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PENGEMBANGAN MEDIA MISUER BERBASIS ARTICULATE STORYLINE MELALUI MODEL PEMBELAJARAN PJBL UNTUK MENINGKATKAN SELF REGULATED SISWA SD Azmia, Makhfiroh Nur; Alfi, Cindya; Fatih, Mohamad
Jurnal Ilmiah Pendidikan Citra Bakti Vol. 12 No. 4 (2025): Jurnal Ilmiah Pendidikan Citra Bakti
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v12i4.6159

Abstract

Keterbatasan penggunaan media digital interaktif dan ketergantungan pada bahan ajar tradisional di SDN Kendalrejo 02 telah mempengaruhi keterlibatan siswa dan kemandirian belajar siswa menjadi masalah yang menjadi dasar penelitian ini. Kajian ilmiah ini bertujuan untuk mengembangkan MISUER (Media Interaktif Sumber Energi) berbasis alur cerita artikulasi dengan pendekatan Project Based Learning (PjBL) guna meningkatkan self-regulated learning siswa. Peneliti menerapkan metode R&D dengan mengikuti tahap model Borg and Gall yang disesuaikan dengan konteks penelitian. Siswa kelas III SDN Kendalrejo 02 merupakan partisipan utama dalam penelitian ini. Data penelitian diperoleh melalui wawancara, observasi, angket dan dokumentasi yang selanjutnya dianalisis dengan pendekatan deskriptif, baik secara kuantitatif maupun kualitatif. Media yang dihasilkan melewati tahapan validasi dari pakar media dan materi. Berdasarkan validasi, media mendapatkan skor 96% dari kedua ahli, masuk dalam kategori sangat valid. Tanggapan guru juga menunjukkan kelyakan tinggi, dengan skor 100% dengan kategori sangat layak. Selain itu, analisis pre-post siswa menunjukkan adanya peningkatan self-regulated yang signifikan dengan N-gain score rata-rata mencapai 0,81, yang dibatasi tinggi. Dengan demikian, penggunaan MISUER (Media Interaktif Sumber Energi) berbasis articulate storyline melalui model pembelajaran Project Based Learning (PJBL) ini terbukti efektif dalam meningkatkan self-regulated siswa kelas III SDN Kendalrejo 02 Kabupaten Blitar.
The Effect of Cooperative Jigsaw Learning Model Assisted by Maze Chase Game on Students’ Critical Thinking Skills Dewi, Alfina Nur Karisma; Fatih, Mohamad; Oktaviani, Ragil Tri
Jurnal Gentala Pendidikan Dasar Vol. 10 No. 3 (2025): Jurnal Gentala Pendidikan Dasar
Publisher : Department of Primary School Teacher Education, Faculty of Teacher Training and Education, Jambi University

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research is based on the low level of involvement and understanding of the material being taught, especially the material on plant body parts. This research aims to determine the effect and interaction between the Jigsaw cooperative learning model assisted by Maze Chase games on critical thinking skills. The method used is quantitative. The approach used is a pretest-posttest control group design. The test was carried out, showing that the control class significantly increased the critical thinking of students 0.00 < 0.05. Meanwhile, the experimental class was also proven to have provided an increase in thinking skills with significance 0.00 < 0.05. Then, the independent sample t-test shows a significant difference between the two learning models. It can be proven that ANOVA (two-way) obtains significance 0.00 < 0.05. The testing showed that learning with the Cooperative Jigsaw model, assisted by the Maze Chase game, has a posttest value higher than learning with the Cooperative Jigsaw model, even though the learning media are the same, and can improve students' critical thinking capabilities. The application of the jigsaw alone has been able to improve learning outcomes, but by combining Maze Chase, it has a stronger and more consistent influence.
Pengembangan Pop-Up Book berbasis Augmented Reality Materi Bangun Ruang Meningkatkan Self Efficacy Siswa Kelas V SDN Sumberdiren 01 Kabupaten Blitar Wijono, Alifa Putri Sasmita Hadi; Alfi, Cindya; Fatih, Mohamad
Jurnal Simki Pedagogia Vol 7 No 2 (2024): Volume 7 Nomor 2 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jsp.v7i2.714

Abstract

The goal of this project is to improve the self-efficacy of 5th grade students through the development of augmented reality-based pop-up book learning materials and building spaces. Research and development (R&D) methodology is used in this project. The data was collected using surveys and interviews with instruments assessed by language, media, and material experts. The assessment from language experts received a score of 82.5%, meaning "very valid", the assessment from media experts received a score of 100%, meaning "very valid", and the product validity test from material experts received a score of 100%, meaning "very valid". With a score of 97.5% on the media attractiveness scale, it is classified in the "very interesting" category. Meanwhile, the increase in students' Self Efficacy was rated "high" with a score of 0.81. So it is concluded that the Augmented Reality-based Pop Up Book media is able to increase student self-efficacy.
Pengembangan Game KEBAL berbasis Web App sebagai Penguatan Sikap Toleransi Siswa Kelas 4A SDIT Al-Akbar Kabupaten Blitar Munawaroh, Latifatul; Alfi, Cindya; Fatih, Mohamad
Jurnal Simki Pedagogia Vol 7 No 2 (2024): Volume 7 Nomor 2 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jsp.v7i2.719

Abstract

This study aims to determine how the validity, feasibility of KEBAL media based on Web App and also the strengthening of tolerance attitudes of 4A class students of SDIT Al Akbar Blitar Regency. This research uses the Borg and Gall development model with trials at SDIT Al Akbar Blitar Regency. The data collection techniques used are interviews, questionnaires and documentation. The validation results show that the Web App-based KEBAL product has a very high level of validity and feasibility. The validity of this product was assessed by media experts and material experts while the feasibility of the product was assessed by the class teacher through a questionnaire. The product trial was carried out with 2 stages, namely small scale and large scale and obtained a score of 90% and 92% with a very tolerant category. Thus the product that has been made can be used without revision.
Desain LinTar materi Daerahku dan Kekayaan Alamnya meningkatkan Adversity Quotient & Self Management Kelas IV SD Plus Sunan Pandanaran N., Frika Trisetya; Fatih, Mohamad; Alfi, Cindya
Jurnal Simki Pedagogia Vol 7 No 2 (2024): Volume 7 Nomor 2 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jsp.v7i2.729

Abstract

The purpose of this study was to determine whether there was an increase in fourth grade students of SD Plus Sunan Pandanaran Blitar district regarding Adversity Quotient and Self Management skills. Research and Development (RnD) was used as the method in this study with waterfall as the model. Questionnaires, interviews and documentation were used to collect research data. Media, Material and Language experts acted as media validity testers. The assessment from the media expert scored 96.1% in the "Very Valid" category, 100% was obtained from the material expert and the linguist scored 97.7% in the same category. With a score of 92.5% the product was declared feasible by the class teacher. As for the increase in students' Adversity Quotient, it obtained an n-gain score of 0.9 in the "High" category as well as the results of increasing students' Self Management with a score of 0.8 in the "High" category. So it is concluded that Lintar media on the material of my region and its natural wealth is valid and able to increase the ability of Adversity Quotient and Self Management of fourth grade students of SD Plus Sunan Pandanaran.
Pengembangan Media Google Sites Berbasis Augmented Reality Materi Kenampakan Alam Meningkatkan Kecerdasan Visual Spasial Siswa Kelas V SD Daniel, Yuli; Alfi, Cindya; Fatih, Mohamad
Literasi: Jurnal Ilmu Pendidikan Vol. 15 No. 2 (2024)
Publisher : Universitas Alma Ata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21927/literasi.2024.15(2).130-140

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran Google Sites berbasis augmented reality pada materi kenampakan alam guna meningkatkan kecerdasan Visual Spasial siswa kelas V SDIT Al-Akbar Karanggayam Kabupaten Blitar, mengetahui pengembangan media pembelajaran google sites berbasis augmented reality untuk meningkatkan kecerdasan visual spasial siswa kelas V. Metode penelitian ini adalah penelitian dan pengembangan Research and Development (R&D). Subjek penelitian ini yaitu kelas V. Lokasi penelitian di SDIT Al-Akbar Karanggayam Kabupaten Blitar. Pengumpulan data menggunakan observasi, wawancara, angket, dokumentasi. Teknik analisis data yang digunakan yaitu dengan skala likert dan rumus gain score. Hasil penelitian menunjukkan bahwa pengembangan media pembelajaran google sites berbasis augmented reality untuk meningkatkan kecerdasan visual spasial siswa kelas V sebagai berikut : a) Proses pengembangan media pembelajaran google sites berbasis augmented reality menggunakan model pengembangan ASSURE, b) kevalidan media oleh ahli media mendapatkan rata-rata keseluruhan 3,8 dan presentase 95% berkategori “Sangat Valid”, hasil dari validasi media oleh ahli materi adalah rata-rata keseluruhan 3,5 dengan presentase 90% yang bekategori “Sangat Valid”, validasi media oleh ahli bahasa mendapatkan rata-rata keseluruhan 3,5 dengan presentase 88% yang bekategori “Sangat Valid”, c) Keefektifan media dari tanggapan guru diperoleh skor 57 dari skor maksimal 60 dan ratarata keseluruhan 3,8 dengan presentase 95% yang bekategori “Sangat Efektif”, d) Peningkatan kecerdasan visual spasial siswa dilakukan dari angket respon siswa. Hasil angket respon siswa sebelum dan sesudah diujikan siswa kelas V dengan uji N-Gain mendapatkan rata-rata 79% dengan kategori “tinggi”. Maka pengembangan media pembelajaran google sites berbasis augmented reality dapat meningkatkan kecerdasan visual spasial siswa kelas V.
Magic Card 3D Berbantuan Assemblr Edu Berbasis SETS Materi Gaya Meningkatkan Literasi Sains Kelas IV SDN Sumberjo 01 Kabupaten Blitar Yuniasari, Mega Elvi; Fatih, Mohamad; Alfi, Cindya
Literasi: Jurnal Ilmu Pendidikan Vol. 15 No. 3 (2024)
Publisher : Universitas Alma Ata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21927/literasi.2024.15(3).321-322

Abstract

Science and technology learning has a role in realizing students' curiosity to understand how the universe works and interacts with human life on earth. However, there are still many students who find learning IPAS difficult, because of different student understandings. In addition, the use of learning media is urgently needed to support learning success. The purpose of this research is to develop Magic Card 3D media assisted by Assemblr Edu and to improve students' science literacy by using the media that has been developed. This study used the development procedure in the following research research and Development (R&D) steps with the Borg and Gall model. The method used is the Quasi Experiment, which is research that aims to determine the effect of treatment on others under controlled conditions. The subject of this study was a grade IV student of SDN Sumberjo 01 Blitar Regency. The number of students in one class consists of 20 students, and during the learning process will be divided into 2 large groups. The first group, the experimental group that will receive special treatment, namely during learning will use media. The next group is the conventional group, this group does not receive special treatment because they do not use learning media in learning. Researchers use this method, to determine the influence of the difference in learning using and not using media, as well as to measure the improvement of students' science literacy.  Keywords: Magic Card 3D, Assemblr Edu, SETS, Science Literacy
Inovasi Media Kartu Bencana Berbasis Augmented Reality untuk Meningkatkan Literasi Bencana Siswa Kelas V Sekolah Dasar Alfi, Cindya; Fatih, Mohamad; Mastura, Jenny Eka Amy
Jurnal Pendidikan Tambusai Vol. 10 No. 1 (2026)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v10i1.36579

Abstract

Di era digital dan revolusi Industri 5.0, pembelajaran harus mengintegrasikan teknologi secara efektif dikelas. Berdasarkan observasi di UPT SDN Karangsono 02 Kabupaten Blitar menunjukkan bahwa materi Bumi dan Peristiwa Alam disampaikan secara verbalistik dan monoton sehingga siswa sulit memahami konsep abstrak, kehilangan fokus, dan partisipasi rendah. Dengan demikian media kartu bencana berbasis Augmented Reality (AR) muncul sebagai inovasi yang menyajikan visualisasi interaktif, membuat konsep abstrak menjadi konkret, meningkatkan keterlibatan siswa, serta membangun literasi bencana sejak dini. Penelitian ini menggunakan pendekatan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Hasil validasi produk berdasar ahli media dan ahli materi masing-masing sebesar 88% dan 95%. Sedangkan hasil kelayakan media menunjukkan presentase 93%. Hasil uji kemenarikan produk diperoleh hasil 82%. Peningkatan Literasi bencana siswa memperoleh skor N-gain 0,73 dengan kriteria tinggi. Hasil tersebut menunjukkan bahwa kartu bencana berbasis augmented reality sangat valid, sangat layak, dan sangat menarik diimplementasikan sebagai media pembelajaran yang membantu meningkatkan literasi bencana.
Pengembangan Malilu Sipakainge 3D melalui Metode ARCS berbasis Outdoor Learning pada Materi Fungsi Bagian Tumbuhan Meningkatkan Self-Esteem Siswa Kelas IV SDN Nglegok 02 Kabupaten Blitar Novitasari, Dian; Alfi, Cindya; Fatih, Mohamad
Al-Aulad: Journal of Islamic Primary Education Vol. 8 No. 2 (2025): Al-Aulad: Journal of Islamic Primary Education
Publisher : Jurusan Pendidikan Guru Madrasah Ibtidaiyah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/al-aulad.v8i2.48838

Abstract

The low internal motivation and self-esteem of students in science learning is caused by the lack of innovation in the methods and limited learning media used. The study aims to of evaluating the validity, feasibility, and improvement of students' self-esteem by using Malilu Sipakainge 3D media through the ARCS method based on outdoor learning. This research used the Research and Development (R&D) methodology, using the 4D model which consists of four main stages defining, designing, developing, and disseminating. Data were collected from various sources, including material experts, media experts, teachers, and students as participants. The material expert validation resulted 77.5%, indicating ‘valid’ classification. In contrast, the media expert validation resulted 95%, indicating ‘highly valid’ classification. This study focused on students enrolled in fourth grade with a total of 20 students, the evaluation of the results of the teacher's response to the feasibility aspect obtained a score of 100% in the “very feasible” classification. The findings of this study based on the implementation of the pre and post-test showed that students' self-esteem increased, the pre-test results 64.75% with “good” classification and the post-test results 78.5% with “very good” classification. Based on the findings of this study, it can be interpreted that the development of Malilu Sipakainge 3D media for plant part function material can increase students' self-esteem.
Co-Authors Adina, Atik Alfi*, Cindya Alina, Irfama Amalia, Shofi Nur Amaliya, Fadlilatul Ilmi Anggraini, Beti Atul Makrifah, Istina Ayu Agustina, Yoana Azizah, Umi Nur Azmia, Makhfiroh Nur Bastian, Riska Dwi CHABIBAH, UMI Cindya Alfi Daniel, Yuli Dewi Masyitho, Latifa Dewi, Alfina Nur Karisma Dian Novitasari Faizannisa, Faizannisa Faizin, Moch. Fatih, Cindya Fauziah, Ma’rifatul Fikria, Maya Dina Fitroh, Siti Khoirotul Hamid, Mayang Aminin Hidayah, Putri Nur Hidayati, Dwi Yoni Husna, Sofila Irvan Safi'i, Mochammad Dwi Isnadatul Hasanah, Nisa Iswan, Mohamad Iswan, Muhammad Iswanti, Siti Az Zahra Iswanti, Siti Azzahra Izati, Nurisa Rohmatul Jannah, Niswatul Karomah, Fitriyatul Khoiriyah, Nadzirotul Khoirunnisa, Salsabila Khudzaifah, Naila Azka Khusna, Mufidatul Kurotul, Anjelika Laela, Kumala Vadilatu Latifah, Siti Nurul Lestari, Atika Ailis Ayu Lestari, Nabila Putri Lina, Karo Lupita, Siti Tri Makrifah, Istina Atul Masrukhin, Muhamad Johan Mastura, Jenny Eka Amy Masyitho, Latifa Dewi Melati, Venty Mohamad Fatih Mohamad Fatih, M.Pd Mukaromah, Ula Adiniyatul Munawaroh, Latifatul Muqtafa, Mohammad Afifuddin Muqtafa, Muhammad Afifuddin Murtaslimah, Siti Muti'ah, Kuni N., Frika Trisetya Niam, Fathul Nisa, Puput Saidatun Ni’mah, Tarwiyatun NUR CHOLIFAH NUR FADILAH Oktafiani, Fera Oktaviani, Ragil Tri Parawansa, Rahajeng Intan Prastowo, Aang Yudho Pratama, Fernadiksa Rasta Putra Putra P, Fernadiksa Rastra Putra, Vinda Kristian Putri Nuryani, Monike Eka Putri, Siti Fadila Rahma Ragil Tri Oktaviani Ramadhani, Muhammad Restiani, Umi Rofi'ah, Siti Rofi’ah, Siti Rulianti, Rulianti Sa'diyah, Lailatul Saputra, Andri Yoga Saras, Yetti Yuni Sari, Putri Ana Septarini, Tri Ayu Susanti, Yayuk Tahliya, Yenik Ulfiyatut Triani, Heppy Novi ULIANA, RIZA Ulumudin, M. Ibham Umah, Nuril Badiatul Wafa, Khoirul Widayanti, Hilya Widi Astutik Wijono, Alifa Putri Sasmita Hadi Yuniasari, Mega Elvi yuniasari, mega elvi zulfa, indana Zulfa, Laili Rofiati