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Bersama Berkarya, Bersama Berkreasi: Peningkatan Keterampilan dan Kreativitas Remaja IKRA RT 10 RW 09 Melalui Nyablon Kuy dan Wirefluff Sari, Prima Mutia; Fajrin, Gustina Romarti; Innayah, Nabila Alifia; Mulyani, Mai Rosi Made; Siskawati, Ira; Tilla, Kurnia; Laela, Khori Nur; Prasetyarini, Maria Immaculata; Utami, Mita; Romadon, Muhammad Alyf; Amina, Hanna; Novilia, Novilia
Jurnal Pengabdian Masyarakat Bangsa Vol. 3 No. 5 (2025): Juli
Publisher : Amirul Bangun Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59837/jpmba.v3i5.2737

Abstract

Kegiatan ini dilatarbelakangi oleh kecanduan gadget pada remaja di RT.10/RW.09 Kelurahan Kramat Jati, yang menyebabkan kurangnya partisipasi mereka dalam kegiatan sosial. Program ini bertujuan untuk: (1) mengembangkan imajinasi dan keterampilan tangan melalui kreasi kawat bulu (Wirefluff), dan (2) meningkatkan kreativitas, desain, serta jiwa kewirausahaan melalui kegiatan sablon sederhana (Nyablon Kuy). Program dilaksanakan melalui tiga tahap: persiapan, pelaksanaan (pelatihan dan praktik langsung), dan penutup (pameran dan evaluasi). Hasil menunjukkan peningkatan keterampilan desain dengan Canva, kreativitas melalui Wirefluff, dan kerja sama dalam kelompok. Selain itu, muncul minat berwirausaha, seperti menjual karya di bazar. Peserta juga mampu memanfaatkan gawai secara produktif. Kegiatan ini terbukti efektif dalam meningkatkan kreativitas, keterampilan, dan potensi kewirausahaan remaja.
The Effect of Gimkit Media on Elementary Students’ Critical Thinking Skills in Science Learning Putri, Azlia Anugerah; Sari, Prima Mutia
Lectura : Jurnal Pendidikan Vol. 16 No. 2 (2025): Lectura: Jurnal Pendidikan
Publisher : Fakultas Keguruan dan Ilmu Pendidikan (FKIP), Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/6a57bp05

Abstract

This study examines the effectiveness of Gimkit, a game-based interactive learning platform, in enhancing the critical thinking skills of fourth-grade elementary students within the context of science education. Addressing the limited development of higher-order thinking skills at the elementary level, this research aimed to determine whether integrating digital media such as Gimkit can significantly improve students’ critical thinking performance. Utilizing a quantitative approach and a quasi-experimental design with a nonequivalent control group, the study involved 54 students divided evenly between experimental and control classes. The experimental group received instruction supported by Gimkit, while the control group followed conventional teaching methods. Critical thinking skills were measured using a validated test instrument encompassing four key indicators: analyzing information, formulating problems, drawing conclusions, and evaluating data. Data were analyzed using an independent samples t-test, which revealed a statistically significant difference between the post-test scores of the two groups (p < .001). The effect size, as measured by Cohen’s d = 2.118, reflects a very large impact. Students in the experimental group showed substantial gains across all critical thinking indicators. These results highlight the potential of structured, game-based digital tools to foster cognitive engagement and skill development in elementary science instruction. In short, the findings carry practical implications for the design of instructional strategies that incorporate educational technology to support critical thinking from an early age.
Developing BoardWise : A Digital Board Game for Enhancing Elementary Science Education Ali, Fathan Faqih; Sari, Prima Mutia
Jurnal Paedagogy Vol. 12 No. 4 (2025): October
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v12i4.16930

Abstract

This study aims to develop and determine the feasibility of a digital board game, "BoardWise," based on Fun Learning principles to enhance the quality of Science Education. Employing a Research and Development (R&D) method, the study progresses through iterative cycles of needs analysis, design, validation, and testing. Data collection involves questionnaires and observations with media experts, material experts, an educator, and fourth-grade students. Data analysis uses descriptive percentages to determine product feasibility. The research results show that the "BoardWise" digital board game is "Very Feasible." The product validation achieves an overall feasibility score of 85.13%, with detailed assessments from a media expert (90.0%), a material expert (83.0%), and an educator (86.0%). Student trials also yield a "Very Feasible" rating with an average score of 81.5%, indicating that the game is highly engaging and practical for classroom use. The study concludes that the "BoardWise" digital board game is a valid, practical, and effective instructional medium. It successfully integrates curriculum content with engaging, customizable game mechanics, fostering an active and enjoyable learning environment that overcomes challenges associated with abstract scientific topics and improves student participation in elementary education.
Development of Augmented Reality Learning Media Based on Assemblr Edu to Improve Students' Creativity Abilities Sari, Naila Nurhana; Sari, Prima Mutia
Jurnal Paedagogy Vol. 12 No. 4 (2025): October
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v12i4.16817

Abstract

The purpose of this study is to design digital learning media that utilize Augmented Reality (AR) technology through the Assemblr Edu platform on the topic of Earth’s Rotation and Revolution to enhance students’ creativity. This research employed a Research and Development (R&D) method using the ADDIE model, which consists of five main stages: analysis, design, development, implementation, and evaluation. Data were collected through interviews and questionnaires administered to subject matter experts, media experts, teachers, and students. Both qualitative and quantitative techniques were used for data analysis. The validation results showed that the developed learning media achieved a feasibility score of 86% from material experts and 95% from media experts, both of which are categorized as very feasible. Meanwhile, responses from teachers and students obtained scores of 95% and 84%, respectively, classified as very good. Overall, these findings indicate that Assemblr Edu–based AR learning media are suitable for use in science learning and have strong potential to enhance students’ creativity and understanding of abstract concepts.
IDENTIFIKASI KETERAMPILAN BERPIKIR KRITIS SISWA PADA PEMBELAJARAN IPA DI SDN GUGUS 1 KECAMATAN DUREN SAWIT Tri Wahyuni, Ida; Sari, Prima Mutia; Kowiyah , Kowiyah
Jurnal Pendidikan Dasar Vol. 12 No. 01 (2021): JPD - Jurnal Pendidikan Dasar
Publisher : Pendidikan Dasar - Pascasarjana Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (444.911 KB) | DOI: 10.21009/jpd.v12i01.17461

Abstract

Abstrack: This study aims to determine the identification of students’ critical thinking skills in science learning at SDN Gugus 1 Duren Sawit District. This study used a quantitative descriptive research method using survey method. The research population was SDN Gugus 1 Duren Sawit District and the sample was SDN Duren Sawit 02, 10 and 14 Pagi. The sampling technique was cluster random sampling. The data was collected by using critical thinking skills tests, interviews and documentation. The results showed that the average of critical thinking skills in SDN Gugus 1 students Duren Sawit District was 35,14 in the moderate category. The average score of critical thinking in SDN Duren Sawit 02 Pagi was 39,74 in the moderate category, SDN Duren Sawit 10 Pagi was 34,91 in the low category, and SDN Duren Sawit 14 Pagi was 30,78 in the low category. The highest furthemore indicator of critical thinking in SDN Gugus 1 Duren Sawit District, namely SDN Duren Sawit 02 Pagi the average score was 39, 74 in the moderate category, SDN Duren Sawit 10 Pagi got an average score of 34,91 with the low category and SDN Duren Sawit 14 Pagi have an average value of 30,78 in the low category, while the results of the study on the average of each indicator show that the highest indicator in SDN Gugus 1 Duren Sawit District on the indicator provides further explanation with an average score 38 and the lowest indicator in SDN Gugus 1 Duren Sawit District on indicators og managing strategies and tactics with an average score of 31.
ANALISIS PENERAPAN EVALUASI BERBASIS KETERAMPILAN ABAD 21 PADA PEMBELAJARAN IPA di SDN KAPUK 08 PETANG Adawiyah, Rabbiah Al; Syahla, Ranggita Dwi; Prastika, Silfa Ayu; Arefanda, Vera; Sari, Prima Mutia
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.v9i04.19700

Abstract

Latar Belakang : Penelitian ini bertujuan untuk menganalisis penerapan evaluasi berbasis keterampilanabad 21 dalam pembelajaran IPA di SDN Kapuk 08 Petang, dengan fokus pada pengembanganketerampilan berpikir kritis, kolaborasi, komunikasi, dan kreativitas (4C). Metode penelitian yangdigunakan adalah kualitatif dengan pendekatan deskriptif, di mana data diperoleh melalui observasi danwawancara mendalam dengan guru dan siswa. Hasil penelitian menunjukkan bahwa guru di SDN Kapuk08 Petang secara aktif menerapkan keterampilan 4C dalam pembelajaran IPA, menggunakan berbagaimetode evaluasi, seperti proyek kelompok, diskusi, dan presentasi. Siswa menunjukkan keterlibatan tinggidalam pembelajaran dan merespons positif evaluasi berbasis keterampilan abad 21 ini. Penerapan evaluasiberbasis keterampilan abad 21 terbukti memberikan dampak positif terhadap motivasi dan pemahamansiswa dalam belajar IPA. Guru juga mencatat bahwa pendekatan ini mendukung pengembanganketerampilan sosial dan kemampuan berpikir kritis siswa, terutama ketika mereka bekerja dalam kelompokdan menyelesaikan tugas proyek. Meskipun terdapat tantangan, seperti menyesuaikan evaluasi untuk siswadengan berbagai tingkat kemampuan, guru mengatasi kendala ini dengan metode pembelajaranberdiferensiasi. Secara keseluruhan, penelitian ini menunjukkan bahwa evaluasi berbasis keterampilan abad21 dapat meningkatkan kualitas pembelajaran IPA di sekolah dasar, membekali siswa dengan keterampilanpenting yang relevan untuk kehidupan di masa depan.
The Development of Engklek Game Media Based on Higher Order Thinking Skills in Learning Science of Class V Elementary School Kholidah, Zahrah; Sari, Prima Mutia
Jurnal Penelitian Pendidikan IPA Vol 9 No 8 (2023): August
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i8.4406

Abstract

The students still have a limited understanding of science learning, particularly the topic of food chains, due to the lack of diverse media, resulting in less engaging lessons that fail to spark the students' enthusiasm to actively participate in the learning process. This research aims to determine the feasibility of an engklek game medium based on higher-order reasoning skills in science learning in the V grade elementary school. This research uses the ADDIE model development research, which includes five phases: analysis, development design, implementation and evaluation. Data collection using questionnaires and observations. The research sample consisted of teachers and 5th grade students of one of the public elementary schools in Bogor regency. Media validation through media expert tests achieved a score of 84% with a very good category, material validation achieved a score of 83% with a very good category. After conducting tests, students and teachers also give ratings on the game media created. Based on the results obtained, it shows that the engklek game media based on higher-order thinking skills are suitable for instilling higher-order thinking skills in the participants.
The Effect of Problem Based Learning Model toward the Ability of Science Literacy in 3rd Grade Students Hasanah, Uswatun; Sari, Prima Mutia
Jurnal Penelitian Pendidikan IPA Vol 9 No 12 (2023): December
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i12.5866

Abstract

The purpose of this study was to analyze how much influence the use of a problem-based learning model on the ability of science literacy learners in Learning Natural Sciences class III Makassar State Elementary School. This study uses the experimental method, and the form of research is a quasi-experiment. With the design of posttest only control design, and sampling techniques using purposive sampling. Based on the results of data analysis, the average post-test in the experimental class was 33.82 while in the control class was 23.18. Hypothesis test results using T-test with Mann Withney formula, obtained by Asymp. Sig (2-tailed) 0.014. The value of asymptotic significance in the calculation of the t-test is smaller than the significance level of 0.05, thus the HA is accepted, so that from the test results there is a significant influence between the results of scientific literacy students who use problem-based learning model.
PENGEMBANGAN MEDIA PEMBELAJARAN GOOGLE SITES BERBASIS LITERASI SAINS PADA PEMBELAJARAN IPA KELAS III SD Maharani, Yasmin Putri; Sari, Prima Mutia
PIONIR: JURNAL PENDIDIKAN Vol. 12 No. 2 (2023): PIONIR: JURNAL PENDIDIKAN
Publisher : Prodi PGMI FTK UIN Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/pjp.v12i2.19055

Abstract

AbstrakGoogle sites merupakan salah satu media berbasis web yang merupakan fitur google dan dapat digunakan sebagai media pembelajaran. Media pembelajaran google sites dikembangkan berbasis literasi sains pada pembelajaran IPA di kelas III SD pada salah satu SD Negeri di Jakarta Timur. Penelitian bertujuan untuk karakteristik penentu, kelayakan, serta respon guru dan peserta didik terhadap media pembelajaran google sitesberbasis literasi sains pada pembelajaran IPA untuk kelas III SD. Penelitian dan Pengembangan (R&D) dilakukan dengan menggunakan model ADDIE yang terdiri dari lima tahapan yaitu analisis, desain, pengembangan, uji coba, dan evaluasi. Teknik pengumpulan data dalam penelitian ini menggunakan observasi dan angket. Pengamatan dilakukan untuk mengidentifikasi proses pembelajaran yang guru dan peserta didik alami. Angket penelitian terdiri dari angket validasi ahli media, validasi ahli materi, respon guru, dan respon peserta didik. Hasil validasi oleh ahli media memperoleh skor 89% dengan kategori sangat layak, sedangkan hasil validasi oleh ahli materi memperoleh skor 90% dengan kategori sangat layak. Respon peserta didik terhadap media pembelajaran situs googlememperoleh hasil 92% dan dapat ditempatkan sangat baik, sedangkan respon guru terhadap media pembelajaran memperoleh hasil 90% dan dapat ditempatkan sangat baik. Dapat Artinya bahwa media pembelajaran google sites berbasis literasi sains layak digunakan pada pembelajaran IPA khususnya materi perubahan wujud benda untuk kelas III SD.Kata Kunci: Google Sites, IPA, Media Pembelajaran
PENGEMBANGAN MEDIA ANIMASI MENGGUNAKAN PENDEKATAN KETERAMPILAN PROSES SAINS PADA PEMBELAJARAN IPA SD Ramadhani, Elmi Nurfitri; Sari, Prima Mutia
PIONIR: JURNAL PENDIDIKAN Vol. 12 No. 3 (2023): PIONIR: JURNAL PENDIDIKAN
Publisher : Prodi PGMI FTK UIN Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/pjp.v12i3.21366

Abstract

Increasingly modern developments, teachers are required to innovate in the field of learning media. The purpose of this study was to develop learning media in the form of animated videos through science process skills, ecosystem component materials for science learning at SD V. This research was a development using the ADDIE model with five stages of the development process, namely Analysis, Design, Development, Implementation, and Evaluation. Data collection techniques was questionnaires, the instruments used are validation and response sheet questionnaires. Validation was carried out by material experts, media experts and teacher responses. The results of this validation were carried out by material experts by 91% with a very decent category, media experts by 98% with a very decent category to use. The results of the student response trial with an average score of 85% and the results of the teacher response trial of 96%. It can be concluded that learning with mass media through animation media using a science process skills approach is very feasible to be used in class V lessons of the Science Ecosystem Component