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PENGEMBANGAN KARTU KUARTET BERBASIS EDUTAINMENT MATERI UNSUR BACAAN MENINGKATKAN MEMBACA INTENSIF SISWA KELAS 3 SDN SUKOREJO 1 Lestari, Riani Puji; Oktaviani, Ragil Tri; Wafa, Khoirul
JP3 (Jurnal Pendidikan dan Profesi Pendidik) Vol 11, No 2 (2025): JP3 (Jurnal Pendidikan dan Profesi Pendidik)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jp3.v11i2.23756

Abstract

Tujuan penelitian ini dilakukan untuk mengkaji pengembangan media kartu kuartet berbasis edutainment dalam meningkatkan keterampilan membaca intensif melalui tahap uji kevalidan dan kelayakan media kepada ahli media, ahli materi, ahli bahasa dan respon guru. Metode yang digunakan Research and Development (RD) dengan model ASSURE milik Iskandar yang terdiri dari 6 tahapan, (1) menganalisis karakteristik siswa, (2) menetapkan standar pembelajaran, (3) memilih media, metode, dan materi, (4) menggunakan media, metode, dan materi, (5) mendorong siswa, (6) evaluasi dan revisi. Setelah dilakukan observasi awal didapatkan perlunya tindakan pengembangan media kartu kuartet berbasis edutainment materi unsur teks bacaan dalam menunjang keterampilan membaca intensif pembelajaran Bahasa Indonesia secara optimal. Berdasarkan tindakan hasil penelitian tersebut, diperoleh bahwa peningkatan keterampilan membaca intensif sebanyak 21 siswa setelah menggunakan media kartu kuartet melalui perhitungan rumus n-gain score dari data nilai pre – test dan post – test memperoleh presentase 71% kriteria “Tinggi”. Peneliti, simpulkan peningkatan keterampilan membaca intensif melalui uji kevalidan dan kelayakan media kartu kuartet berbasis edutainment yang telah peneliti lakukan dikatakan lebih baik dari sebelumnya.
The Effect of Cooperative Jigsaw Learning Model Assisted by Maze Chase Game on Students’ Critical Thinking Skills Dewi, Alfina Nur Karisma; Fatih, Mohamad; Oktaviani, Ragil Tri
Jurnal Gentala Pendidikan Dasar Vol. 10 No. 3 (2025): Jurnal Gentala Pendidikan Dasar
Publisher : Department of Primary School Teacher Education, Faculty of Teacher Training and Education, Jambi University

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

Abstract

This research is based on the low level of involvement and understanding of the material being taught, especially the material on plant body parts. This research aims to determine the effect and interaction between the Jigsaw cooperative learning model assisted by Maze Chase games on critical thinking skills. The method used is quantitative. The approach used is a pretest-posttest control group design. The test was carried out, showing that the control class significantly increased the critical thinking of students 0.00 < 0.05. Meanwhile, the experimental class was also proven to have provided an increase in thinking skills with significance 0.00 < 0.05. Then, the independent sample t-test shows a significant difference between the two learning models. It can be proven that ANOVA (two-way) obtains significance 0.00 < 0.05. The testing showed that learning with the Cooperative Jigsaw model, assisted by the Maze Chase game, has a posttest value higher than learning with the Cooperative Jigsaw model, even though the learning media are the same, and can improve students' critical thinking capabilities. The application of the jigsaw alone has been able to improve learning outcomes, but by combining Maze Chase, it has a stronger and more consistent influence.
Inovasi E-modul Berdiferensiasi Berbasis PjBL Materi Bentang Alam Untuk Meningkatkan Kolaborasi Siswa Kelas IV SD di Kabupaten Blitar: Inovasi E-modul Haryanti, Alfi; Alfi, Cindya; Oktaviani, Ragil Tri
Jurnal Gentala Pendidikan Dasar Vol. 10 No. 3 (2025): Jurnal Gentala Pendidikan Dasar
Publisher : Department of Primary School Teacher Education, Faculty of Teacher Training and Education, Jambi University

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Abstract

This study aims to create a differentiated E-module based on Project Based Learning (PjBL) on landscape material to improve the collaboration of grade IV elementary school students in Blitar Regency. Research and development are carried out using the ADDIE paradigm which consists of the stages of analysis, design, development, implementation, and evaluation. The ADDIE paradigm, which consists of the phases of analysis, design, development, implementation, and evaluation methodology used in this work. Three experts material, media, and language experts performed product validation, and instructors assessed the viability of the product. According to the validation evaluation, the created e-module received a very valid category from the following aspects: language (82%), media (95%), and material (95%). With a 91% success rate, the teachers' feasibility test likewise produced extremely feasible outcomes. The implementation of e-modules with an N-Gain value of 0.72, students demonstrated significant improvement in collaboration. Therefore, this unique PjBL-based e-module helps students work better together and is suitable for use as a learning resource in landscape learning in elementary schools.
Pengembangan Media Science Crossword Game Berbantuan Canva untuk Meningkatkan Kemampuan Berpikir Kritis dan Kreativitas Siswa Kelas 5 SD Himah, Musabiku Choiriyatul; Oktaviani, Ragil Tri; Amalia, Shofi Nur
Literasi: Jurnal Ilmu Pendidikan Vol. 15 No. 3 (2024)
Publisher : Universitas Alma Ata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21927/literasi.2024.15(3).277-286

Abstract

This research aims to develop Science Crossword Game media assisted by Canva to improve the critical thinking and creativity skills of 5th grade students at Zaid Bin Tsabit Creative SDI, Bitar Regency. This research method is research and development Research and Development (R&D). The subject of this research is class 5. The research location is SDI Creative Zaid Bin Thabit, Bitar Regency. Data collection uses observation, interviews, tests, questionnaires, documentation. The data analysis techniques used are the gutmaan scale, Likert scale, and gain score formula. The results of the research show that the development of the Science Crossword Game media assisted by Canva to improve the critical thinking skills and creativity of grade 5 students is as follows: a) The validity and feasibility of the Science Crossword Game media assisted by Canva, the results of material expert validation obtained an overall average of 3.5 with a percentage of 87% is in the "Very Valid" category, while media expert validation gets an overall average of 3.6 with a percentage of 90% in the "Very Valid" category and media feasibility gets an overall average of 3.9 with a percentage of 98% in the "Very Valid" category. Feasible", b) The form of developing science crossword game media on the human digestive system material can improve critical thinking skills obtained from the pre-test and post-test getting an average of 0.72 in the "high" category, c) The form of developing science crossword game media on digestive system material Humans can increase students' creativity from the results of questionnaires before and after using media. The results before using the media were 63% in the "fairly good" category, while after using the media they were 93% in the "very good" category. So the development of Science Crossword Game media with the help of Canva can improve the critical thinking skills and creativity of fifth grade students. Keywords: science crossword game, critical thinking skills, creativity
PENGEMBANGAN L-PERWUZ BERBASIS DIGITAL MENINGKATKAN SELF-REGULATED LEARNING DAN LITERASI SAINS SISWA KELAS IV SDN GADUNGAN 02 KABUPATEN BLITAR Khoiriyah, Naimatul; Fatih, Mohamad; Oktaviani, Ragil Tri
JURNAL PENDIDIKAN DASAR PERKHASA: Jurnal Penelitian Pendidikan Dasar Vol 12, No 1 (2026): Jurnal Pendidikan Dasar Perkhasa: Jurnal Penelitian Pendidikan Dasar
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpdp.v12i1.5164

Abstract

This study aimed to improve students’ self-regulated learning and scientific literacy by developing L-Perwuz learning media on the topic of changes in states of matter. The research employed a Research and Development (R&D) method using the ASSURE development model. The experiment was conducted using a pretest–posttest design involving 16 students. Data were collected through tests and questionnaires. The results showed that the media expert assigned a validity score of 92% (valid category), the material expert gave a score of 85% (valid category), and the teacher rated the media feasibility at 95% (feasible category). Student responses toward the L-Perwuz media were positive. The media significantly improved students’ self-regulated learning, as indicated by the paired t-test results with a significance value of 0.000 < 0.05. In addition, the media also showed a significant effect on enhancing students’ scientific literacy, supported by paired t-test results with a significance value of 0.000 < 0.05. In conclusion, the L-Perwuz media is valid, feasible, and effective in improving students’ self-regulated learning and scientific literacy.
Pengaruh penggunaan media sosial terhadap kesadaran beragama anak Sekolah Dasar Wulansari, Silva Dwi; Oktaviani, Ragil Tri
Patria Educational Journal (PEJ) Vol 4 No 3 (2024): Volume 4 Nomor 3 September 2024
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat, Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/pej.v5i3.2622

Abstract

Abstrak: Penelitian ini ditulis untuk mengetahui tentang dampak yang ditimbulkan media sosial terhadap kesadaran beragama anak usia sekolah dasar. Media sosial adalah sebuah media online, dengan para penggunanya bisa dengan mudah berpartisipasi, berbagi, dan menciptakan isi meliputi blog, jejaring sosial, wiki, forum dan dunia virtual. Umumnya media sosial yang digunakan oleh anak sekolah dasar adalah WhatsApp, Instagram, Tiktok, dan YouTube. Orang tua dan guru mempunyai peran penting dalam memberikan pemahaman kesadaran beragama anak. Orang tua juga bisa membatasi penggunaan media sosial bagi anak sesuai dengan usianya. Abstract: This research is written to find out about the impact of social media on religious awareness of elementary school children. Social media is an online media, where users can easily participate, share, and create content including blogs, social networks, wikis, forums and virtual worlds. Generally, social media used by elementary school children are WhatsApp, Instagram, and YouTube. Parents and teachers have an important role in providing an understanding of children’s religious awareness. Parents can also limit the use of social media for children according to their age.
Pemanfaatan aplikasi YouTube sebagai inovasi pembelajaran untuk mendukung perkembangan siswa sekolah dasar Bekti, Sovi Setyo Nur; Oktaviani, Ragil Tri
Patria Educational Journal (PEJ) Vol 5 No 2 (2025): Volume 5 Nomor 2 Juni 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat, Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/pej.v5i2.2625

Abstract

Abstrak: Perkembangan teknologi informasi dan komunikasi telah membawa perubahan signifikan dalam dunia pendidikan, termasuk di jenjang Sekolah Dasar (SD). Salah satu tantangan utama yang dihadapi guru adalah menciptakan suasana belajar yang menarik dan tidak monoton, sesuai dengan karakteristik siswa di era digital yang lebih responsif terhadap media visual dan audio. Aplikasi YouTube muncul sebagai solusi inovatif yang dapat dimanfaatkan sebagai media pembelajaran yang interaktif, menarik, dan relevan dengan kebutuhan siswa. Artikel ini bertujuan untuk mengkaji pemanfaatan YouTube dalam pembelajaran SD, metode yang digunakan yaitu literatur review yang bersumber dari berbagai jurnal pendidikan. Hasil kajian menunjukkan bahwa penggunaan YouTube dapat memberikan manfaat besar terhadap perkembangan kognitif, afektif, dan psikomotorik siswa. Namun, penggunaan yang tidak terarah juga dapat menimbulkan dampak negatif seperti kecanduan, paparan konten tidak layak, dan gangguan perkembangan bahasa. Oleh karena itu, dibutuhkan strategi pemanfaatan yang tepat, seperti seleksi konten yang relevan, integrasi dengan metode pembelajaran aktif, pemanfaatan fitur interaktif, pengawasan orang tua, serta pelatihan guru. Dengan strategi yang tepat, YouTube dapat menjadi media pembelajaran yang efektif dan mendukung perkembangan siswa secara menyeluruh. Abstract The development of information and communication technology has brought significant changes in the world of education, including at the elementary school level. One of the main challenges faced by teachers is to create a learning atmosphere that is interesting and not monotonous, in accordance with the characteristics of students in the digital era who are more responsive to visual and audio media. YouTube has emerged as an innovative solution that can be utilized as an interactive, engaging and relevant learning medium for students. This article aims to examine the utilization of YouTube in elementary school learning, the method used is a literature review sourced from various educational journals. The results show that the use of YouTube can provide great benefits to students' cognitive, affective, and psychomotor development. However, undirected use can also have negative impacts such as addiction, exposure to inappropriate content, and impaired language development. Therefore, proper utilization strategies are needed, such as selection of relevant content, integration with active learning methods, utilization of interactive features, parental supervision, and teacher training. With the right strategies, YouTube can be an effective learning medium and support students' overall development.