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Pengembangan Media Edpuzzle Berbasis STEAM Subtema Benda Angkasa Luar Dan Rahasianya Untuk Sekolah Dasar Mukhlis, Muhammad Sulton; Kumala , Farida Nur; Triwahyudianto, Triwahyudianto
Cendikia: Jurnal Pendidikan dan Pengajaran Vol. 2 No. 7 (2024): Cendikia: Jurnal Pendidikan dan Pengajaran
Publisher : Cendikia: Jurnal Pendidikan dan Pengajaran

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Abstract

Kurangnya kreativitas guru dalam membuat media pembelajaran menjadikan faktor utama yang menghambat hasil pembelajaran yang maksimal. Dilain itu, siswa dalam pembelajaran kesulitan memahami materi, sehingga pesan yang disampaikan kurang maksimal. Oleh karena itu, dilakukan pengembangan media pembelajaran video edpuzzle berbasis STEAM. Tujuan penelitian ini untuk mendeskripsikan proses pengembangan mengetahui tingkat kelayakan, kepraktisan dan keefektifan media pembelajaran. Penelitian ini menggunakan metode ADDIE, dengan tahapan Analysis (Analisis), Design (Perancangan), Development (Pengembangan), Implementation (Implementasi), dan Evaluation (Evaluasi). Teknik pengumpulan data menggunakan lembar angket validasi media, validasi materi, validasi bahasa, respon guru, respon siswa dan lembar tes pretest, posttest. Berdasarkan hasil uji coba diperoleh hasil validasi ahli media dengan presentase 97,2%, ahli materi 91,6%, ahli bahasa 86,5%. Hasil respon guru memperoleh 94% dan respon siswa 92,2%. Hasil pretest 60,3%, posttest 85,7% dan N-gain 0,65 dengan kategori perlakuan “Sedang”. Berdasarkan hal tersebut, media edpuzzle berbasis STEAM dapat meningkatkan pemahaman pada proses belajar siswa kelas VI sekolah dasar.
Pengembangan Media E-Modul Interaktif Berbasis Google Sites Dalam Model Problem Based Learning (PBL) Muatan Pelajaran IPAS Materi Rantai Makanan (Memakan Dan Dimakan) Kelas V SDN Keras 1 Nugroho, Mohamad Nasir Dwi; Yasa , Arnelia Dwi; Triwahyudianto, Triwahyudianto
Cendikia: Jurnal Pendidikan dan Pengajaran Vol. 2 No. 8 (2024): Cendikia: Jurnal Pendidikan dan Pengajaran
Publisher : Cendikia: Jurnal Pendidikan dan Pengajaran

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Abstract

Pendidikan di abad 21 menuntut peserta didik untuk berpikir tingkat tinggi, keterampilan dalam menggunakan informasi, media maupun teknologi dalam pembelajaran. Pada saat melakukan penelitian di sekolah guru menyampaikan pembelajaran ipas materi rantai makanan kelas v di SDN Keras 1 guru hanya menggunakan metode ceramah dan bahan ajar berupa lembar kerja siswa tanpa didukung penggunaan media elektronik. Media yang digunakan guru kurang menarik sehingga pesan yang disampaikan kurang maksimal. Tujuan penelitian ini untuk mengetahui kelayakan, kepraktisan dan keefektifan Media E-Modul Interaktif Berbasis Google Sites. Jenis penelitian yang digunakan adalah penelitian pengembangan (Research and Development) dengan model pengembangan ADDIE yaitu Analysis (analisis), Design (desain), Development (pengembangan), Implementation (implementasi), dan Evaluation (evaluasi). Instrument penelitian meliputi angket validasi kelayakan meliputi ahli media, ahli materi, dan ahli bahasa, sedangkan angket validasi keefektifan meliputi angket guru dan siswa. Analisis data pada tahap penelitian pengembangan ini meliputi teknik analisis data kualitataif dan kuantitatif. Subjek penelitian ini yaitu guru dan siswa kelas V SDN Keras 1 Kab Jombang. Produk E-Modul IPAS melalui uji kelayakan Media 91%, Materi 92% dan Bahasa 95%. Uji kepraktisan guru 94%, uji lapangan terbatas kelompok kecil 93,8% dan kelompok besar 95%. Hasil Uji keefektifan mendapatkan 73,1% kategori “Efektif”. Dari hasil penelitian ini menunjukkan bahwa E-Modul Google Sites Berbasis PBL Materi Rantai Makanan Pada Mata Pelajaran IPAS Untuk Sisswa Kelas v sangat layak untuk di terapkan diharapkan dapat meningkatkan motivasi siswa dalam belajar, sehingga dapat meningkatkan hasil belajar siswa
Interactive media based on project-based learning using Lumi Education for IPAS subjects in 4th-grade elementary school Yulia, Zikkrillah Nur Miftakhul Laili; Triwahyudianto, Triwahyudianto; Kumala, Farida Nur; Aiman, Wan Muhammad
Journal of Environment and Sustainability Education Vol. 3 No. 1 (2025)
Publisher : Education and Development Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62672/joease.v3i1.40

Abstract

This research is motivated by the needs of fourth-grade students of SDN 5 Pandesari who tend to be passive and have low learning motivation, thus affecting the achievement of IPAS learning. The purpose of this study is to describe the development process, determine the validity, practicality, and effectiveness of PjBL-based interactive media using the Lumi Education application. This type of research is Research and Development (R&D) which uses the ADDIE development model as the basis for product development. The results in this study indicate that PjBL-based interactive media using the Lumi Education application: 1) valid for use in IPAS learning with a percentage of 96% from media experts with the category "Very valid", 92% from material experts with the category "Very valid", and 88% from linguists with the category "Very valid". 2) practical, with the acquisition of a percentage from teachers of 89% with the category "Very Practical", a limited trial of 86% with the category "Very Practical", and a broad trial of 87% with the category "Very Practical". 3) effective, with an N-gain score of 0.62 with a treatment effectiveness category of "Moderate". Based on these results, it can be concluded that this PjBL-based interactive media using the Lumi Education application is valid and practical for use in learning IPAS grade IV.
Improving Flat Building Learning Outcomes Through a Jigsaw Model Based on Culturally Responsive Teaching in Grade IV Elementary School Triwahyudianto, Triwahyudianto; Septiana, Eva Wulan; Suprianti, Dhia
Sistem-Among : Jurnal Pendidikan Sekolah Dasar Vol. 5 No. 1 (2025): Volume 5 Nomor 1 Tahun 2025
Publisher : Actual Insight

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56393/sistemamong.v5i1.3274

Abstract

The mathematics learning outcomes of Grade IV students at Sekolah Dasar Negeri Bandungrejosari 3 in Malang City on the topic of flat buildings remain relatively low and uneven due to a learning approach that does not sufficiently respond to students’ cultural, social, and prior learning experiences. This study aims to improve mathematics learning outcomes through the application of the Jigsaw learning model based on Culturally Responsive Teaching. The Jigsaw model promotes collaboration, active participation, and individual responsibility within heterogeneous groups, while the principles of Culturally Responsive Teaching are integrated to create learning that is contextual, culturally relevant, and respectful of student diversity. This research employed classroom action research conducted in two cycles, each consisting of planning, implementation, observation, and reflection. The research subjects were 28 students in Grade IV. Data were collected through learning outcome tests, student activity observation sheets, and field notes. The results showed that applying the Jigsaw model based on Culturally Responsive Teaching was effective in increasing student activeness, confidence, and conceptual understanding of flat buildings. The completeness of students’ learning outcomes increased from 35.71 percent in the pre-cycle to 71.43 percent in the first cycle and reached 92.86 percent in the second cycle, with the average score also showing a significant improvement. These findings demonstrate that the combination of the Jigsaw model and Culturally Responsive Teaching can create an inclusive learning environment, adapt to classroom diversity, and effectively improve mathematics learning outcomes in elementary schools.
Application of Culturally Responsive Teaching Approach Assisted by Padlet Media of Traditional Game Materials to Improve Student Learning Outcomes Triwahyudianto, Triwahyudianto; Susanti, Suci Indah; Suprapti, Dhia
Pedagogi : Jurnal Pendidikan dan Pembelajaran Vol. 5 No. 1 (2025): Volume 5 Nomor 1 Tahun 2025
Publisher : Actual Insight

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56393/pedagogi.v5i1.3244

Abstract

This research aims to improve student learning outcomes in the Pancasila Education subject of Traditional Game materials through the application of the Culturally Responsive Teaching (CRT) approach assisted by Padlet digital media. The background of this research is that there is still low student learning outcomes due to conventional learning methods that are less relevant to the local cultural context and the lack of use of interactive digital media in learning Pancasila Education in elementary schools. This research fills the gap in the study on the integration of CRT with Padlet media in Pancasila Education materials at the elementary level. The method used is the Kemmis & McTaggart model Class Action Research, carried out in two cycles which each consist of planning, action, observation, and reflection stages with 28 subjects in grade III of Bandungrejosari 2 Malang Public Elementary School. The research instruments include teaching modules, Padlet media, Student Worksheet, and evaluation tests. The results showed an increase in student learning completeness from 28% in the pre-cycle (average 45), to 57% in the first cycle (average 67), and a significant increase to 78% in the second cycle (average 80). These findings show that the application of the CRT approach assisted by Padlet digital media is effective in improving student learning outcomes. The implications of this study support the importance of using local culture-based digital media in learning Pancasila Education in the Merdeka curriculum to create a more contextual, interactive, and meaningful learning experience.