Claim Missing Document
Check
Articles

Found 7 Documents
Search

An Analysis of the Use of Gadget on Students' Learning Outcome (Case Study) Rachman, Arief Syaiful; Aniq KHB, Moh; Setianingsih, Eka Sari
International Journal of Elementary Education Vol 4, No 4 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v4i4.31917

Abstract

Most of the students use gadgets for playing games, social media, editing videos, watching YouTube. This study aims to determine the use of gadgets, the impact, and the learning outcomes of elementary school students. This type of research is qualitative research with research subjects namely fifth-grade students.  The data obtained using observation, questionnaires, interviews, documentation. The results showed that 8 students used gadgets for more than 2 hours because they had personal gadgets, 2 students were hesitant and 8 students admitted that it was less than 2 hours per day which was mostly used for playing but sometimes used for studying. Gadgets have both positive and negative impacts, and from the results of the learning scores of the fifth-grade students during the middle of the semester, it can be seen from the eighteen students whose gadget users are in the quite good category because many students have an average score above Kkm, which is 70 with a value of 71. -86 and only three students who scored three students who got a grade below Kkm were 68-69. The results showed that the data on students' scores using personal gadgets were around eleven students, there were two children whose scores were below KM, namely 68 and 69, six children scored 71-79, and three children scored 82-86, the data of students who used gadgets owned by their parents around seven students scored 68 one student and six students scored between 71-79. Based on the results of the study, it can be concluded that male students' use of gadgets is more likely to play games, while female students tend to play social media more often and edit videos.
Pengembangan Media Scrap Book Tema 4 Berbagai Pekerjaan Subtema 3 Pekerjaan Orang Tuaku Utaminingsih, Sri; Agustini, Ferina; Aniq KHB, Moh
Jurnal Penelitian dan Pengembangan Pendidikan Vol 3, No 2 (2019): Juli
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppp.v3i2.17378

Abstract

Pengembangan Media Scrap Book Tema 4 Berbagai Pekerjaan Subtema 3 Pekerjaan Orang Tuaku Pada Kelas IV Sekolah Dasar. Tujuan Penelitian ini untuk mengetahui kevalidan dan kepraktisan dari pengembangan media Scrap Book  pada materi tema 4 berbagai pekerjaan subtema 3 pekerjaan orang tuaku kelas IV Sekolah Dasar. Jenis penelitian yang digunakan yaitu Research and Development.  Model penelitian yang di gunakan Borg and Gall.Pada tahap pertama hasil rata-rata validasi media 78,33% dan rata-rata validasi materi 61,66%. Tahap kedua hasil hasil rata-rata validasi media 81,66% dan rata-rata validasi materi 88,33% dan hasil respon siswa terhadap media Scrap Book di peroleh rata-rata 94,45%. Dapat disimpulkan bahwa media Scrap Book pada materi tema 4 berbagai pekerjaan subtema 3 pekerjaan orang tuaku valid dan praktis sehingga layak digunakan sebagai media pembelajaran.
Pengembangan Bahan Ajar Melalui Software Heyzine Html Flip Book Kurikulum Merdeka Di Sekolah Dasar Januar Saputra, Henry; Listyarini, Ikha; Rahmawati, Intan; Aniq KHB, Moh
Elementary School: Jurnal Pendidikan dan Pembelajaran ke-SD-an Vol. 12 No. 1 (2025): ELEMENTARY SCHOOL (Jurnal Pendidikan dan Pembelajaran Ke-SD-an)
Publisher : Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/esjurnal.v12i1.4329

Abstract

Penelitian ini bertujuan untuk mengembangkan bahan ajar melalui software heyzine html flip book kurikulum merdeka di Sekolah Dasar. Metode penelitian ini adalah penelitian dan pengembangan model ADDIE yang terdiri dari lima fase yaitu (A)nalysis, (D)esain, (D)evelopment, (I)mplementation, dan (E)valuation. Dalam pengembangan ini dilakukan validasi materi dan media oleh validator dengan hasil validasi materi 95%, sedangkan untuk validasi media 96,7%. Untuk validasi yang kedua hasil validasi materi 93,4%, sedangkan validasi media 95%. Hasil dari angket siswa terhadap implementasi produk adalah 95% menerima hasil produk bahan ajar melalui software heyzine html flip book kurikulum merdeka di sekolah dasar dan 5% tidak suka dengan produk tersebut.
Pengembangan Media Scrap Book Tema 4 Berbagai Pekerjaan Subtema 3 Pekerjaan Orang Tuaku Utaminingsih, Sri; Agustini, Ferina; Aniq KHB, Moh
Jurnal Penelitian dan Pengembangan Pendidikan Vol. 3 No. 2 (2019): Juli
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppp.v3i2.17378

Abstract

Pengembangan Media Scrap Book Tema 4 Berbagai Pekerjaan Subtema 3 Pekerjaan Orang Tuaku Pada Kelas IV Sekolah Dasar. Tujuan Penelitian ini untuk mengetahui kevalidan dan kepraktisan dari pengembangan media Scrap Book  pada materi tema 4 berbagai pekerjaan subtema 3 pekerjaan orang tuaku kelas IV Sekolah Dasar. Jenis penelitian yang digunakan yaitu Research and Development.  Model penelitian yang di gunakan Borg and Gall.Pada tahap pertama hasil rata-rata validasi media 78,33% dan rata-rata validasi materi 61,66%. Tahap kedua hasil hasil rata-rata validasi media 81,66% dan rata-rata validasi materi 88,33% dan hasil respon siswa terhadap media Scrap Book di peroleh rata-rata 94,45%. Dapat disimpulkan bahwa media Scrap Book pada materi tema 4 berbagai pekerjaan subtema 3 pekerjaan orang tuaku valid dan praktis sehingga layak digunakan sebagai media pembelajaran.
An Analysis of the Use of Gadget on Students' Learning Outcome (Case Study) Rachman, Arief Syaiful; Aniq KHB, Moh; Setianingsih, Eka Sari
International Journal of Elementary Education Vol 4 No 4 (2020): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v4i4.31917

Abstract

Most of the students use gadgets for playing games, social media, editing videos, watching YouTube. This study aims to determine the use of gadgets, the impact, and the learning outcomes of elementary school students. This type of research is qualitative research with research subjects namely fifth-grade students.  The data obtained using observation, questionnaires, interviews, documentation. The results showed that 8 students used gadgets for more than 2 hours because they had personal gadgets, 2 students were hesitant and 8 students admitted that it was less than 2 hours per day which was mostly used for playing but sometimes used for studying. Gadgets have both positive and negative impacts, and from the results of the learning scores of the fifth-grade students during the middle of the semester, it can be seen from the eighteen students whose gadget users are in the quite good category because many students have an average score above Kkm, which is 70 with a value of 71. -86 and only three students who scored three students who got a grade below Kkm were 68-69. The results showed that the data on students' scores using personal gadgets were around eleven students, there were two children whose scores were below KM, namely 68 and 69, six children scored 71-79, and three children scored 82-86, the data of students who used gadgets owned by their parents around seven students scored 68 one student and six students scored between 71-79. Based on the results of the study, it can be concluded that male students' use of gadgets is more likely to play games, while female students tend to play social media more often and edit videos.
KEEFEKTIFAN MODEL PROJECT BASED LEARNING TERHADAP HASIL BELAJAR IPAS MATERI SISTEM PERNAPASAN SISWA KELAS V SDN PALEBON 03 SEMARANG Noviarti, Arina; Aniq KHB, Moh; Asri Untari, Mei Fita
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 2 (2026): Volume 11 No. 02, Juni 2026.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i2.49190

Abstract

This study aims to determine the effectiveness of the Project-Based Learning (PEM) model on the learning outcomes of fifth-grade science students at SDN Palebon 03 Semarang in the Respiratory System. The background of this study is that student learning outcomes are still low, necessitating innovations in learning models that can increase student active engagement. This study employed a quantitative method with a pre-experimental design using a One-Group Pretest-Postest design. The study subjects consisted of 26 fifth-grade students. Data collection techniques included tests, observations, interviews, and documentation. Data analysis was conducted using normality tests, paired-sample t-tests, and classical learning completion analysis. The results showed a significant difference between the pretest score, which initially increased to 87.11 after the posttest. Hypothesis testing results showed a significant difference between the pretest and posttest scores, thus confirming the effectiveness of the Project-Based Learning model. The percentage of classical learning completion also increased from 12% to 92%. Therefore, it can be concluded that the Project-Based Learning model has proven effective in improving science learning outcomes and making the learning process more active and meaningful.
KEEFEKTIFAN MEDIA PEMBELAJARAN CANVA INTERAKTIF TERHADAP HASIL BELAJAR SISWA PADA MATERI PERNAPASAN MANUSIA DI KELAS V SEKOLAH DASAR Maliha Aly, Zahra; Setia Wardana, Yusuf; Aniq KHB, Moh
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.49721

Abstract

This study was motivated by the low learning outcomes of fifth-grade elementary school students on topic of the human respiratory system due to the use of lecture-based teaching methods and less engaging learning media. The study aimed to describe the implementation of interactive Canva learning media, identify students’ learning outcomes before and after its use, and analyze its effectivenss in improving learning outcomes. This study employed a quantitative approach using a pre-experimental method with a One Group Pretest-Posttest Design. The research subjects consisted of 28 fifth-grade students at SD Negeri Lamper Tengah 01 Semarang. Data were collected through observation, interviews, tests, and documentation. The results showed an improvement in students’ learning outcomes, indicated by an increase in the average pretest score from 58.92 to 83.75 on the posttest. The number of students achieving learning mastery also increased from 4 to 23 students. Therefore, interactive Canva learning media was found to be effective in improving students’ learning outcomes on the topic of human respiratory system in elementary school.