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DEVELOPING OF FLASH CARD MEDIA TO TEACH VOCABULARY SKILL ON DESCRIPTIVE TEXTS FOR VIII GRADE STUDENT OF MTS SYEKH SUBAKIR 2 SUMBERASRI Nur Fadilah, Richo; Saifudin, Ahmad; Rofi'ah, Siti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Produce
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42090

Abstract

This study aims to determine the process of developing flashcard media for descriptive text learning and also to determine the results of developing flashcard media for teaching descriptive text in class VIII at MTs Syekh Subakir 2 Sumberasri, in accordance with the source of the problem that has been found, namely the ability to memorize English vocabulary which is still relatively low. This studyis a qualitative research, the technique used for data collection in this research is a simple saturation technique with a sample of 18 students, this research uses the ADDIE model development, this model was chosen because it is in accordance with the media development carried out by the researcher,The instruments used in this study were questionnaires from media experts, material experts and student response questionnaires. Based on the responses, the flashcard media development was quite effective, with expert validation showing a score of 90.0% from media experts and 83.5% from content experts. Meanwhile, the student response score was 66.8%. This indicates that flashcard learning media is suitable for use in learning.
Development of Comic Strip as Learning Media to Teach English Writing Skills in Vocational High School Zahrok, Rica Fatimatuz; Rofi'ah, Siti; Makrifah, Istina Atul Makrifah Atul
Journal of English Language and Education Vol 11, No 2 (2026)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jele.v11i2.2265

Abstract

This study developed a comic strip learning media using the Research and Development (RD) type. The subjects of this study were one English teacher at SMK Islam 1 Bitar, validator, and class X TKJ students. The types of data used in this study were qualitative data from classroom observation and interviews with teacher and quantitative from questionnaires given to validators and students. The results of the instrument validation obtained 85,71%. The results of the material validation obtained a value of 95% and media validation obtained 97,5%. It can be concluded that the results of the comic strip media validation obtained the criteria of "very valid". The results of the product trial obtained a value of 86.55% from students on the criteria of "very feasible". It can be concluded that students are satisfied with the development of this comic strip learning media.
DEVELOPMENT OF THE E-BOOK MEDIA IN LEANIING ENGLISH READING SKILL FOR CLASS VIII AT SMP PGRI BAKUNG Naim, Miftakhul; Saifudin, Ahmad; Rofi'ah, Siti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02, Juni 2026 Produce
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.45940

Abstract

The research carried out by the researcher aims to describe and understand the process of developing ebook teaching media as learning reading media, especially in English language learning in class VIII semester 2 and also to determine the results of ebook media development in class VIII PGRI Bakung Junior High School, in accordance with the source of the problem that has been found, the limitations of learning media that result in students being less enthusiastic in participating in learning. This research is a qualitative study, the data collection technique used in this study is a saturated sampling technique with a sample of 12 students consisting of 5 boys and 7 girls, this study uses the ADDIE development model, this model was chosen because it is in accordance with the media development carried out by researchers. The instruments used in this study were questionnaires from media experts, material experts, and student response questionnaires. Based on the responses, the development of ebook media is quite effective, calculated from the validation of media experts showing a score of 85.0% from material experts and 97.5% from content experts. Meanwhile, the student response score was 89.5%. This shows that ebook learning media is suitable for use in learning
Increasing Teacher Competence in Developing Learning Plans and Teaching and Learning Effectiveness in Primary Schools Through Teacher Working Group (KKG) Fikriya, Shofwatul; Rofi'ah, Siti; Khoirunnisa, Ulfah
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 7, No 3 (2024): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v7i3.92341

Abstract

Kelompok Kerja Guru (KKG) adalah salah satu upaya untuk meningkatkan kompetensi guru melalui kegiatan kolaboratif antar guru dalam diskusi, refleksi, dan pembelajaran bersama. Penelitian ini bertujuan untuk mengeksplorasi dan menganalisis bagaimana Kelompok Kerja Guru (KKG) dapat berkontribusi dalam peningkatan kompetensi guru dalam penyusunan rancangan pembelajaran dan efektivitas proses belajar mengajar di sekolah dasar. Metode penelitian ini menggunakan teknik analisis deskriptif kualitatif dengan pendekatan library research. Penelitian ini dilakukan melalui studi literatur yang melibatkan identifikasi topik, pengumpulan sumber-sumber relevan, evaluasi kritis literatur, dan penyusunan ringkasan temuan untuk memberikan gambaran komprehensif mengenai subjek yang diteliti. Hasil penelitian ini yaitu menunjukan KKG memiliki peran yang signifikan dalam peningkatan kompetensi guru di tingkat sekolah dasar. KKG sangat efektif untuk meningkatkan kompetensi guru dalam peyusunan RPP yang baik dan benar, Selain itu melalui KKG, guru dapat meningkatkan kualitas pengajaran, mengembangkan ketrampilan kepemimpinan, mendiskusikan perubahan dalam kurikulum, mendorong kolaborasi antar guru di sekolah, memberikan masukan dan umpan balik konstruktif dan meningkatkan pengetahuan. Simpulan dari penelitian ini yaitu KKG dapat meningkatkan kompetensi guru dalam menyusun rancangan pembelajaran dan dapat meningkatkan efektivitas proses belajar mengajar.
Students’ Responses to Educational Game-Based Learning Media in Mathematics Instruction at Madrasah Ibtidaiyah Khurriyyah Salsabillah; Rofi'ah, Siti
Journal Of Islamic Education And Pesantren Vol 5 No 2 (2025): Journal of Islamic Education and Pesantren
Publisher : Program Studi Magister Pendidikan Agama Islam Universitas Hasyim Asy’ari Tebuireng Jombang m Asy'ari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/jiep.v5i2.11349

Abstract

Mathematics learning in Madrasah Ibtidaiyah (MI) continues to face challenges related to students’ low interest and active participation, which are partly caused by the limited use of varied learning media. This study aims to analyze students’ responses to the use of educational game-based learning media in mathematics instruction at the Madrasah Ibtidaiyah level. The study employed a quantitative descriptive approach using an evaluative survey design. The research subjects consisted of 24 fifth-grade students who participated in mathematics learning on the topic of perimeter and area of plane figures using an educational game-based medium adapted from a ludo game. Data were collected through a Likert-scale student response questionnaire and analyzed using descriptive quantitative techniques. The results indicate that the educational game-based learning media received a very positive response from students, with a response percentage of 92.1%, categorized as very good. The positive responses were reflected in aspects of media attractiveness, ease of use, clarity of material presentation, and the usefulness of the media in supporting students’ understanding of mathematical concepts. These findings suggest that educational game-based learning media have a high level of acceptability and potential to create a more engaging, enjoyable, and meaningful mathematics learning experience for Madrasah Ibtidaiyah students.