept and benefits of using RPG applications in learning. Through structured sessions, participants are introduced to the basics of RPG, demonstrations of using the application in a classroom context, and discussions about its benefits in increasing student motivation and participation. Apart from that, this activity also discusses strategies for implementing RPG applications in the school curriculum. The results of this activity show that the RPG application has great potential to create a more interactive and enjoyable learning environment. RPGs can increase student engagement, motivate them through reward systems, and develop collaborative and problem-solving skills. Teachers who take part in this activity gain practical knowledge and skills to integrate this technology into their daily learning.
Pengembangan Media Kartu Kata Digital Berbasis Adobe Flash Cs6 Untuk Pemahaman Menyusun Kalimat Sederhana Siswa SD Sadira, Muhammad Rifandi; Arafatun, Sasih Karnita; Ardiansah, Feri
TERAMPIL: Jurnal Pendidikan dan Pembelajaran Dasar Vol 10 No 1 (2023): TERAMPIL
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/terampil.v10i1.14728

Abstract

Siswa mengalami kesulitan dalam menyusun kata menjadi sebuah kalimat sederhana dan belum adanya media pendukung serta minimnya penggunaan media sehingga guru kurang efektif dalam menyampaikan materi pembelajaran yang hanya terpaku oleh buku tematik. Tujuan penelitian untuk mengembangkan media kartu kata digital berbasis adobe flash cs6 sebagai pemahaman menyusun kalimat sederhana untuk siswa kelas II SD. Jenis penelitian yang digunakan ialah penelitian dan pengembangan (Research and Development) mengadopsi model Borg and Gall yang meliputi 10 langkah yakni potensi dan masalah, pengumpulan data, desain produk, validasi desain, revisi desain, uji coba produk, revisi produk, uji coba pemakaian, revisi produk, produk massal. Subjek penelitian kelas II SD berjumlah 30 siswa. Pengumpulan data melalui wawancara, angket (kuesioner) respon siswa dan validasi ahli sedangkan analisis data menggunakan deskripstif kuantitatif pada skala likert dan guttman. Hasil penelitian menunjukkan bahwa berdasarkan validasi ahli memperoleh 84% dan ahli media memperoleh 90% dengan kriteria sangat valid, sedangkan uji coba produk memperoleh 100% dan uji coba pemakaian memperoleh 100% dengan kriteria sangat praktis. Dapat disimpulkan jika media kartu kata digital berbasis adobe flash cs6 untuk pemahaman menyusun kalimat sederhana siswa kelas II SD yang telah dikembangkan dinyatakan valid dan praktis digunakan sebagai media pembelajaran
Pengembangan Media Pembelajaran Berbasis Augmented Reality Pada Pembelajaran Matematika Kelas IV Sekolah Dasar Fitriani, Fitriani; Ardiansah, Feri; Pitriyana, Sisi
All Fields of Science Journal Liaison Academia and Sosiety Vol 5, No 2: Juni 2025 Part 2
Publisher : Lembaga Komunikasi dan Informasi Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58939/afosj-las.v5i2.1048

Abstract

Penelitian ini dilatar belakangi permasalahan yaitu media pembelajaran yang digunakan pendidik kurang optimal. Pendidik belum mengembangkan media pembelajaran sesuai dengan kebutuhan, sehingga pembelajaran di kelas kurang efektif dan nilai Ulangan Harian Peserta didik masih rendah. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis Augmented Reality yang valid, praktis dan efektif pada pembelajaran matematika kelas IV SDN 5 Pangkalan Baru. Jenis penelitian ini menggunakan metode Research and Development (RD) dengan menggunakan model pengembangan ADDIE. Subjek penelitian ini siswa kelas IV yang berjumlah 24 siswa. Teknik pengumpulan data dilakukan dengan angket dan tes. Teknik analisis data yang digunakan analisis kevalidan, kepraktisan, dan keefektifan media. Berdasarkan hasil perolehan angket ahli kevalidan memperoleh nilai yaitu penilaian materi presentase 85% “valid”, penilaian media presentase 89,3% “sangat valid” dan penilaian bahasa presentase 80% “valid”. Penilaian kepraktisan dilihat dari perolehan angket respon siswa uji coba kelompok kecil 88,9% “sangat praktis”, uji coba kelompok besar 88,3% “sangat praktis” dan uji kepraktisan oleh guru 82% “praktis”. Media Augmented Reality juga terbukti efektif digunakan dalam penelitian yang ditinjau dari hasil uji normalitas pretes 0,57 0,05 dan posttest 0,59 0,05 yang berarti data berdistribusi normal serta hasil uji t test dengan taraf signifikan 0,000 0,05, sehingga dapat disimpulkan media Augmented reality efektif digunakan dalam pembelajaran.
ETIKA DIGITAL DALAM BERMEDIA SOSIAL PADA KEHIDUPAN SEHARI-HARI DI KELURAHAN AIR JUKUNG Pratama, Suprayuandi; Ardiansah, Feri; Mariska, Dina; Anjani, Tsabita Putri
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 5 No. 5 (2024): Vol. 5 No. 5 Tahun 2024
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v5i5.35816

Abstract

Penggunaan media sosial di Kelurahan Air Jukung, Kecamatan Belinyu, semakin meningkat seiring dengan perkembangan era digital. Namun, hal ini memunculkan tantangan terkait etika digital seperti penyebaran hoaks, pelanggaran privasi, dan perilaku tidak pantas. Program pengabdian masyarakat ini dipilih karena kesadaran masyarakat terhadap pentingnya verifikasi informasi dan perlindungan data pribadi masih rendah. Tujuan program ini adalah meningkatkan literasi digital, khususnya dalam aspek etika digital, melalui edukasi tentang verifikasi informasi, perlindungan data pribadi, perilaku sopan di media sosial, serta dampak hukum dari pelanggaran etika digital. Metode yang digunakan meliputi audiensi dengan kepala kelurahan untuk mengidentifikasi permasalahan, penyusunan panduan materi, edukasi kepada masyarakat, serta diskusi dan evaluasi bersama. Program ini melibatkan pelajar, orang tua, dan pelaku usaha lokal, di mana pelajar diajarkan penggunaan media sosial yang bijak, orang tua dibekali cara membimbing anak-anak dalam dunia digital, dan pelaku usaha diberi wawasan tentang etika berbisnis online. Kerja sama dengan pemerintah lokal, sekolah, dan organisasi masyarakat setempat menjadi faktor kunci keberhasilan. Hasil yang diharapkan adalah terbentuknya ekosistem digital yang sehat dan produktif di Kelurahan Air Jukung, yang juga dapat menjadi model bagi daerah lain dalam meningkatkan literasi dan etika digital, serta mendukung perkembangan ekonomi lokal melalui pemanfaatan teknologi yang lebih etis dan bertanggung jawab.
Rancang Bangun Alat Estimasi Nilai Lumen Lampu Berbasis Internet of Things dengan Aplikasi Android Blynk Ardiansah, Feri; Prasetia, Vicky; Susanti, Hera; Rafiq, Arif Ainur; Riyanto, Sugeng Dwi
Infotekmesin Vol 17 No 1 (2026): Infotekmesin: Januari 2026
Publisher : P3M Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/infotekmesin.v17i1.2867

Abstract

The development of lighting technology, particularly LED lamps, drives the need for light intensity testing (lumen) to ensure quality and energy efficiency. The SNI IEC 62612:2016 standard establishes testing parameters that must be met, but field testing processes are still largely manual and inefficient. This research aims to design and realize an Internet of Things (IoT)-based lamp lumen value testing tool with results displayed on an Android application as a practical and automated solution. The tool is designed according to the SNI IEC 62612:2016 standard, equipped with a BH1750 sensor to measure light intensity (lux), a PZEM-004T sensor to measure voltage and current, and an MLX90614 sensor to measure lamp surface temperature. The testing process is performed automatically using a NodeMCU ESP32 microcontroller, with measurement results displayed on a 20x4 LCD and transmitted to the Blynk application on Android in real-time. Testing on 16 LED lamp samples from various brands and powers showed that the system has high accuracy with average BH1750 sensor accuracy of 98.78%, MLX90614 sensor accuracy of 99.74%, PZEM-004T sensor accuracy for voltage of 99.9% and current 100%, as well as error-free data transmission to Android applications. This tool successfully performs lumen testing automatically, accurately, and efficiently according to national standards.
Pengembangan Multimedia Interaktif Berbantuan Canva pada Materi Perkalian Bilangan Cacah di Kelas III SD Rahmadika, Dhevario; Ardiansah, Feri; Vebrian, Rajab
Pedagogi: Jurnal Pendidikan Dasar Vol. 14 No. 1 (2026): April 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/pedagogi.vol.14i.1.1308

Abstract

This research was motivated by students' lack of understanding of the material on arithmetic operations of whole number multiplication, low student grades, and limited use of learning media. This study aims to produce and determine interactive multimedia products assisted by Canva for arithmetic operations of whole number multiplication that are valid, practical, and effective. This study is a development research using the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The data collection techniques used include interviews, questionnaires, and tests. The data analysis techniques used are the validation questionnaires from the experts, the responses from the students, and the pretest and posttest through normalized N-Gain. Based on the analysis results, the material validity score is 90% with the "very valid" category. The media expert 1 and 2 scores are 97% and 90%, also categorized as "very valid". The practicality score from participants is 88% with the "very practical" category. The N-Gain test result shows an increase in understanding of multiplication of whole numbers, with a value of 0.47, categorized as moderate. However, the effectiveness of the interactive multimedia supported by Canva is still considered low.
Pengembangan Buku Ajar dengan Model Addie pada Mata Kuliah Manajemen Teknologi Pendidikan: PENGEMBANGAN BUKU AJAR DENGAN MODEL ADDIE MATA KULIAH MANAJEMEN TEKNOLOGI PENDIDIKAN Ardiansah, Feri; Miftakhi, Diah Rina
JOEAI (Journal of Education and Instruction) Vol. 3 No. 2 (2020): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v3i2.1550

Abstract

This research aims to develop The Teaching Book of Education Technology Management Course to prepare undergraduate students of Elementary School Teacher Education Study Program at STKIP Muhammadiyah Bangka Belitung in managing integrated Thematic learning of elementary schools. The data collection method used is a questionnaire. Data are analyzed with qualitative and descriptive quantitative descriptive techniques. The results showed that the educational technology management textbook developed following the ADDIE Model includes five steps, namely; planning, development, implementation and evaluation. The composition of the teaching book development has followed all five stages of the ADDIE model. The results of research, validation of expert materials related to educational technology management textbooks developed qualified very decent (86.66%) from media experts are also highly qualified (90%), and so are qualified linguists (86.66% ), the average validation result by students on teaching book products is 90.15% (qualifications are very feasible). In conclusion, the overall teaching book of Educational Technology Management Course developed is valid and feasible for use by students. Keywords: Education Technology Management, ADDIE Model, Textbook Development
Peranan Orang Tua Siswa dalam Melaksanakan Pendampingan Pembelajaran dari Rumah Secara Online Miftakhi, Diah Rina; Ardiansah, Feri
JOEAI (Journal of Education and Instruction) Vol. 3 No. 2 (2020): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v3i2.1726

Abstract

The purpose of this research is to improve students' learning outcomes in science subjects grade VI SD Negeri 02 Ujan Mas by using lung respiratory media. This research uses a type of Class Action (PTK) research conducted in 2 cycles, each cycle consists of 4 stages, namely the stage of planning, implementation of actions, observation and reflection. This research subsection numbered 19 people. Data collection techniques are carried out through tests, and observations. Data analysis is done through observation data management. The results showed before learning using respiratory media (Pre-Test) learning results can be categorized as medium with a high category of 2 people, a moderate category of 15 people, and a low category of 2 people. Learning results when using respiratory media (Pre-Test) can be categorized as moderate or sufficient, this is evidenced by the results of learning in a high category of 0 people, a moderate category of 19 people and a low category of 0 people. The results of the analysis showed no significant influence of lung respiratory media on the results of science study grade VI SD N 02 this is evidenced by the results of rxy value data known correlation between variable X and variable Y of 0.061279 located at intervals of 0.00-0.20. In conclusion, the use of pulmonary respiratory media in grade 6 science lessons at SDN 02 Ujan Mas showed moderate or sufficient correlation in improving student learning outcomes, although statically it did not show significant influence. Keywords: Lung Respiratory Media, Learning Outcomes, Science Lessons
PENGEMBANGAN MEDIA PEMBELAJARAN AUGMENTED REALITY (AR) PADA MATERI BAGIAN TUBUH TUMBUHAN DAN FUNGSINYA KELAS IV SEKOLAH DASAR Silvika, Silvika; Ardiansah, Feri; Pitriyana , Sisi
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.v11i2.44274

Abstract

The author's research was motivated by the lack of media integration in the teaching and learning process, particularly in science education, where teachers use textbooks and pedagogical models that are oriented towards educators. The research aimed to develop augmented reality media that is valid, practical, and effective in teaching fourth-grade elementary school students about plant parts and their functions. The research used Research and Development (R&D) through the use of the ADDIE development model, which includes five processes: Analyze, Design, Development, Implementation, and Evaluation. The author's study involved 26 fourth-grade students, covering both small and large scales. The method applied to collect data was a test questionnaire. The data analysis methodology used was qualitative descriptive analysis and quantitative descriptive analysis. Practicality data was obtained from the results of student response questionnaires. The effectiveness data was obtained from the analysis of the pretest and posttest scores. The validation results from two media experts were both 90%, which is classified as “Highly Valid.” On the other hand, the validation results from two subject matter experts were 80% and 87.5%, respectively, which is classified as “Valid.” The average percentage of pretest and posttest questions reached 85%, which is classified as “Valid.” The practicality level of augmented reality learning media in the limited-scale product trial stage reached 100%, classified as “Very Practical.” Meanwhile, in the large-scale product trial stage.