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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.