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Pengembangan Media Siduwan (Siklus Hidup Hewan) Berbasis Macromedia Flash di Sekolah Dasar Vikiantika, Alvin; Kurnia, Ita; Rachmawati, Dwi Novia
Jurnal Basicedu Vol. 5 No. 6 (2021)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v5i6.1748

Abstract

Proses pembelajaran yang dilaksanakan di SDN Lirboyo 2 selama pandemi tidak bisa berlangsung secara maksimal. Hal ini disebabkan oleh minimnya penggunaan media pembelajaran. Guru kesulitan untuk memberikan media secara konkret pada materi tahapan siklus hidup hewan secara online. Ini menyebabkan menurunnya hasil belajar siswa. Atas dasar permasalahan tadi, peneliti membuat media SIDUWAN. Tujuan penelitian ini untuk mengukur kevalidan, kepraktisan, dan keefektivan media SIDUWAN. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE. Hasil validasi materi 78% serta media 94%, validasi kepraktisan 93% dan 97%, serta uji keefektifan 0,003 dan 0,002. Dari hasil tersebut nampak bahwa materi pada media valid, dapat dipergunakan dengan revisi kecil. Selain itu, media yang dikembangkan sangat valid, sangat praktis, dan sangat efektif.  Jadi dapat disimpulkan bahwa media SIDUWAN valid, praktis, dan efektif untuk dipergunakan sebagai media pembelajaran pada materi siklus hidup hewan di kelas IV.
Upaya Meningkatkan Hasil Belajar Keragaman Budaya Indonesia Melalui Tiktok pada Kelas V Sekolah Dasar Sari, Den Ayu Putri Pandan; Kurnia, Ita
Jurnal Basicedu Vol. 6 No. 5 (2022)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v6i5.3686

Abstract

Media TikTok merupakan salah satu inovasi metode pembelajaran yang dinilai modern adalah kolaborasi antara strategi yang diimplementasikan oleh guru dengan informasi dan teknologi digital. Media TikTok dapat meningkatkan motivasi belajarnya sehingga bertujuan meningkatkan hasil belajar siswa pada materi keragaman budaya Indonesia dan mengetahui hasil upaya peningkatan belajar siswa kelas V SD Lirboyo 2. Penelitian ini menggunakan metode penjabaran data secara deskriptif kualitatif dengan terori Kurt Lewin yang mana terdiri dari empat tahapan dan dua siklus. Hasil penelitian menunjukan bahwa 1) siswa memahami penerapana aplikasi TikTok dalam materi keragaman budaya Indonesia 2) siswa menunjukan peningkatan hasil belajar materi keragaman budaya Indonesia berdasarkan implementasi dari TikTok. Dari kedua hasil itu menunjukan peningkatan nilai sebanyak 8,68 poin. Hasil ini juga menunjukkan adanya peningkatan rasa cinta tanah air dan budaya Indonesia pada siswa SD Lirboyo 2. Implementasi media pembelajaran. Melalui penelitian ini, peneliti mendorong pendidik atau guru agar mampu berinovasi menggunakan kemudahan teknologi untuk meningkatkan hasil belajar siswa.
PENGEMBANGAN MEDIA PEMBELAJARAN ULAR TANGGA SMART UNTUK MENINGKATKAN HASIL BELAJAR MATEMATIKA SEKOLAH DASAR KELAS I Lutfiana, Ovi Dwi; Kurnia, Ita; Wahyudi, Wahyudi
JURNAL PENDIDIKAN DASAR PERKHASA: Jurnal Penelitian Pendidikan Dasar Vol 10, No 2 (2024): 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.v10i2.3708

Abstract

This research was conducted to develop a smart snakes and ladders learning media aimed at improving the learning outcomes of first-grade students. The study was designed to assess the validity, practicality, and effectiveness of using the snakes and ladders media in teaching. The research method applied is research and development using the ADDIE model, which consists of five steps: analysis, design, development, implementation, and evaluation. The analysis techniques used are (1) validity testing, (2) practicality testing, and (3) effectiveness testing. Based on the research, the results are as follows: (1) the scores from content and media experts were 88%, (2) limited trial responses showed 86% from teachers and 89% from students, (3) a limited scale evaluation yielded 85% with an effective category, and a broader scale evaluation resulted in 86%. These results demonstrate that the developed smart snakes and ladders learning media can positively influence the learning outcomes of students at SDN 1 Ngadi.
Analisis Kebutuhan Pengembangan Media Pembelajaran Pop-Up Book Bersuara Materi Menggali Informasi pada Fabel untuk Siswa Kelas II SDN Tiron 4 Sari, Diah Puspita; Kurnia, Ita; Primasatya, Nurita
Jurnal Simki Postgraduate Vol 3 No 1 (2024): Volume 3 Nomor 1 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v3i1.549

Abstract

A needs analysis was carried out with the aim of determining the need for developing pop-up book learning media with sound material to explore information on fables for class II students at SDN Tiron 4. The method used in this research was descriptive analysis. The data collection technique used was a questionnaire on learning media development needs given to 27 students at SDN Tiron 4. The results of the questionnaire in the first aspect obtained a percentage of 67%, students stated that they had difficulty understanding the material in exploring information from fables. The second aspect states that 30% of students are not interested in the material to explore information from fables presented by the teacher. The third aspect states that 74% of students feel bored when teachers teach material to explore information from fables only by reading text from thematic books. The fourth aspect states that 81% of students need learning media on the material of exploring information from fables. The fifth aspect stated that 89% of students agreed if pop-up book media with sound based on three dimensions and audio visuals was developed. Based on the results of the questionnaire, it shows a positive response, meaning that it is necessary to develop pop-up book learning media with sound material that explores information in fables.
Pengembangan Media Pembelajaran Board Game Aksara Jawa Kelas III SDN 2 Bandung Prambon Widyaningrum, Deviyanti; Permana, Erwin Putera; Kurnia, Ita
Jurnal Simki Postgraduate Vol 3 No 1 (2024): Volume 3 Nomor 1 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v3i1.551

Abstract

Javanese is the language we use in everyday life. This must be preserved and studied by the nation's future young generation so that this culture is not eroded by foreign culture. Many students think that the Javanese script material is very difficult. This is because there is no Javanese script learning media available that supports learning, students think that the Javanese script material is very difficult, and students also find it difficult to memorize and read Javanese script letters because they are not used to writing and reading Javanese script and Javanese script letters have several similarities. one letter to another. This research aims to determine the importance of Javanese script board game learning media for class III. The type of research is the development research method or RnD (Research and Development) and the techniques used for data collection are observation, questionnaires, tests, documentation. At SDN 2 Bandung, Prambon researchers distributed questionnaires to several parties. The learning media developed is a Javanese script board game. This media has gone through a validation stage carried out by media expert validation and material expert validation. Based on the validation results, media experts obtained a validity percentage of 83% and material expert validation obtained a percentage of 97%. From these two validations, the final validity score was 90%, the validity criteria were in the range 81.00%-100.00% with a validation level of "very valid". The practicality results of the teacher response questionnaire were 91%, while the student response questionnaire was 82% in the limited test and 91% in the wide scale test. The results of the two questionnaires are in the range 81.00% -100.00% in the very practical category. Effectiveness is determined from the completeness of student learning after using learning media. There are 17 students who have achieved learning completion with scores above the KKM. Based on this research, the Javanese script board game learning media is valid and suitable for use in learning, and the board game media can also support Javanese script learning.
Analisis Alih Kode dan Campur Kode Novel Private Bodyguard Riska, Masya; Kurnia, Ita; Kusuma, Emelda; Nur, Riska
Khirani: Jurnal Pendidikan Anak Usia Dini Vol. 2 No. 3 (2024): September: KHIRANI: Jurnal Pendidikan Anak Usia Dini
Publisher : Institut Nalanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47861/khirani.v2i3.1117

Abstract

Literary works are the result of the author’s feelings expressed through beautiful presentations or reflections of oursevels. He was born to explain or describe the human form. This research aims to analyze code switching and code mixing in the novel Private Bodiguard by Caroline Puspojudo. This research uses a qualitative descriptive method carried out by means of document study. This type of research also uses parts or quotations from the novel Private Bodyguard. In this research, the technique of reading and then noting is used, which is included in code switching and code mixing in the novel Private Bodyguard by Caroline Puspojudo. In this novel, code switching and code mixing together total 101. However, in this novel, code mixing is more dominant than code switching.
Pengembangan Media Siduwan (Siklus Hidup Hewan) Berbasis Macromedia Flash di Sekolah Dasar Vikiantika, Alvin; Kurnia, Ita; Rachmawati, Dwi Novia
Jurnal Basicedu Vol. 5 No. 6 (2021)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v5i6.1748

Abstract

Proses pembelajaran yang dilaksanakan di SDN Lirboyo 2 selama pandemi tidak bisa berlangsung secara maksimal. Hal ini disebabkan oleh minimnya penggunaan media pembelajaran. Guru kesulitan untuk memberikan media secara konkret pada materi tahapan siklus hidup hewan secara online. Ini menyebabkan menurunnya hasil belajar siswa. Atas dasar permasalahan tadi, peneliti membuat media SIDUWAN. Tujuan penelitian ini untuk mengukur kevalidan, kepraktisan, dan keefektivan media SIDUWAN. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE. Hasil validasi materi 78% serta media 94%, validasi kepraktisan 93% dan 97%, serta uji keefektifan 0,003 dan 0,002. Dari hasil tersebut nampak bahwa materi pada media valid, dapat dipergunakan dengan revisi kecil. Selain itu, media yang dikembangkan sangat valid, sangat praktis, dan sangat efektif.  Jadi dapat disimpulkan bahwa media SIDUWAN valid, praktis, dan efektif untuk dipergunakan sebagai media pembelajaran pada materi siklus hidup hewan di kelas IV.
Upaya Meningkatkan Hasil Belajar Keragaman Budaya Indonesia Melalui Tiktok pada Kelas V Sekolah Dasar Sari, Den Ayu Putri Pandan; Kurnia, Ita
Jurnal Basicedu Vol. 6 No. 5 (2022)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v6i5.3686

Abstract

Media TikTok merupakan salah satu inovasi metode pembelajaran yang dinilai modern adalah kolaborasi antara strategi yang diimplementasikan oleh guru dengan informasi dan teknologi digital. Media TikTok dapat meningkatkan motivasi belajarnya sehingga bertujuan meningkatkan hasil belajar siswa pada materi keragaman budaya Indonesia dan mengetahui hasil upaya peningkatan belajar siswa kelas V SD Lirboyo 2. Penelitian ini menggunakan metode penjabaran data secara deskriptif kualitatif dengan terori Kurt Lewin yang mana terdiri dari empat tahapan dan dua siklus. Hasil penelitian menunjukan bahwa 1) siswa memahami penerapana aplikasi TikTok dalam materi keragaman budaya Indonesia 2) siswa menunjukan peningkatan hasil belajar materi keragaman budaya Indonesia berdasarkan implementasi dari TikTok. Dari kedua hasil itu menunjukan peningkatan nilai sebanyak 8,68 poin. Hasil ini juga menunjukkan adanya peningkatan rasa cinta tanah air dan budaya Indonesia pada siswa SD Lirboyo 2. Implementasi media pembelajaran. Melalui penelitian ini, peneliti mendorong pendidik atau guru agar mampu berinovasi menggunakan kemudahan teknologi untuk meningkatkan hasil belajar siswa.
Aplikasi Two Dimensional untuk Meningkatkan Hasil Belajar Siswa Kelas 4 SD Alviana, Mia Audina; Kurnia, Ita; Wahyudi, Wahyudi
EDUKATIF : JURNAL ILMU PENDIDIKAN Vol 6, No 4 (2024)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/edukatif.v6i4.7106

Abstract

Penelitian ini dilatar belakangi oleh hasil belajar yang rendah pada mata pelajaran matermatika khususnya materi keliling dan luas bangun datar. Penelitian ini bertujuan untuk mengetahui kevalidan, kepraktisan, dan keefektifan media pembelajaran two dimensional pada materi keliling dan luas bangun datar untuk kelas 4 SDN 1 Tanjungkalang. Model penelitian pengembangan ini adalah R & D (Research and Development) dengan model pengembangan ADDIE (analysis, design, development, implementation, evaluation). Subjek uji coba penelitian ini adalah 37 siswa yang terdiri dari 20 siswa kelas 4A dan 17 siswa dari kelas 4B. Berdasarkan penelitian diperoleh hasil: (1) kevalidan media pembelajaran two dimensional pada materi keliling dan luas bangun datar memperoleh skor 90% yang menyatakan media pembelajaran two dimensional yang dikembangkan masuk dalam kriteria sangat valid, (2) kepraktisan media pembelajaran two dimensional memperoleh nilai rata-rata angket respon guru dan siswa pada uji coba luas memperoleh skor 94% media pembelajaran two-dimensional yang dikembangkan sangat praktis. (3) keefektifan berdasarkan hasil uji post-test pada uji coba luas memperoleh rata-rata gabungan 92%, artinya media pembelajaran two dimensional yang dikembangkan sangat efektif. Jadi dapat disimpulkan bahwa media pembelajaran two dimensional ini sangat layak digunakan dalam proses pembelajaran matematika dan dapat meningkatkan hasil belajar siswa pada materi keliling dan luas bangun datar. 
ANALISIS KEBUTUHAN PENGEMBANGAN E-HANDOUT MATERI PROSES FOTOSINTESIS PADA TUMBUHAN BERBASIS PROJECT BASED LEARNING UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS IV SDN BURENGAN 2 Rani, Yolanda Surya; Primasatya, Nurita; Kurnia, Ita
Jurnal Pendidikan Dasar Vol. 15 No. 1 (2024): Jurnal Pendidikan Dasar
Publisher : Pendidikan Dasar - Pascasarjana Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jpd.v15i1.44941

Abstract

Abstract: Needs analysis is the initial stage used to determine the problems that exist in learning in a school. The purpose of this study was to obtain information about the needs analysis of e-handout teaching materials on photosynthesis process material in plants in class IV SDN Burengan 2. The method used in this research is descriptive and uses quantitative scores or analysis. The subjects of this study consisted of principals, teachers, and fourth grade students of SDN Burengan 2 Kediri City. Data collection was carried out using interviews, questionnaires, and observation techniques. The problems in this study are the lack of reading related to the material, lack of student understanding of the process of photosynthesis in plants, a total of 30 out of 56 students still get scores below the KKTP (Criteria for Achieving Learning Objectives), the lack of teaching materials used, and the lack of project activities on the material of the photosynthesis process in plants. Based on the results of the needs analysis, it can be concluded that the development of e-handout material on the process of photosynthesis in plants based on project-based learning is needed to improve the learning outcomes of fourth grade students of SDN Burengan 2. This research can be developed to the e-handout development stage for maximum results. Keywords: needs analysis, e-handout, photosynthesis process in plants, 4th grade, SDN Burengan 2
Co-Authors Abdul Aziz Hunaifi Afifurrohman, Mohammad Irfan Ageng, Putri Agustin, Vega Putri Alfa, muhammad Alfi Laila, Alfi Alviana, Mia Audina Alvilia, Putri Amanda, Regita Rosa Ananta, Ria Asti Aprillia, Erma Ayu Ardila, Dina Dwi Ariani, Alvida Asfia, Vifi Aulia, Astin Hadiahti Aurora, Salsabila Putri Zumna Azizah, Laily Nur Balqis, Nur Haliza Cantika, Salsabila Triya Aura Damariswara, Rian Daniswara, Naomi Diva Dhian Dwi Nur Wenda, Dhian Dwi Nur Diani Nurhajati Diyaurrahman, Rizki Nurazmi Fadillah Dwi, Riyan Endang Sri Mujiwati Erwin Putera Permana Fadhilah, Anis Nur Fatmawati, Sania Nuzulul Putri Fitriani, Yulian Candra Frans Aditia Wiguna Handayani, Rizky Ika Puspita Sari Imron, Ilmawati Fahmi Istiqomah, Rohma Darul Krismayanti, Yunita Riza Kurnia Kukuh Andri Aka Kumaroh , Nova Dwi Kurotoa`ini, Mauludia Kusuma, Emelda Lathifah, Ika Dewi Lutfiana, Ovi Dwi Mareta, Anggi Meydaryanto, Freshtyana Earlytyas Mudawamah, Riska Nikmatul Muhamad Basori, Muhamad Mukmin, Bagus Amirul Nafila, Malya Luven Noviantiningtyas , Tera Nur Rohmania , Qonita Nur, Riska Nurfahrudhianto, Aan Nurita Primasatya Pancary, Swisty Salsabia Lintang Pristika, Yolanda Hikmah Putri, Kharisma Eka Putri, Veni Pratiwi Ananda Rachmawati, Dwi Novia Rani , Kiki Mangga Rani, Yolanda Surya Ratih , Marina Dwi Ratri, Pramudita Cahyaning Riska, Masya Saidah, Karimatus Saputri, Mevi Inas Amelia Sari, Anisa Dwi Puspita Sari, Den Ayu Putri Pandan Sari, Diah Puspita Soenarko, Bambang Sulistyorini, Iin Surya, Vellin Susi Damayanti, Susi Sutrisno Sahari, Sutrisno Syahira, Atsnia Yuladaa Vikiantika, Alvin Wahyudi Wahyudi Widodo, Ajib Rahayu Widyaningrum, Deviyanti Wiganata, Siken Agil Wirasti, Nirmala Adinia Wyandha, Brillita Naja Ein Yesitasari, Berliyan Yuniar, Renanda Yunik Susanti Zahra, Halyza Nadyatus Zunaidah, Farida Nurlaila