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Developing Scrap Book Media to Improve First Grade Students’ Reading Skills Kurnianti, Indah Fadhilah; Arini, Novanita Whindi
JOURNAL OF TEACHING AND LEARNING IN ELEMENTARY EDUCATION (JTLEE) Vol. 5 No. 2 (2022): August 2022
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/

Abstract

The purpose of this study is to develop Scrap Book Media to improve the reading ability of first grade students and to find out the feasibility of Scrap Book Media. The type of research used is Research and Development using the ADDIE model. The data were collected through expert validity test and pilot test with students. The results showed that the average score of media expert validation 92% fall into the category of very feasible, validation of material experts 75% with the category feasible, validation of educational experts 91% in the category of very feasible. The results of the response questionnaire of students of small group trials get 90% while large group trials get 89%. From the average results above, it can be concluded that scrap book media is suitable for use and makes it easier for teachers in the learning process.
Pengembangan Media Flipbook Interaktif untuk Mata Pelajaran IPA Materi Siklus Air di Kelas V Sekolah Dasar Khoirunisa, Aura; Arini, Novanita Whindi
Ideguru: Jurnal Karya Ilmiah Guru Vol 10 No 2 (2025): Edisi Mei 2025
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i2.1953

Abstract

Penelitian ini bertujuan untuk mengembangkan media flipbook interaktif dalam pembelajaran IPA materi siklus air pada siswa kelas 5 sekolah dasar. Studi ini termasuk dalam kategori penelitian pengembangan (Research and Development) yang menerapkan model instruksional ADDIE, yang terdiri atas lima tahapan utama: analisis, perancangan, pengembangan, implementasi, dan evaluasi. Selain itu, penelitian ini mengadopsi pendekatan gabungan, yaitu pendekatan kualitatif dan kuantitatif (mixed methods) dalam proses pengumpulan dan analisis data. Hasil dari uji kelayakan media flipbook interaktif dengan memperoleh rata-rata presentase 96%, ahli materi memperoleh rata-rata presentase 76,67% dan pakar pendidikan memperoleh skor 96,6%. Berdasarkan hasil dari para ahli validator memperoleh rata-rata keseluruhan 90% kualifikasi sangat layak. Uji coba kelompok kecil yang diperoleh rata-rata presentase 89,2% dan pada uji coba kelompok besar memperoleh 92,4%, digabungkan dua uji tersebut maka memperoleh presentase rata-rata 90,80% dengan kualifikasi sangat layak digunakan. Oleh karena itu, hasil dari penelitian para ahli, uji coba kelompok kecil dan uji coba kelompok besar dinyatakan bahwa media flipbook interaktif ini sangat layak digunakan untuk mata pelajaran IPA di kelas 5 sekolah dasar.
Development of Ibis Paint X-Based Learning Video Media on Metamorphosis Content to Improve Students’ Understanding of Third Grade Elementary School Arsika, Intan Dihni; Arini, Novanita Whindi
JURNAL PEMBELAJARAN DAN BIOLOGI NUKLEUS Vol 11, No 3: Jurnal Pembelajaran Dan Biologi Nukleus September 2025
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jpbn.v11i3.7673

Abstract

Background: Science learning in elementary schools often faces challenges, particularly in students' difficulty understanding the material. These difficulties stem from a lack of interest in learning due to the unappealing learning media used in class. This problem certainly requires a relevant solution. The use of engaging learning media, such as instructional videos, can be utilised in learning. These instructional videos can be developed using various platforms, one of which is Ibis Paint X. The purpose of this study is to develop educational videos as learning media for science instruction in third-grade. Methodology: The research method employed is Research and Development (R&D), utilising the ADDIE Model, which comprises five stages: analysis, design, development, implementation, and evaluation. Findings: Based on the results of the validity test, the assessment of media experts obtained (79%) with the criteria of "feasible", (80%) from material experts with the criteria of "feasible", (90%) from education experts with the criteria of "very feasible", (92%) from small trials with the criteria of "very feasible", and (92%) from large trials with the criteria of "very feasible". The pre-test score is (57%) and the post-test score is (71%); the assessment shows an increase in student understanding by (14%). Based on the research results, it is evident that there was an increase in students' understanding of the material. Furthermore, during the learning process, it was also observed that students were interested in the media presented, which made them more focused on the learning activities. Contribution: The results of this study contribute to the development of effective video-based learning media that improve third-grade students' understanding of animal metamorphosis
Pengembangan Media ULTAP Untuk Meningkatkan Pemahaman Siswa Pada Pembelajaran Bahasa Inggris Materi Preposition of Place di Sekolah Dasar Havilah, Della; Arini, Novanita Whindi
Publikasi Pendidikan Vol 15, No 3 (2025)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/publikan.v15i3.75092

Abstract

Tujuan dari penelitian ini adalah untuk mengembangkan media ULTAP dan menguji kelayakannya dalam meningkatkan pemahaman siswa kelas dua mengenai materi preposition of place dalam pembelajaran Bahasa Inggris di Sekolah Dasar. Selain itu media ini juga bisa dijadikan referensi variasi media pembelajaran untuk guru dalam membangun lingkungan belajar yang inovatif, lebih interkatif, menyenangkan dan efektif. Metodologi yang digunakan dalam penelitian ini adalah Research and Development (R&D) dengan model ADDIE, sebuah kerangka kerja yang terdiri dari lima tahap: analisis, desain, pengembangan, implementasi, dan evaluasi. Data dikumpulkan peneliti melalui observasi, wawancara, penyebaran angket kepada ahli media, ahli materi, dan pakar pendidikan. Hasil pembelajaran diukur menggunakan tes awal dan tes akhir. Sebanyak 54 siswa kelas dua menjadi sampel dalam penelitian ini. Data validasi menunjukkan bahwa media ULTAP dikategorikan “sangat layak” oleh ahli media, ahli materi, dan pakar pendidikan. Hasil uji coba kelompok kecil dan besar juga mengkategorikannya “sangat layak”. Penggunaan media ULTAP terbukti berhasil meningkatkan pemahaman siswa, sebagaimana dibuktikan oleh skor N-gain sebesar 0,71 yang masuk dalam kategori “tinggi”. Kesimpulannya, media ULTAP sangat layak dan efektif dalam meningkatkan pemahaman siswa kelas dua Sekolah Dasar terhadap pembelajaran Bahasa Inggris materi preposition of place.
Pengembangan Media Blooket Web Game untuk Meningkatkan Penguasaan Kosakata Bahasa Inggris Kelas I Sekolah Dasar Maulana, Hanan Salsabila; Arini, Novanita Whindi
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 3 (2024): Edisi September 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i3.1157

Abstract

The aim of this study is to find out how much improvement there has been in students has been in students mastery of English vocabulary. Research that focuses on mastering English vocabulary in elementary schools using the Blooket Web Game. The 4-D model is the approach used, namely define, design, developm, and disseminate. The research sample consisted of 52 people divided into three trials, namely 32 people for the pretest and posttest assessment, then 5 people for the small test assessment, 15 people for the large test assessment. Based on the analysis results obtained, it seen from the analysis of students need, then a student respon questionnaire and validator questionnaire are filled in. So, it can be accumulated that the development of the Blooket Web Game obtained the “Very Eligible” category with a score of 87.20% from the small group, and a score of 94.6% from the large group, while from the questionnaire the student respon reached 93.20%. Therefore, it can be concluded that the Blooket Web Game is in the “Very Appropriate” category and can be used a as media tool during learning activities.
Analisis Implementasi Program Kampus Mengajar Universitas Muhammadiyah Prof. Dr. Hamka Arini, Novanita Whindi; Mulyawati, Ima
Jurnal Paedagogy Vol. 10 No. 4: Jurnal Paedagogy (October 2023)
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v10i4.9115

Abstract

This study aims to analyze the implementation of "Kampus Mengajar" to increase the academic community's participation and to find out the perceptions of students of Prof. Dr. Hamka Muhammadiyah University. This research method used an exploratory survey with a qualitative approach with respondents of Teaching Campus Students of Universitas Muhammadiyah Prof. Dr. Hamka Batch 4 and 5. The instrument used was a questionnaire distributed using Google Forms. The research data analysis technique was interactive analysis, which includes data reduction, data presentation, verification, and data validity checks. The validity of this research data used triangulation. The results of this study indicated that the MBKM program, especially the Teaching Campus of Muhammadiyah Prof. Dr. Hamka University, was well implemented from socialization to assessment. However, there were still differences of opinion regarding the conversion of SKS by students based on the perceptions of Muhammadiyah Prof. Dr. Hamka University students; several opinions and data were obtained regarding the policies felt by students.
BAHASA INGGRIS Farhana, Nida; Arini, Novanita Whindi
Jurnal Penelitian Pendidikan IPA Vol 9 No 9 (2023): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i9.4521

Abstract

:  The water cycle is science material for grade 5 in elementary schools, this lesson is very important because it relates to student experiences or real life. Not a few students have difficulty in learning it. Therefore researchers created Chatbot Rain to develop and produce products that help students better understand concepts and can improve learning outcomes in the process of learning water cycle material. This study uses research and development (R&D) methods with the ADDIE model (Analysis, Design, Development, Implementation and Evaluation). The analysis technique used is qualitative and quantitative which are then converted into a Likert Scale Interpretation table with a range of 5 scales. The research was conducted in several elementary schools with media applications that had been validated by media experts, material experts, and education experts as well as feasibility trials with small and large trials. The validation results of media experts were 88.23%, material experts were 92%, and education experts were 90% while media feasibility tests with large and small trials produced scores of 86.8% and 89.2%. While the effectiveness test obtained a score of 80.71%. Based on the results of these percentages, it can be concluded that the Chatbot Rain media is very feasible and effective to use and develop in the water cycle learning process in elementary schools.
Pengembangan Media Papan Sipat-Siput pada Pembelajaran Matematika untuk Siswa Kelas III Sekolah Dasar Hafshari, Nabila Dita; Arini, Novanita Whindi
Jurnal Cendekia : Jurnal Pendidikan Matematika Vol 7 No 1: Jurnal Cendekia: Jurnal Pendidikan Matematika Volume 7 Nomor 1 Tahun 2023
Publisher : Mathematics Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cendekia.v7i1.1643

Abstract

Penelitian ini dilakukan karena belum ada media pembelajaran yang digunakan pada kegiatan pembelajaran di sekolah khususnya materi simetri lipat dan simetri putar, sumber belajar hanya menggunakan buku guru dan buku siswa, pembelajaran hanya menggunakan metode ceramah sehingga terkesan masih bersifat konvensional, guru hanya memfokuskan pada hasil belajar tanpa memperhatikan kemampuan berpikir kreatif siswa. Tujuan dari penelitian ini adalah menghasilkan media pembelajaran yang efektif untuk diterapkan pembelajaran menggunakan media papan sipat-siput pada materi simetri lipat dan simetri putar pada kelas III SD Jatirahayu II Bekasi. Metode penulisan ini menggunakan metode RnD dengan model ADDIE meliputi Analyze, design, develop, implement, dan evaluate. Hasil dari penelitian ini menggunakan Uji Besar dan Uji Kecil dengan nilai 95% yang berkualifikasi. “Sangat Baik”, dan dapat disimpulkan bahwa media papan Sipat-Siput untuk mata pelajaran Matematika kelas III sekolah dasar dinyatakan layak digunakan dalam menunjang pembelajaran yang bersifat kreatif dan inovatif. Pentingnya hasil penelitian ini adalah dengan adanya media pembelajaran papan sipat-siput diharapkan dapat membantu pendidik dalam proses pembelajaran didalam kelas sehingga peserta didik dapat lebih memahami materi yang disampaikan oleh pendidik.