Claim Missing Document
Check
Articles

Found 28 Documents
Search

ANALISIS PENGEMBANGAN APLIKASI SI UDA ARYA PADA PEMBELAJARAN TEMATIK JARAK JAUH DI MI MIFTAHUL ULUM BUKUR Faizah, Zulia Nurul; Rofi'ah, Siti
Al-Adawat : Jurnal Pendidikan Madrasah Ibtidaiyah Vol. 1 No. 02 (2022): AGUSTUS
Publisher : PGMI UNHASY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/aldawat.v1i02.3190

Abstract

Proses belajar mengajar harus tetap dilaksanakan dalam kondisi apapun termasuk pada masa pandemi covid-19. Pembelajaran jarak jauh menjadi sistem yang diterapkan pada masa tersebut membuat media pembelajaran yang digunakan menjadi berbasis digital. Pengembangan aplikasi si uda arya didesain memanfaatkan teknologi digital gadget dengan sifat yang interaktif dua arah. Data yang diperoleh melalui wawancara dan angket menjadi dasar pengembangan aplikasi untuk kemudian dianalisis secara kualitatif deskriptif. Hasil analisis pengembangan aplikasi si uda arya yaitu secara penampilan jenis dan ukuran huruf jelas dan mudah dibaca, animasi, gambar dan suara pada aplikasi disajikan dengan jelas dan menarik. Dalam penyusunan materi disajikan dengan jelas, lengkap, dan menarik, materi mudah dipahami, dan kuisnya sangat menarik. Secara penggunaan membuat belajar menjadi lebih mudah, tetap semangat belajar pada masa pembelajaran jarak jauh, dapat digunakan secara mandiri, mudah digunakan, dan merasa senang belajar melalui alikasi tersebut. Secara jelas dapat disimpulkan bahwa pengembangan aplikasi si uda arya merupakan pengembangan yang sangat membantu peserta didik MI Miftahul Ulum dalam melaksanakan pembelajaran jarak jauh. Kata Kunci: Pengembangan Aplikasi, Pembelajaran Tematik Jarak Jauh ANALYSIS OF SI UDA ARYA APPLICATION DEVELOPMENT ON DISTANCE THEMATIC LEARNING AT MI MIFTAHUL ULUM BUKUR Abstract The teaching and learning process must continue to be carried out under any conditions, including during the COVID-19 pandemic. Distance learning was a system that was applied at that time, making the learning media used digitally based. The development of the Siuda Arya application is designed to utilize digital gadget technology with a two-way interactive nature. The data obtained through interviews and questionnaires became the basis for application development and then analyzed qualitatively descriptively. The results of the analysis of the development of the Uda Arya application, namely the appearance of the type and size of the letters are clear and easy to read, the animations, images and sounds in the application are presented clearly and attractively. In preparing the material, the material is presented in a clear, complete, and interesting manner, the material is easy to understand, and the quizzes are very interesting. In terms of use, it makes learning easier, keeps the spirit of learning during distance learning, can be used independently, is easy to use, and feels happy to learn through this application. It can be clearly concluded that the development of the Si uda arya application is a development that is very helpful for MI Miftahul Ulum students in implementing distance learning. Keyword: App Development, Distance Thematic Learning
Developing Pictionary Game Media to Teach Speaking and Writing Skills for VII F Grade at MTsN 3 Blitar Anfa, Yunika Lailati; Rofi'ah, Siti; Saifudin, Ahmad; Makrifah, Istina Atul
Jurnal Pembelajaran dan Ilmu Pendidikan Vol 5 No 1 (2025): Volume 5, Nomor 1 Tahun 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/jpip.v5i1.2173

Abstract

The purpose of this project is to create an educational media in the form of a Pictionary Game to help seventh-grade students at MTsN 3 Blitar improve their speaking and writing abilities. Many students considered English difficult and uninteresting owing to traditional teaching techniques, which resulted in poor enthusiasm and confidence in utilizing the language. The researcher created and assessed the efficacy of Pictionary Game media using the ADDIE paradigm. Data gathering methods included observations, questionnaires, and pre- and post-tests. Media, instrument, and material specialists validated the product and gave it "very valid" ratings ranging from 80% to 92.5%. The post-test findings showed a 10.69% improvement in speaking and a 12.7% improvement in writing abilities over the pre-test levels. Student satisfaction reached 85%, indicating the media was “very feasible” for learning. These findings suggest that Pictionary Game media can effectively improve English speaking and writing skills in a fun and engaging way.
The Development of Flashcard Media to Teach Vocabulary on English Material in 7th Grade Junior High School Amalia, Leny Leny; Rofi'ah, Siti; Saifudin, Ahmad
Jurnal Pembelajaran dan Ilmu Pendidikan Vol 5 No 1 (2025): Volume 5, Nomor 1 Tahun 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/jpip.v5i1.2176

Abstract

This research focused on developing flashcard-based learning media to support vocabulary improvement among seventh-grade students at MTs Nurul Huda Ngadirejo. The development followed the ADDIE model, which includes the phases of Analysis, Design, Development, Implementation, and Evaluation. It responded to key issues identified in the needs analysis, such as students limited vocabulary and low engagement caused by traditional teaching methods. The flashcards incorporated visual features and contextualized vocabulary to enhance both memory retention and student interest. Expert validation rated the media as “Good” with a score of 80%, confirming its appropriateness for use. Reliability testing yielded a Cronbach’s Alpha of 0.956, indicating a high level of internal consistency. Student satisfaction reached 80.92% in the “Very Good” category, particularly noting the media’s visual appeal, motivational impact, and support for vocabulary retention. Revisions based on expert feedback helped improve the final product. In conclusion, the flashcard media proved to be an effective and engaging tool for vocabulary instruction, offering a viable option for wider classroom application.
Developing Flashcard Media to Teach Speaking Skill at MTs Maftahul Ulum Jatinom Blitar Hidayah, Fitria Hidayah; Rofi'ah, Siti; Mubarok, Tyas Alhim; Makrifah, Istina Atul
Jurnal Pembelajaran dan Ilmu Pendidikan Vol 5 No 2 (2025): Volume 5, Nomer 2 Tahun 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/jpip.v5i2.2185

Abstract

This study aims to develop an instructional medium in the form of flashcards to enhance students’ speaking skills in English language learning. The research subject was 26 students of 7th grade at MTS Maftahul Uluum Jatinom Blitar. The development procedure referred to ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The background of this study stems from students' difficulties in speaking English and the lack of interest in learning. To address this issue, the researcher designed flashcard with the interesting and colorful pictures.The developed product underwent validation by a media expert and a material expert, and was subsequently tested through student trials. The material validation score was 88%, the media validation score was 98%, and the student satisfaction score was 90%, all of which indicate that the media is highly feasible. The result of student satisfaction analysis indicates that flashcard is effective to increase student interest. Based on the findings, this learning tool is deemed both effective and practical in enhancing students’ interest and may serve as an alternative instructional resource in English language teaching.
DEVELOPMENT OF SNAKES AND LADDERS MEDIA TO TEACH WRITING SKILL ON DESCRIPTIVE TEXT FOR JUNIOR HIGH SCHOOL Saputri, Malinda Puji; Rofi'ah, Siti; Widi, Widiarini; Saifudin, Ahmad
Jurnal Pembelajaran dan Ilmu Pendidikan Vol 5 No 3 (2025): Volume 5, Nomer 3 Tahun 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/jpip.v5i3.2191

Abstract

This study aims to develop Snakes and ladders game media to teach writing skills in grade VII students of MTs Syekh Subakir 2. Based on the need analysis with an English teacher, it was stated that during the pandemic students had difficulty understanding English material. The results of the questionnaire 10 students also stated that learning English was difficult, especially writing. This study and development proposed the (Borg, W. R. and Gall, 1989). Data was collected using interviews and questionnaire The process of developing Snakes and ladders learning media is carried out in 8 stages, namely: (1) Potential and problems, (2) Data collection, (3) Product design, (4) Design validation, (5) Design revision, ( 6) Product testing, (7) Usage trial (8) product revision. The result of Snakes and ladders media validated by material experts obtained material experts 86.67% and from obtained media experts 90% which means that it is valid and feasible for use as learning. Furthermore, this can be proven by the analysis of student satisfaction questionnaires which are used as a reference for the feasibility of learning products. The results of the data showed 100%, which stated that students were greatly helped and became more active writing with the Snakes and ladders learning media. In conclusion, Snakes and ladders media that was developed can use to teach writing in MTs Syekh Subakir 2.
Development Flashcard to Teach Speaking Skill in Recount Text Utami, Nurcholisa Rizqi; Rofi'ah, Siti; Makrifah, Istina Atul
PROJECT (Professional Journal of English Education) Vol. 8 No. 5 (2025): VOLUME 8 NUMBER 5, SEPTEMBER 2025
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to develop flashcards as learning media to teach students' English language skills. This study uses the Research and Development (R&D) method with the ADDIE model which consists of five stages namely analysis, design, development, implementation, and evaluation. Qualitative data was collected from classroom observations and validator feedback on the flashcards. Quantitative data was collected through questionnaires using a Likert scale for instrument validation, media, materials, and student satisfaction. The instrument validation received a percentage of 100% with the category “Very Valid”, the media validation received 66.66% with the category “Valid”, and the material validation was 92.85% with the category “Very Valid”. This study found an increase in students' speaking ability when using flashcards as learning media. This is evidenced by the pre-test and post-test which increased 9,38%. This finding shows that the flashcards developed are valid, feasible, and effective media for teaching and improving students' English speaking skills.
Ludo Edutainment: A Media to Improving Knowledge and Attitude about HIV-AIDS Among Senior High School Students in Yogyakarta Meilani, Niken; Setiyawati, Nanik; Rofi'ah, Siti; Sukini, Tuti; Wibowo, Queenaisya Elfaiza
Jurnal Promkes: The Indonesian Journal of Health Promotion and Health Education Vol. 13 No. 2 (2025): Jurnal Promkes: The Indonesian Journal of Health Promotion and Health Educatio
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20473/jpk.V13.I2.2025.205-213

Abstract

Background: Indonesia had the third-highest number of new HIV/AIDS cases in the Asia-Pacific. Adolescents are more vulnerable, for almost half of all new cases worldwide. HIV/AIDS cases among 15–19-year-olds have increased in Indonesia for the last three years. Media is necessary to increase teenagers' awareness of and favorable attitudes about HIV/AIDS prevention. Objective: This study assessed the influence of the Ludo Healthy Smart Game on adolescents’ knowledge and positive attitudes toward HIV/AIDS prevention. Methods: The study was quasi-experimental with a non-equivalent control group design. Senior high school students in Yogyakarta were the study samples. There were 130 respondents divided into two groups. Questionnaires used for data collection have been subject to validity and reliability tests. Univariate and bivariate data analyses were used. Results: This study found that the Ludo Healthy Smart Game is effective in improving adolescents’ knowledge about HIV/AIDS (p=0.000). The Ludo Healthy Smart Game does not affect positive attitudes toward HIV/AIDS prevention (p<0.005). However, there was an improvement in adolescents’ attitudes following the treatment. Conclusion: The Ludo Healthy Smart Game can be used as health educational media to increase knowledge about HIV/AIDS among adolescents. The higher the adolescents’ knowledge about HIV/AIDS, the better their behavior toward HIV/AIDS prevention.
EFEKTIVITAS METODE PEMBELAJARAN SNOWBALL THROWING UNTUK MENINGKATKAN KETERAMPILAN BEKERJASAMA SISWA MATA PELAJARAN SKI Lantansya, Dhea Siskha; Rofi'ah, Siti
PERMAI: Jurnal Pendidikan dan Literasi Madrasah Ibtida'iyah Vol. 2 No. 1 (2023)
Publisher : Sekolah Tinggi Agama Islam Muhammadiyah Blora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63889/permai.v2i1.163

Abstract

This study used a quantitative approach with a Pre-Experimental Design with the One-Group Pretest-Posttest Design type. Collecting data from this study using observation techniques, interviews, questionnaires and documentation. The number of samples taken 30% of the population. The collected data were analyzed using the data normality test, data homogeneity test and hypothesis testing which was completed with the help of the SPSS 17.0 computer program for windows. Based on the research it was found that: 1. Process The Snowball throwing method is an appropriate teaching and learning strategy in Madrasah Ibtidaiyah. Because learning will be effective if the learning process is carried out in a pleasant atmosphere so that children become enthusiastic about learning. 2. Using the Snowball Throwing method in Islamic Cultural History subjects can be used to form cooperative skills in increasing interaction between students. 3. The Snowball Throwing method is very effective for improving students' cooperation skills, as seen in table 4. That is, the significant value is less than 0.05, namely Sig. (0.011) < 0.05 so H0 is rejected, Ha is accepted. This shows that the average result of the questionnaire after treatment is higher compared to the average result of the questionnaire before treatment. It can be said that there is an influence on the effectiveness of the Snowball Throwing learning method in improving students' collaboration skills in SKI subjects at MI Sulaimaniyah Kauman. Keywords: Effectiveness, Snowball Throwing, Teamwork Skills