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Pengembangan Media Tangga Pintar Berbasis Permainan dan Bernalar kritis Materi Seni Rupa Kelas 5 SD Arifin, Zaenal; Ngazizah, Nur; Anjarini, Titi
Ideguru: Jurnal Karya Ilmiah Guru Vol. 10 No. 3 (2025): September 2025 Edition
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i3.2149

Abstract

Pembelajaran seni rupa disekolah dasar masih menghadapi kendala berupa kurangnya inovasi media, dan rendahnya keterlibatan murid, sehingga tidak sejalan dengan keterampilan abad 21. Tujuan penelitian ini adalah mengembangkan dan menguji kelayakan media Tangga Pintar berbasis permainan dan bernalar kritis pada materi mengenal aneka ragam hias dari berbagai daerah di Indonesia untuk meningkatkan keterampilan bernalar kritis murid. Metode yang digunakan adalah Research and Development (R&D) yang dikerjakan mengikuti tahap model ADDIE. Subjek penelitian adalah 25 murid kelas V SD swasta. Data diperoleh melalui observasi, wawancara, validasi ahli, angket respon, serta pre-test dan post-test, kemudian dianalisis menggunakan pedoman penilaian dan N-Gain. Hasil validasi ahli materi menunjukan kategori sangat layak dengan nilai rata-rata 4,65, sedangkan ahli media memperoleh kriteria sangat layak dengan nilai rata-rata 4,57, dan praktisi menunjukkan kategori sangat layak dengan skor rata-rata 4,46. Sedangkan angket respon guru memperoleh skor persentase sebesar 97% dan murid sebesar 100% dengan kriteria sangat praktis. Efektivitas ditunjukkan dengan skor N-Gain tinggi, yaitu 0,81 (81,67%) pada uji coba terbatas dan 0,78 (78,96%) pada uji coba luas. Media Tanga Pintar berbasis permainan dan bernalar kritis dinilai valid, praktis, dan efektif untuk digunakan dalam meningkatkan kemampuan bernalar kritis murid sekaligus menanamkan nilai budaya. Prospeknya, media ini dapat diterapkan lebih luas dalam pembelajaran tematik berbasis budaya disekolah dasar.
Development of Human Digestion Puzzle Teaching Aids Based on Edutainment and Local Wisdom for Grade V at Special Needs Schools Lismayanti, Anggi; Anjarini, Titi; Ngazizah, Nur
Jurnal Paedagogy Vol. 13 No. 1 (2026): January
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v13i1.18659

Abstract

This study aims to develop a learning medium in the form of a human digestive system puzzle that integrates edutainment principles and local wisdom values to improve learning outcomes in Natural Sciences (Ilmu Pengetahuan Alam / IPA) for students in a special school (SLB). The study employed a Research and Development (R&D) method using the ADDIE model, which consists of the stages of analysis, design, development, implementation, and evaluation. The research participants included five fifth-grade students and one teacher from SLB Muhammadiyah Purworejo. Data were collected through interviews, observations, expert validation, and learning outcome tests. Data analysis was conducted using descriptive quantitative and descriptive qualitative techniques. The validation results indicate that the developed learning media achieved a very high level of feasibility, with an average validity score of 87%. The practicality of the media reached 97.7% based on student responses and 80% based on teacher responses. Interview findings further reveal that the puzzle-based media helped students understand the structure and sequence of the digestive organs more concretely. Overall, the findings demonstrate that the edutainment- and local wisdom-based puzzle media are feasible, practical, and effective for enhancing science learning outcomes in special education settings.
Development of Edutainment and Problem Solving Based Student Worksheet on Magnet Concept for Elementary Science Aeni, Dewi Nur; Fatmaryanti, Siska Desy; Ngazizah, Nur
Jurnal Paedagogy Vol. 13 No. 1 (2026): January
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v13i1.19015

Abstract

This study aims to develop a student worksheet integrating edutainment and problem solving approaches to improve fifth grade students’ understanding of magnetism. The research employed a Research and Development (R&D) method with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) and was conducted over four meetings at Muhammadiyah I Elementary School Purworejo, involving limited and large scale trials with 10 and 21–22 students. The data analysis technique used in this study was quantitative descriptive analysis, which included product validity analysis, practicality analysis, effectiveness analysis, and analysis of the improvement in conceptual understanding. The developed student worksheet was validated by a media expert and two material experts, yielding an average validation score of 86.3% (highly valid). The practicality assessment reached 95.2%, categorized as very practical. Pretest and posttest results showed improved student understanding with an average increase of 80.61%. Its effectiveness was further supported by an N-Gain score of 0.8 (high category). These findings indicate that the edutainment and problem solving based student worksheet has strong potential as an effective learning medium for enhancing students’ understanding of magnetic concepts and addressing misconceptions in Integrated Natural and Social Sciences learning at the elementary level.
Implementasi Projek Penguatan Profil Siswa Pancasila di Sekolah Dasar Menggunakan Kearifan Lokal Kuda Lumping dalam Suyoto; Triyono, Ageng; Ratnaningsih, Arum; Anjarini, Titi; Ngazizah, Nur; Pangestika, Rintis Rizkia
Buletin Edukasi Indonesia Vol. 4 No. 03 (2025): Buletin Edukasi Indonesia
Publisher : The Indonesian Institute of Science and Technology Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56741/IISTR.bei.001706

Abstract

Tujuan dari penelitian ini adalah untuk mengetahui implementasi Projek Penguatan Profil Pelajar Pancasila (P5) tema kearifan Kuda Lumping kelas IV sekolah dasar di Purworejo. Penelitian deskriptif kualitatif digunakan. Data dikumpulkan melalui observasi, wawancara, dan dokumentasi. Sumber data meliputi kepala sekolah, tim fasilitator, guru kelas IV, dan sampel siswa. Data dianalisis melalui tahap reduksi data, penyajian data, dan kesimpulan. Hasil penelitian menunjukkan bahwa desain P5 sekolah dasar di Purworejo mencakup tiga tahapan utama: (1) Perencanaan: Kepala sekolah membentuk tim fasilitator, mengidentifikasi kesiapan sekolah, menentukan dimensi dan tema, mengalokasikan waktu dalam blok mingguan, serta menyusun modul projek; (2) Pelaksanaan: Mempelajari sejarah dan makna, Diskusi dan kreasi, Kunjungan ke sanggar seni, membuat properti:, dan Pentas seni dan pementasan; (3) Evaluasi: Dilakukan melalui pelaporan hasil berupa rapor projek siswa serta evaluasi kegiatan melalui refleksi dan diskusi dua arah antara guru dan siswa. Dalam aksi nyata P5, orang tua siswa di sekolah dasar negeri di Purworejo berperan aktif dengan menyediakan sumber daya berupa alat dan bahan projek, mendampingi siswa di rumah, serta berpartisipasi aktif dalam pertemuan sekolah. Dapat disimpulkan implementasi P5 tema kearifan lokal Kuda Lumping kelas IV Sekolah Dasar Negeri di Purworejo dilaksanakan secara sistematis, mengintegrasikan kearifan lokal, serta melibatkan partisipasi aktif orang tua dan seniman lokal.
Pengembangan Video Animasi IPAS Berbasis Critical Thinking Skill pada Siswa Kelas IV Sekolah Dasar Syaifullah, Muhammad Ferdian; Ngazizah, Nur; Alfia, Nida; Hasyim, Nurul Izzatuh Zahra
Pedagogik Journal of Islamic Elementary School Vol. 9 No. 1 (2026): Pedagogik Journal of Islamic Elementary School
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/pijies.v9i1.9302

Abstract

Pembelajaran di kelas IV SD Negeri Kemejing pada materi IPAS membutuhkan media pembelajaran karena siswa belum bisa berpikir secara abstrak sehingga pembelajaran di dalam kelas menjadi lebih bermakna. Tujuan penelitian ini untuk 1) mengembangkan video animasi IPAS berbasis critical thinking skill; 2) mengetahui kelayakan yang mencakup valid dan praktis pada video animasi IPAS berbasis critical thinking skill. Metode penelitian yang digunakan yaitu penelitian dan pengembangan dengan model ADDIE yang terdiri dari analysis, design, development, implementation, dan evaluation. Subjek pada penelitian ini siswa kelas IV SD Negeri Kemejing berjumlah 23 siswa. Teknik pengumpulan data menggunakan teknik analisis data kualitatif dan analisis data kuantitif sederhana. Hasil pada penelitian ini 1) mengembangkan video animasi IPAS berbasis critical thinking skill menggunakan model ADDIE; 2) video animasi IPAS berbasis critical thinking skill layak digunakan pada pembelajaran tingkat sekolah dasar hal ini berdasarkan hasil validasi dinyatakan sangat valid dengan skor 92,3%. Hasil kepraktisan menunjukan sangat praktis dengan skor 90% pada uji terbatas dan 94,2 pada uji luas. Penelitian ini menunjukan bahwa video animasi IPAS berbasis critical thinking skill yang dikembangkan menggunakan model ADDIE layak diterapkan untuk menggali critical thinking skill siswa pembelajaran di dalam kelas.
Development of Interactive Puzzle Media Based on Critical Reasoning Games for Fine Arts Material for Grade 5 Elementary School Suryono, Krisna Trijati; Ngazizah, Nur; Suyoto, Suyoto
Integrated Science Education Journal Vol 7 No 2 (2026): March
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/isej.v7i2.2823

Abstract

Purpose of the study: This study aims to develop and evaluate the feasibility of a game-based interactive puzzle learning media designed to foster critical thinking skills in fifth-grade elementary students. The media are used in the instructional topic “Creating Artworks from Household Waste Materials” to enhance students’ critical reasoning abilities. Methodology: This research employed a Research and Development (R&D) approach based on the ADDIE framework, comprising analysis, design, development, implementation, and evaluation stages. The participants were 20 fifth-grade students. Data were gathered through expert validation forms, teacher and student questionnaires, and pretest–posttest instruments, and then analyzed using Likert-scale scoring and N-Gain testing. Main Findings: The validation results indicated an average score of 4.56 from the material expert, 4.57 from the media expert, and 4.46 from the practitioner, all categorized as highly feasible. Teacher responses reached 97%, while student responses in the limited trial and field trial were 100% and 99%, respectively, indicating a very high level of practicality. The effectiveness of the media was demonstrated by N-Gain scores of 81.90% in the limited trial and 79.28% in the field trial, both of which were classified as high. Novelty/Originality of this study: This study introduces a game-based interactive puzzle media integrated with critical thinking indicators in elementary school visual arts instruction. The media emphasizes not only creativity but also the development of students’ critical thinking skills through contextual problem-solving activities that use household waste materials.
Co-Authors 'Aini, Ninin Nun Adhaeni, Winda Aeni, Dewi Nur Ageng Triyono Aini’i, Indah Nur Alfia, Nida Alyada Rahma, Fadilla Shafa Andini, Regita Ayu Anjarini, Titi Annisa, Catur Arum Ratnaningsih Arum*, Rr Frizka Puspitha Ashari Ashari Asrofah, Zauharatul Auliya Asti, Nur Riya Atikhah, Laila Miftakhul Ayu, Retno Ayuningrum, Nita Dwi Azmi, Vina Fitria Azzah, Aslikhatul Isti B, Bagiya Bernika, Bernika Nafa Dimiati Choirunnisa, Heny Amalia Diyah Puspitarini Diyanati, Vina Eviyanti Eviyanti, Eviyanti Fadhillah, Zahdinny Mucharina Fakhrina, Aulia Febriyanti, Retno Fitri, Nova Juwita Gumelar, Setyo Hadi, Arif Syaiful Harayo, Recika Ranna Hastono, Widi Hasyim, Nurul Izzatuh Zahra Hidayati, Dwi Nuril Hidayati, Femi Karimah, Nur Kurniasari, Siska Giyan Kusumaningtyas, Akhadiyah Dwi Kusumawati, Indah Linda, Rizky Fadjar Choirrul Linda, Rizky Fadjar Choirul Lismayanti, Anggi Lukman Hakim Muflikhul Khaq Nabila, Charisma Ningsih, Anissa Fitri Noviyani, Vika Nugraini, Dwi Nur Adilah, Nur Nurhidayati Nurhidayati Nurlaelasari, Fenny Nursanti, Dwi Oktasari, Murni Pangestika, Rintis Rizkia Prahasdita, Inggrit Nada Prasetyp, Joni Dwi Pratama, Kurnia Yoga Pratiwi, Rakhmah Purwoko, Riawan Yudhi Pusporini, Ira Herawati Widyasari Rahayu, Kiswari Puji Rahma, Wahdaniyah Sekar Rahmawati, Rahmawati Ridwan, Moh. Fajar Annur Robikho, Alif Rodiyah, Aminatur Sabela, Ikne Safitri, Dhiana Saidah, Ika Nurul Afifatus Sanjivani, Sekar Elvira Putri Saputri, Dyna Ade Rawan Setyanto Setyanto Siska Desy Fatmaryanti Siti Helmyati Slamet Widodo Solly Aryza Suprayitno Suprayitno Supriyono Supriyono Suryono, Krisna Trijati Suyatno, Dyah Purwaningsih Suyoto Suyoto Suyoto Syaifullah, Muhammad Ferdian Syarivah, Khalimatus Utami, Ragil Wanandi, Achmat Iwan Wibowo, Deni Hari Widanti, Widanti Widoyoko, Sugeng Eko Putro Wijaya, Kusuma Ardi Yansaputra, Galih Zaenal Arifin Zulaikha, Qomairoh Dinda Eva Zulfa, Farah Naila