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PROSES PELAKSANAAN PEMBELAJARAN MUATAN LOKAL REYOG PONOROGO DI SMA NEGERI 2 PONOROGO Asmarani, Ratih
Ed-Humanistics Vol 3 No 1 (2018)
Publisher : Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

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Abstract

Efektivitas Penggunaan Media Boneka Tangan Terhadap Keterampilan Bercerita Siswa Kelas V Sekolah Dasar Rahmatilah, Farihatul; Supratno, Haris; Asmarani, Ratih
IJPSE : Indonesian Journal of Primary Science Education Vol 1 No 2 (2021): IJPSE
Publisher : Prodi PGSD Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v1i2.1274

Abstract

The use of instructional media is a creative learning activity that students enjoy doing. The purpose of this study is to describe (1) the learning process of using hand puppet media of storytelling skills, (2) student responses on learning using hand puppet media, (3) the result of storytelling skills by using hand puppet media. The research is a qualitative and quantitative research design. Qualitative design is emphasizing more attention on a "process". For quantitative design is to determine the average value before and after learning. The sources are teachers, students, list of student names, the assessment results before implementation, class teacher identity, school profiles, lesson plans, syllabus, and theme books. The subjects are teachers and students, and the object is hand puppet media. The results showed that by using hand puppet media on storytelling at first and second meetings shows learning process runs effectively and is accordance with the teacher’s plan.. The results of questionnaire concluded a good response with an average score of 94.9%. The data from pre-test scores on learning I achieves 61.62. While the average score after learning process (post test) is 78.10. Through comparison of the average score on pre-test and post-test is increased by 16.48. Then, the data from post test scores on learning II is 80. Through comparison of the score at the first and second meeting is increased by 1.9. Based on the results, it can be concluded that hand puppet media can be used as an appropriate source of learning for storytelling skills in elementary schools.
Meningkatkan Keterampilan Komunikasi Siswa Melalui Penerapan Metode Everyone Is A Teacher Here Fitriah, Putri Imarotul; Yulianto, Bambang; Asmarani, Ratih
Journal of Education Action Reseach Vol 4, No 4 (2020): NOVEMBER 2020
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jear.v4i4.28925

Abstract

Dalam pembelajaran disekolah para guru harus berinovasi dalam hal mengajar dan bisa menjadikan peserta didik lebih terampil ketika berbicara dikelas, dalam hal menyampaikan pendapat, berdiskusi dan presentasi didepan kelas. Tujuan dari penelitian ini adalah untuk mengwtahui hasil peningkatan keterampilan komunikasi melalui penerapan metode Everyone Is A Teacher Here kelas III di SD Negeri. Jenis penelitian ini adalah Penelitian Tindakan Kelas (PTK). Subjeknya yaitu siswa kelas III SD Negeri. Objeknya yaitu keterampilan komunikasi.Hasil penelitian menunjukan bahwa adanya peningkatan dari siklus I ke siklus II, antara lain: (1) Hasil penelitian aktivitas guru siklus I adalah 80% dengan kategori berhasil, sedangkan siklus II adalah mencapai 94,5% dengan kategori sangat berhasil; (2) Hasil penelitian aktivitas siswa siklus I adalah 86,5% dengan kategori sangat berhasil, sedangkan siklus II adalah mencapai 90% dengan kategori sangat berhasil; (3) hasil pembelajaran peningkatan keterampilan komunikasi  siklus I adalah 50% berada dikriteria tuntas, sedangkan siklus II adalah 83,33% berada dikriteria tuntas karena sudah melebihi nilai ketuntasan klasikal yakni ≥ 80%. Berdasarkan hasil penelitian tersebut dapat disimpulkan bahwa penerapan metode Everyone Is A Teacher Here (ETH) dapat  meningkatkan kualitas keterampilan komunikasi  siswa kelas III di SD Negeri.
The Effectiveness of Audio on learning Outcomes to Understand the Intrinsic Elements Setiowati, Vivirian; Asmarani, Ratih; Yulianto, Bambang
Jurnal Ilmiah Sekolah Dasar Vol 4, No 4 (2020): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jisd.v4i4.29313

Abstract

Learning process in the school, teachers must be more innovative in the terms of storytelling. The low ability of students in understanding a story. An alternative that can increase students understanding of the ability of understanding  stories is the presence of media. Media in learning has a very important function, namely as a tool that can affect the place of learning that is being managed by the teacher. If the teacher wants to increase interest in new learning, they must use media in  learning  activities. The aim of this research is to know the effectiveness of the use of audio media in learning  understand the intrinsic elements of fairy tales on learning outcomes before and after the action on the second grade students of Elementary school of Rejoagung. This study uses a research  design model of One Group Pretest Posttest Design. By using t test statistical analysis to see the effectiveness of using audio media in learning to understand the intrinsic elements of fairy tales on learning outcomes. It can be seen in the t test in learning, there is an effective use of audio media in learning to understand the intrinsic elements of fairy tales on learning outcomes.
The Development of Lectora Inspire Media Based on Jombang Local Culture for Fourth Grade Elementary School Debiya, Lenon; Asmarani, Ratih
IJPSE : Indonesian Journal of Primary Science Education Vol 2 No 1 (2021): IJPSE
Publisher : Prodi PGSD Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v2i1.2062

Abstract

Process in SD level requires learning media to attract students' enthusiasm for learning. activities in classroom can follow the development without reducing moral education and student creativity. Introduction of local culture is necessary in the learning process so that students can understand the culture around them. This study to determine the development of media by Lectora inspire with cultural in country for the fourth grade of SD, and to find the quality of media in learning SD. This research was carried out at SD Kepanjen 2 Jombang in May 2020/2021 using R&D (Research and Development) but refers to design of ADDIE and its acronym is Analyze, Design, Development, Implementation, and Evaluation. The subjects of the media trial were 20 from class IV-A SD Kepanjen 2 Jombang. The research instrument used a validation sheet and questionnaire with quantitative data analysis techniques and qualitative data. The results of the study in validity percentage is 94.775%. (very valid also worthy of use without improvement), with each material expert rating of 91.55% (very valid also eligible to be used without improvement), and media experts of 98% (very valid also eligible to be used without improvement). The product trial from students obtained an overall percentage assessment of 90.45% (very interesting), while the educator's assessment of 91.7% Lectora inspire-assisted learning media was very interesting and very suitable for use in elementary learning. So it can be concluded that the interactive media developed is very valid and can also be used in learning.
The Development of Pop Up Book Media with The Character of Art Figure Besutan Jombang Aurelia, Ifa Dwi; Asmarani, Ratih
IJPSE : Indonesian Journal of Primary Science Education Vol 2 No 1 (2021): IJPSE
Publisher : Prodi PGSD Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v2i1.2064

Abstract

One of the use of learning media is to deliver the material from teacher to students. There are many types of learning media that can be applied to learning activities, especially at the primary school. In the era of technology, there are many new habits in life especially for primary school. Therefore, it is necessary to strengthen the material for primary school students about the value of goodness contained in regional arts. This research is included in research and development which will later obtain the results of a teaching material in the form of a Pop up book learning media by using Jombang's art figures. In addition to obtain a learning media, this research also aims to determine the process, implementation, and quality of the media. The research process was carried out in accordance with the steps in the 4-D model from Thiagarjan which had been modified by researchers without dissemination stage. In the development process, the researcher obtained 94.35% from material and media experts. While at the implementation stage, the researcher obtained 85.89% from the average score given by media users. Then 87.01% for the quality score which is the average of the process and implementation stages which indicates that the media developed by researchers is included in the category of very valid and feasible to be used without the need for improvement.
Development of Media Fun Thinkers Book Material for The Diversity of Living Things for Class IV Elementary School Nur Anggraini, Pipin; Asmarani, Ratih
IJPSE : Indonesian Journal of Primary Science Education Vol 2 No 1 (2021): IJPSE
Publisher : Prodi PGSD Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v2i1.2072

Abstract

In the implementation of learning activities that occur at SD Plus Pesantren Al-Anwar, problems when implementing learning activities, among others, are the media used are not supportive, teachers use learning resources in the form of books and have not used certain learning media. This is the cause of students tend to be passive in learning activities. When learning theme 3 sub-theme 2 learning 2 in class IV the teacher uses image media in teaching and learning activities, making students less understanding of the material. As a result, students are less interested in teaching and learning activities. This research was conducted in class IV, which consisted of 20 students. In the development research that has been carried out, it is expected to be able to provide a good influence for students, the Fun Thinkers book media is to foster student learning activities and achievements and must use media that can foster student interest in learning so that they are enthusiastic in undergoing the learning process. Research using the ADDIE model which passes through 5 stages.
The Development of Diorama Media as a Covid-19 Educational Means in 2021 Rohmatul Laili, Intan; Asmarani, Ratih
IJPSE : Indonesian Journal of Primary Science Education Vol 2 No 1 (2021): IJPSE
Publisher : Prodi PGSD Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v2i1.2073

Abstract

The development of this diorama media was motivated by several gaps, including: 1) students had never received interesting education about covid-19, 2) diorama media did not teach students to understand covid-19, 3) general students did not understand about covid-19 yet, so the development of three dimensions model media and their implementation was carried out at Mundusewu Primary School 3 Jombang. Based on the problems that have been described, this development aims to determine the process of developing diorama media for fourth grade students at Mundusewu Primary School 3 Jombang and understand the implementation of it. The research method used is research and development, modified by the Sugiyono and Borg and Gall models as needed. The assessment of the diorama media is carried out by material experts, media experts, users or educators and fourth grade students. The results of the research showed the percentage of media experts was 79.41%. In stage I, the percentange of material experts was 86.11%. Then, in stage 2 the percentange of material expert became 88.88%. In addition, the results of users or educators are 94.4%. The product test resulted 6 students were in the category of very attractive with a percentage of 92.59%, and the usability test for 15 students reach a percentage of 98.45% which is included in the very attractive category. Based on the results of data analysis in general, it can be concluded that the diorama media is feasible to be developed as a learning media.
Development of Board Game Media in Art Culture and Craft Learning at 5th Grade of Elementary School Maulana, Puja; Asmarani, Ratih
IJPSE : Indonesian Journal of Primary Science Education Vol 2 No 1 (2021): IJPSE
Publisher : Prodi PGSD Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v2i1.2083

Abstract

Indonesia has a variety of cultures including traditional dances that students must know and which need to be socialized in learning. This socialization is carried out through education that is packaged as attractively as possible, namely media in the form of games (board game), especially for students. This study aims to introduce and memorize the dance culture of Indonesia in fifth grade at the elementary school level. To find out how the process of media development and how the quality of the media. This research is a type of ADDIE model research proposed by Tegeh which consists of four stages, includes analyze, design, implementation, and evaluation stage. The research subjects were fifth grade elementary school students in the academic year 2021/2022, based on field trials the results of expert validity research were in the very valid category with an overall average of 89%. The results of these student responses show a total score of 47 out of a maximum total score of 52. After being analyzed and presented as a percentage, the score is 90% with a very valid category. Based on field trials, researcher conducted tests on students with the results of classical learning completeness as much as 86%. Based on the results of data analysis in general, it can be concluded that SBdP learning using the Board Game media that has been developed greatly supports the learning process. With this, it can also be seen from the number of students who have completed the trial test on the material about traditional dance in Indonesia.
Inovasi Pembelajaran Seni Berbasis Mobile Learning bagi Mahasiswa Pendidikan Guru Sekolah Dasar Mariati, Pance; Asmarani, Ratih; Sunanto, Sunanto; Hardiningrum, Andini
Jurnal Basicedu Vol. 5 No. 6 (2021)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v5i6.1741

Abstract

Tujuan dari penelitian ini adalah mendeskripsikan penerapan inovasi pembelajaran seni berbasis Mobile learning pada mahasiswa Pendidikan Guru Sekolah Dasar serta mengidentifikasi kekurangan dan kelebihan pembelajaran seni berbasis mobile learning. Metode penelitian ini yaitu metode penelitian kualitatif dengan Subjek penelitian mahasiswa PGSD semester 4 tahun ajaran 2020/2021 sebanyak 100 mahasiswa. Teknik pengumpulan data yakni observasi pada saat pelaksanaan pembelajaran, wawancara langsung dengan mahasiswa, dan dokumentasi hasil tugas pendidikan seni. Hasil penelitian menunjukan bahwa penerapan inovasi pembelajaran seni berbasis mobile learning sangat efektif diterapkan selama pelaksanaan pembelajaran daring. Pembelajaran seni berbasis mobile learning memberikan pengalaman tersendiri bagi mahasiswa. Mahasiswa tetap dapat berapresiasi dan berkreasi seni meski pembelajaran dilakukan secara daring. Kekurangan dari penerapan pembelajaran berbasis mobile learning ini adalah mahasiswa tidak bisa praktek seni secara langsung, tidak dapat berinteraksi langsung dengan teman lain ketika berproses seni. Sedangkan kelebihannya yakni pembelajaran dapat dilaksanakan dimana saja, mahasiswa bisa lebih mandiri dan dapat memperoleh pengetahuan lebih luas lagi melalui internet.  Berdasarkan hasil penelitian, disimpulkan bahwa penerapan inovasi pembelajaran seni berbasis mobile learning dapat meningkatkan pemahaman serta kreativitas Mahasiswa PGSD dalam berkarya seni meskipun dilaksanakan secara daring. Harapannya semoga para pendidik dapat terus berinovasi menciptakan strategi serta metode pembelajaran yang menarik guna meningkatkan ketrampilan peserta didik