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PENGEMBANGAN MEDIA PEMBELAJARAN AR BERBANTUAN ASSEMBLR EDU TYPE MERGE CUBE DALAM MATERI IPAS KELAS V Maysaroh, Luluk; Purnawanto, Ahmad Teguh; Mariyani, Anna
Jurnal Kiprah Pendidikan Vol. 4 No. 4 (2025): Jurnal Kiprah Pendidikan | Oktober 2025
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/kpd.v4i4.p684-696

Abstract

This research is motivated by the minimal use of interesting and enjoyable learning media, as well as the absence of learning media.ARat SDN 1 Gempolrejo. Learning media is still in printed form, so the display is less attractive and the variations are limited, so students feel bored. This study aims to develop Augmented Reality (AR)-based learning media using the Assemblr Edu platform in the form of a Merge Cube, and to test the feasibility of the resulting product. The media developed is a 3D visual material that can be accessed via QR Code on the sides of the Merge Cube. The method used is Research and Development (R&D) with the ADDIE model (Analisys, Design, Development, Implementation, Evaluation). The subjects of the study were 24 fifth-grade students of SDN 1 Gempolrejo. Data collection techniques included interviews, questionnaires, and documentation; data were analyzed qualitatively and quantitatively from 3 media validators, namely design experts, material experts, and language experts as well as the results of small group student trials, large group trials, and from fifth-grade teachers. The validation results showed that the media was very suitable for use, with an assessment from design experts of 97%, material experts 80%, and language experts 94%. Student responses showed high interest (91%) and teachers rated the media as very interesting (94%). Thus, this media was declared valid, interesting, and suitable for use as a reference for science learning, especially natural disaster material.
PENGEMBANGAN MEDIA PEMBELAJARAN AR BERBANTUAN ASSEMBLR EDU TYPE MERGE CUBE DALAM MATERI IPAS KELAS V Maysaroh, Luluk; Purnawanto, Ahmad Teguh; Mariyani, Anna
Jurnal Kiprah Pendidikan Vol. 4 No. 4 (2025): Jurnal Kiprah Pendidikan | Oktober 2025
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/kpd.v4i4.p684-696

Abstract

This research is motivated by the minimal use of interesting and enjoyable learning media, as well as the absence of learning media.ARat SDN 1 Gempolrejo. Learning media is still in printed form, so the display is less attractive and the variations are limited, so students feel bored. This study aims to develop Augmented Reality (AR)-based learning media using the Assemblr Edu platform in the form of a Merge Cube, and to test the feasibility of the resulting product. The media developed is a 3D visual material that can be accessed via QR Code on the sides of the Merge Cube. The method used is Research and Development (R&D) with the ADDIE model (Analisys, Design, Development, Implementation, Evaluation). The subjects of the study were 24 fifth-grade students of SDN 1 Gempolrejo. Data collection techniques included interviews, questionnaires, and documentation; data were analyzed qualitatively and quantitatively from 3 media validators, namely design experts, material experts, and language experts as well as the results of small group student trials, large group trials, and from fifth-grade teachers. The validation results showed that the media was very suitable for use, with an assessment from design experts of 97%, material experts 80%, and language experts 94%. Student responses showed high interest (91%) and teachers rated the media as very interesting (94%). Thus, this media was declared valid, interesting, and suitable for use as a reference for science learning, especially natural disaster material.
Identifikasi Kendala dan Strategi Guru dalam Pembelajaran IPAS di Sekolah Dasar Sagitasari, Putri Aprilia; Sholihah, Husna Imro’atus; Mariyani, Anna
Paedagogie Vol 20 No 2 (2025)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v20i2.14610

Abstract

This study aims to identify the constraints faced by teachers in teaching Natural and Social Sciences (IPAS) and to analyze the strategies used to overcome them. The research employed a qualitative descriptive method with the subjects being a fifth-grade teacher, the principal, and 13 students at SD Negeri 2 Nglenkgir. Data were collected through observation, interviews, and questionnaires, then analyzed using the Miles & Huberman model. The findings reveal three main constraints: low student interest, limited instructional time, and a high administrative workload for teachers. To address these obstacles, teachers implemented creative strategies such as the use of technology-based media, ice-breaking activities, creating a conducive classroom environment, assigning additional tasks as learning extensions, and utilizing time management and digital technology for academic reports. This study affirms that teachers can adapt through practical strategies aligned with humanistic learning theory and Street-Level Bureaucracy theory. The findings of this study have implications for the importance of institutional support in providing learning facilities and reducing the administrative burden on teachers.
PELATIHAN DAN PENGUATAN KAPASITAS MAHASISWA DALAM INOVASI MEDIA DAN METODE PEMBELAJARAN SD DI ERA KURIKULUM MERDEKA Mariyani, Anna; Arrosyad, Muhammad Iqbal; Astuti, Aprilia Dwi
Abdi Masya Vol 6 No 2
Publisher : Pusat Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52561/abdimasya.v6i2.649

Abstract

This activity was conducted to evaluate the effectiveness of training in enhancing student skills, particularly in media innovation and learning methods, during the Merdeka Curriculum era. The primary issue arising from the implementation of the Merdeka Curriculum is the need for educators to be more creative in developing teaching modules, learning flows, and learning objectives, ensuring that lesson plans are prepared thoughtfully and effectively. This community service program is designed for 350 students in the Elementary School Teacher Education Undergraduate Program at Muhammadiyah University of Bangka Belitung, aiming to enhance their knowledge and capacity in designing innovative learning experiences at the elementary school level. The training method is conducted through three stages: preparation, implementation, and evaluation. The results of the community service have shown that the training has a significant impact on improving the skills of participants in each observation semester. In Semester 2, skills increased from 50 to 80 (60%); in Semester 4, from 40 to 85 (112.5%); in Semester 6, from 30 to 90 (200%); and in Semester 8, from 45 to 88 (95.6%). The most significant improvement occurred among participants with low initial abilities, demonstrating the significant benefits this group gained from the training. Overall, the training proved effective in improving students' cognitive abilities, as evidenced by the pretest and posttest results. These findings demonstrate that the community service program consistently has a positive impact on preparing students to meet the demands of learning innovation under the Independent Curriculum.
A PENGEMBANGAN PLATFORM DIGITAL HUBSPOT UNTUK MEMPERLUAS JANGKAUAN PASAR PENGRAJIN AKAR JATI DI DESA TEMPELLEMAHBANG KECAMATAN JEPON KABUPATEN BLORA Mariyani, Anna; Nurmawati, Fulusia; Munfariqoh, Aqidatul; Rofiq, Muhammad Aunur; Mahendra, Wawan Dedi; Nafiah, Khitthatun
JURNAL SINEKTIK Vol 8 No 2 (2025): JURNAL SINEKTIK:DESEMBER-2025
Publisher : FKIP, PGSD, Universitas Slamet Riyadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33061/js.v8i2.11759

Abstract

The results of interviews show that 92% of teak root craftsmen in Tempellewebang Village, Jepon District, Blora Regency have difficulty entering the international market because they have not been able to introduce themselves outside Indonesia. When marketing domestically they usually post on Instagram, marketplaces such as Shopee, Tokopedia, Blibli, etc. However, the majority of craftsmen also do not have sufficient skills in taking good photos of their products, apart from that, there are also those who are hampered by the media used when producing effective photos for online marketing materials. The advantage of the HubSpot platform as a top marketing software provider is its marketing approach. HubSpot focuses on creating content that is informative and engaging for potential clients, such as blogs, eBooks, webinars, and courses. This research is development research. The model used is the development of a 4-D model. The 4-D (Four D) development model is a learning device development model. This model was developed by Thiagarajan, S., Semmel, D. S., & Semmel (1974). The 4D development model consists of 4 main stages, namely: Define, Design, Develop and Disseminate. The samples used in this research were 100 teak root and teak furniture craftsmen in Blora Regency. The ease of using Hubspot increases the market reach of teak root and teak furniture craftsmen in Blora Regency.
Improving Mathematics Learning Outcomes on Composite Addition Through the Demonstration Method Using the Labyrinth Board Media for Grade II SDN 1 Mojowetan Saputra, Wahyu Ari; Mariyani, Anna; Purnawanto, Ahmad Teguh
Jurnal Kiprah Pendidikan Vol. 5 No. 1 (2026): Jurnal Kiprah Pendidikan | January 2026 (In Press)
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/kpd.v5i1.p1-14

Abstract

This study aims to improve the learning outcomes of second-grade students of SDN 1 Mojowetan on the material of stacked addition through the application of the demonstration method with a labyrinth board media. The subjects of the study were 23 students of class II A. This study used the Classroom Action Research (CAR) method with the Kemmis and Mc. Taggart model, implemented in two cycles, each consisting of planning, implementation, observation, and reflection. Data collection techniques included observation, interviews, documentation, and tests, with data validity tested using source and method triangulation. Data analysis was carried out qualitatively and descriptive statistics. The pretest results showed that only 4 students with a percentage (17.39%) achieved the Minimum Completion Criteria (KKM). After the application of the demonstration method and maze board, learning outcomes increased significantly, as many as 12 students with a percentage (52.17%) achieved completion in cycle 1, and increased to 20 students with a percentage (86.96%) in cycle 2. In addition to cognitive outcomes, the results of teacher skills in applying the demonstration method in cycle I got an average score of 17 with the category (Good), while in cycle 2 there was an increase with an average score of 19 with the category (Very Good) from a total score of 20. In conclusion, the application of the demonstration method with maze board media effectively improves the quality of learning and student outcomes.
Improving Mathematics Learning Outcomes Through the Media-Assisted TGT Model Fraction Card Rohimah, Siti; Rofiq, Muhammad Aunur; Mariyani, Anna
Jurnal Kiprah Pendidikan Vol. 5 No. 1 (2026): Jurnal Kiprah Pendidikan | January 2026 (In Press)
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/kpd.v5i1.p15-29

Abstract

Mathematics has always been a frightening prospect for students, so mathematics learning outcomes are a constant concern for teachers and even educational institutions. This study aims to improve students' mathematics learning outcomes through the application of a cooperative learning model.Team Games Tournament (TGT)supported by the mediafraction card. This research is based on the low mathematics learning outcomes of fifth-grade students of SDN Balong, with an average score of 48.42 from the KKM of 70. This research is a Classroom Action Research (CAR) carried out in two cycles, each including planning, implementation, observation, and reflection. The research subjects were 19 fifth-grade students of SDN Balong in the 2024/2025 academic year. Data collection techniques included documentation, interviews, observations, and tests. Data validity was tested by triangulation of sources and methods. The results of the study indicate that the application of the TGT model assistedfraction cardcan improve teacher skills, student activity, and mathematics learning outcomes. This is evidenced by the learning outcomes achieved in cycle I, which reached 68.42% cognitive learning completion, increasing to 78.94% in cycle II. Student activity and teacher skills also experienced significant improvements. Thus, the TGT cooperative learning model is effective in improving the quality of mathematics learning
Improving Mathematics Learning Outcomes on Composite Addition Through the Demonstration Method Using the Labyrinth Board Media for Grade II SDN 1 Mojowetan Saputra, Wahyu Ari; Mariyani, Anna; Purnawanto, Ahmad Teguh
Jurnal Kiprah Pendidikan Vol. 5 No. 1 (2026): Jurnal Kiprah Pendidikan | January 2026 (In Press)
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/kpd.v5i1.p1-14

Abstract

This study aims to improve the learning outcomes of second-grade students of SDN 1 Mojowetan on the material of stacked addition through the application of the demonstration method with a labyrinth board media. The subjects of the study were 23 students of class II A. This study used the Classroom Action Research (CAR) method with the Kemmis and Mc. Taggart model, implemented in two cycles, each consisting of planning, implementation, observation, and reflection. Data collection techniques included observation, interviews, documentation, and tests, with data validity tested using source and method triangulation. Data analysis was carried out qualitatively and descriptive statistics. The pretest results showed that only 4 students with a percentage (17.39%) achieved the Minimum Completion Criteria (KKM). After the application of the demonstration method and maze board, learning outcomes increased significantly, as many as 12 students with a percentage (52.17%) achieved completion in cycle 1, and increased to 20 students with a percentage (86.96%) in cycle 2. In addition to cognitive outcomes, the results of teacher skills in applying the demonstration method in cycle I got an average score of 17 with the category (Good), while in cycle 2 there was an increase with an average score of 19 with the category (Very Good) from a total score of 20. In conclusion, the application of the demonstration method with maze board media effectively improves the quality of learning and student outcomes.
Improving Mathematics Learning Outcomes Through the Media-Assisted TGT Model Fraction Card Rohimah, Siti; Rofiq, Muhammad Aunur; Mariyani, Anna
Jurnal Kiprah Pendidikan Vol. 5 No. 1 (2026): Jurnal Kiprah Pendidikan | January 2026 (In Press)
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/kpd.v5i1.p15-29

Abstract

Mathematics has always been a frightening prospect for students, so mathematics learning outcomes are a constant concern for teachers and even educational institutions. This study aims to improve students' mathematics learning outcomes through the application of a cooperative learning model.Team Games Tournament (TGT)supported by the mediafraction card. This research is based on the low mathematics learning outcomes of fifth-grade students of SDN Balong, with an average score of 48.42 from the KKM of 70. This research is a Classroom Action Research (CAR) carried out in two cycles, each including planning, implementation, observation, and reflection. The research subjects were 19 fifth-grade students of SDN Balong in the 2024/2025 academic year. Data collection techniques included documentation, interviews, observations, and tests. Data validity was tested by triangulation of sources and methods. The results of the study indicate that the application of the TGT model assistedfraction cardcan improve teacher skills, student activity, and mathematics learning outcomes. This is evidenced by the learning outcomes achieved in cycle I, which reached 68.42% cognitive learning completion, increasing to 78.94% in cycle II. Student activity and teacher skills also experienced significant improvements. Thus, the TGT cooperative learning model is effective in improving the quality of mathematics learning