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Journal : Jurnal Simki Postgraduate

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.
Co-Authors Abdul Aziz Hunaifi Ageng, Putri Akira, Dean Cahyani Alfa, muhammad Alfi Laila, Alfi Alviana, Mia Audina Alvilia, Putri Aprillia, Erma Ayu Ariani, Alvida Asfara, Illma Asfia, Vifi Aulia, Astin Hadiahti Aurora, Salsabila Putri Zumna Azizah, Laily Nur Balqis, Nur Haliza Damariswara, Rian Daniswara, Naomi Diva Dhian Dwi Nur Wenda, Dhian Dwi Nur Diani Nurhajati Diyaurrahman, Rizki Nurazmi Fadillah Endang Sri Mujiwati Erwin Putera Permana Fadhilah, Anis Nur Fatika, Ainaya Al Fatmawati, Sania Nuzulul Putri Fitriani, Yulian Candra Frans Aditia Wiguna Handayani, Rizky Hapriana, Risha Hapriana, Ritha Hidayah, Siti Rochmatul Ika Puspita Sari Imron, Ilmawati Fahmi Istiqomah, Rohma Darul Krismayanti, Yunita Riza Kurnia Kukuh Andri Aka Kurotoa`ini, Mauludia Kusuma, Emelda Lutfiana, Ovi Dwi Mareta, Anggi Maria Wahyunda Maulina, Andini Dwi Meydaryanto, Freshtyana Earlytyas Muhamad Basori, Muhamad Mukmin, Bagus Amirul Noviantiningtyas , Tera Nur Rohmania , Qonita Nur, Riska Nurfahrudhianto, Aan Nurita Primasatya Nurkholida, Alfina Pancary, Swisty Salsabia Lintang Putri, Kharisma Eka Putri, Veni Pratiwi Ananda Rachmawati, Dwi Novia Rani, Yolanda Surya Riska, Masya Rizqi, Najhwa Dzakyya Saidah, Karimatus Saputri, Mevi Inas Amelia Sari, Anisa Dwi Puspita Sari, Den Ayu Putri Pandan Sari, Diah Puspita Septiana, Sabrina Shela Soenarko, Bambang Sulistyorini, Iin Surya, Vellin Susanti, Dariani Tri Susi Damayanti, Susi Sutrisno Sahari, Sutrisno Syihabillah, Viola Stania Vikiantika, Alvin Wahyudi Wahyudi Widyaningrum, Deviyanti Wiganata, Siken Agil Wyandha, Brillita Naja Ein Yesitasari, Berliyan Yunik Susanti Zunaidah, Farida Nurlaila