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Development of Tangram Media in Mathematics Learning Flat Built Materials to Improve Self Efficacy in Class 2 of Kendalrejo Negeri Srengat Primary School Hamid, Mayang Aminin; Alfi, Cindya; Fatih, Mohamad
Edumaspul: Jurnal Pendidikan Vol 8 No 1 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

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Abstract

The research aims to develop tangram media in flat building material which plays a role in increasing the self-efficacy of Class 2 of Kendalrejo Srengat District Elementary School. Blitar. Rises uses research and development (R&D) methods. The development stages used are ADDIE, namely Analysis, Planning, Development, Implementation and Evaluation. The data used is primary data from the research location, the subjects are 11 grade 2 students. The data collection technique is through a questionnaire and interview process, but during the pre-practice stage, observations are made, material and media experts, as well as a questionnaire for N-gam exam students. According to the results obtained by material experts (93%) and media experts (100%) it was declared very valid, media feasibility (100%) was declared very feasible, and the gain in increasing self-efficacy using the N-gain formulation obtained a value of 0.7788 which was declared high. This shows that tangram learning media can increase students' self-efficacy.
Truth Dare Card Media Develoment Improving the Abilty to think Creatively Pancasila Value Material Class V SDN Modangan 05 Blitar Mukaromah, Ula Adiniyatul; Alfi, Cindya; Fatih, Mohamad
Edumaspul: Jurnal Pendidikan Vol 8 No 1 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

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Abstract

The aim of this research is to develop truth or dare card media to improve creative thinking skills regarding Pancasila value material for class V at Modangan 05 Blitar Elementary School. This research utilizes research and development (R&D) techniques where the approach uses ADDIE, which stands for Analysis, Design, Development, Implementation, and Evaluation. Primary data collected from the field is the backbone of this research data collection. This data source comes from experts, instructors and students. The researchers used interviews and questionnaires as data collection strategies in this research. Carry out product testing in the field using methods such as observation, consulting with material experts, seeking input from media experts, and providing questionnaires to students as well as N-gain tests. According to the findings of material experts, the validity of the criteria was assessed as "very valid" with a score of 88%. The media expert's evaluation received a score of 100% and was rated "Very Valid" according to the criteria. The media feasibility study gave a result of 88.5%. The test results showed a significant value, indicating that the Truth or Dare card medium was accepted. In addition, there was an increase observed between the pre-questionnaire and post-questionnaire, which shows that the application of the Truth and Dare game media effectively improves students' creative thinking skills at SDN Modangan 05.
Development of Augmented Reality Based Comic Media Through Digital Library Applications for Visual Communication Capability Masrukhin, Muhamad Johan; Fatih, Mohamad; Alfi, Cindya
Journal of Educational Sciences Vol 8, No 3: July 2024
Publisher : Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.8.3.p.462-475

Abstract

Learning with more innovative media is needed to support students' abilities and also attract students' interest and attention. Apart from that, innovative media can also increase students' motivation and enthusiasm for learning. This research was conducted with the aim of developing augmented reality-based comic media to improve students' visual communication skills. This research was carried out using a 4D development model. The subjects of this research were class IV students at SDN Kendalrejo 01 Blitar Regency. The instruments used by researchers in conducting research are interviews, questionnaires, tests and also documentation. The data obtained by researchers was then analyzed to determine the level of feasibility and validity of the product. The media expert test results got a score of 97.5% and the material expert got a score of 95.8%. Researchers also conducted tests to see improvements in students' visual communication skills and obtained an average pre-test score of 70.75 and a post-test score of 95.5. The results of this research show that (1) Augmented reality-based comic media can improve students' visual communication skills. (2) The comic media developed by researchers is classified as very valid. This proves that comic media is effectively used in the learning process.
PENGEMBANGAN MEDIA FICTION STORYBOOK PADA MATA PELAJARAN BAHASA INDONESIA MATERI FABEL KELAS 1 Ayu Agustina, Yoana; Fatih, Mohamad; Wafa, Khoirul
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 3 (2024): Volume 09 No. 03 September 2024 In Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i3.15256

Abstract

Penelitian ini memiliki tujuan menghasilkan media Fiction Storybook yang valid, praktis, dan efektif untuk dipergunakan pada proses pembelajaran Bahasa Indonesia materi fabel di kelas 1 Sekolah Dasar. Penelitian ini metode pendekatan penelitian dan pengembangan (R&D) dengan menggunakan model pengembangan ADDIE. Tahapan dalam model ADDIE terdiri dari analisis, desain, pengembangan, implementasi, dan evaluasi. Hasilnya menunjukkan jika media Fiction Storybook yang dikembangkan “sangat baik” soleh ahli materi dan ahli media. Media Fiction Storybook juga dinyatakan praktis hal ini didasarkan pada penilaian guru dan dan respon positif siswa terhadap penggunaan media dalam pembelajaran. Selain itu, penggunaan metode bercerita terbukti efektif dalam meningkatkan hasil belajar siswa pada materi dongeng. Hal ini dibuktikan dengan meningkatnya nilai rata-rata siswa setelah menggunakan media sebelum menggunakan media.
PENGEMBANGAN MEDIA KOMIK AUGMENTED REALITY MATERI PECAHAN BERBANTUAN ASSEMBLR EDU KELAS III SDN 2 BENDOGERIT Isnadatul Hasanah, Nisa; Fatih, Mohamad; Wafa, Khoirul
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 3 (2024): Volume 09 No. 03 September 2024 In Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i03.15371

Abstract

This research aimed to develop augmented reality (AR) comic-based learning media for fraction material targeted at 3rd-grade elementary school students. The research method used was research and development (R&D) with the ADDIE model. The results showed that the developed AR comic media was considered feasible and effective in improving students' understanding of fraction concepts. This media could visualize fraction concepts more concretely and attractively, thus encouraging active student engagement. The use of AR technology was proven to help students comprehend the abstract fraction material. Therefore, AR comic media can be an effective alternative for delivering fraction content to 3rd-grade elementary students.   Keywords: augmented reality, comic media, fractions, elementary school
Pengembangan Pengembangan Media Papan Pintar Pancasila Berbasis Permainan Tradisional Pada Pembelajaran PPKn Sebagai Penguatan Profil Pelajar Pancasila Elemen Gotong-royong SDN Tlumpu Kota Blitar Ramadhani, Muhammad; Alfi, Cindya; Fatih, Mohamad
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 7 No. 2 (2024)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v7i2.2391

Abstract

The Pancasila Student Profile now makes students more creative and innovative to shape and create themselves into students who are religious and can respect others. Accompanied by interesting learning created by teachers and the school environment as well as learning media that are popular and not boring for students. One learning method that can be used is the Pancasila smart board. This study was conducted to determine the level of validity, feasibility and strengthening of the Pancasila student profile, especially the mutual cooperation element. This research and development uses the ADDIE development model which includes stages (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The instruments used in this research were observation, interviews, questionnaires and documentation. The research results are also documented showing that the level of validation carried out by material experts and media experts is in the very valid category. The level of eligibility carried out by the class IV homeroom teacher at SDN Tlumpu, Blitar City was categorized as very valid. Strengthening the Pancasila student profile, the mutual cooperation element is included in the strong qualifications. So there is a possibility that this media is suitable for use. as a learning medium. In this research, data was collected through questionnaires which obtained the following results: validation questionnaire for material experts and media experts with an average of 85.9%, feasibility questionnaire with a percentage of 100% and questionnaire strengthening the profile of Pancasila students with mutual cooperation elements for class students IV Tlumpu Elementary School, Blitar City 98.2% in the "Strong" category.
Pengembangan Pengembangan Media Gform Chatroom Untuk Meningkatkan Kemampuan Berpikir Kritis Siswa SDN Tlogo 02 Kabupaten Blitar Irvan Safi'i, Mochammad Dwi; Alfi, Cindya; Fatih, Mohamad
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 7 No. 2 (2024)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v7i2.2393

Abstract

An essential part of the learning process is assessment. Assessments are performed to look for information or fundamental factors pertaining to the accomplishment of learning objectives. The lack of interesting assessments causes students to get bored with the questions given, besides that teachers tend to be reluctant to innovate. Therefore, teachers are at least able to prepare test and non-test instruments. In addition, pupils' lack of interest in learning causes issues with the learning process. Due to modifications in how pupils study as a result of the pandemic that has ended, children' levels of learning motivation have declined. This is characterized by reduced discipline when attending lessons. This research aims to develop a chatroom gform assessment (Google Form with conversation features). The existence of a gform chatroom learning assessment can attract students' attention thereby improving students' critical thinking skills. The learning assessment that was developed can help students develop their capacity for critical thought. Utilizing the R&D/Research and Development research methodology, the media design model or technique used in this study is the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. Tests and questionnaires were utilized as the data collection methods in this study. A total of 21 pupils from class V participated in the study. evaluated by media experts, with a feasibility percentage of 81.4. Material expert evaluation with an 86.4 percent feasibility rate. Students' critical thinking abilities improve in the "high" category, according to the comparison of their scores before and after using the gform chatroom media.
Flashcard Berbasis Augmented Reality Materi Pecahan Melalui Team Games Tournament Meningkatkan Self Regulated Learning Siswa Sekolah Dasar Putri, Siti Fadila Rahma; Fatih, Mohamad; Alfi, Cindya
Jurnal Educatio FKIP UNMA Vol. 10 No. 4 (2024)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/educatio.v10i4.9500

Abstract

Tujuan dari penelitian ini untuk mengembangkan media pembelajaran yaitu flashcard berbasis Augmented Reality pada materi matematika pecahan untuk meningkatkan Self Regulated Learning pada siswa.  Metode penelitian menggunakan penelitian pengembangan Research and Development (R&D) dengan model penelitian  Borg and Gall. Instrumen yang digunakan dalam penelitian yaitu angket. Angket digunakan untuk mengukur kevalidan media, materi, bahasa ,kelayakan media, dan kemampuan Self Regulated Learning Siswa. Hasil penelitian menunjukkan 87.5% ( ahli media ), 97% ( ahli materi ), 95% ( ahli bahasa ). Kelayakan media 100% oleh guru. Peningkatan Self Regulated Learning pada siswa sebesar 78%. Hal tersebut dibuktikan dengan hasil akhir  nilai N-Gain mencapai 0,78. Hasil tersebut masuk pada kategori “Tinggi” karena  0,70 < n < 1,00. Temuan ini menunjukkan adanya peningkatan kemampuan self-regulated learning siswa setelah penggunaan media flashcard berbasis augmented reality dalam pembelajaran pecahan. Media ini mempengaruhi kemampuan siswa dalam memahami materi.
Desain Maze Chase labirin Materi Melihat Karena Cahaya meningkatkan Adversity Quotient Siswa Kelas V SD Hidayah, Putri Nur; Fatih, Mohamad; Alfi, Cindya
Jurnal Educatio FKIP UNMA Vol. 10 No. 4 (2024)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/educatio.v10i4.10134

Abstract

Masalah dalam penelitian ini terkait dengan guru yang kurang menggunakan media sebagai pendukung dalam pembelajaran, sehingga solusi yang diberikan dengan menggunakan game edukasi wordwall yang menggunakan template labirin. Tujuan penelitian ini adalah mendesain game edukasi maze chase labirin yang berbantuan wordwall materi panca indera meningkatkan advercity quotient siswa kelas V SD, serta menguji pengaruh maze chase labirin yang berbantuan wordwall materi panca indera meningkatkan advercity quotient siswa kelas V SD. Metode yang digunakan dalam penelitian ini merupakan Research and Development (RnD) dengan langkah-langkah pengembangan model Borg and Gall. Desain eksperimen yang digunakan adalah pre-respond and post-respond with non-equivalent group design. Instrumen yang digunakan berupa angket. Subjek dalam penelitian ini adalah siswa kelas V SDN Sumberjo 1 Kabupaten Blitar. Hasil penelitian diketahui skor kevalidan ahli materi sebesar 86% dan ahli media sebesar 91% dengan kategori sangat valid. Selain itu, respon guru aspek kelaayakan memperoleh sebesar 91% dengan kategori sangat layak. Berdasarkan respon siswa peningkatan advercity quotient pada kelas eksperimen dan kelas kontrol mngalami peningkatan. Sementara untuk hasil uji hipotesis dengan menggunakan uji t paired sample test memperoleh nialai sig.(tailed) sebesar 0,00. Sehingga dapat diartikan bahwa terdapat pengaruh maze chase labirin yang berbantuan wordwall materi panca indera meningkatkan advercity quotient siswa kelas V SDN Sumberjo 01 Kabupaten Blitar.
Desain Digital Scrapbook Materi Siklus Air Berbasis Augmented Reality Untuk Mengingkatkan Self Regulation Siswa Kelas IV SD Khudzaifah, Naila Azka; Fatih, Mohamad; Alfi, Cindya
Jurnal Educatio FKIP UNMA Vol. 10 No. 4 (2024)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/educatio.v10i4.10146

Abstract

Tujuan penelitian ini adalah mengembangkan digital scrapbook materi siklus air berbasis augmented reality untuk meningkan self regulation siswa kelas IV, serta menguji pengaruh digital scrapbook materi siklus air berbasis augmented reality terhadap self regulation siswa kelas IV. Metode yang diterapkan dalam penelitian ini merupakan Research and Development (RnD) dengan langkah-langkah pengembangan model ASSURE. Desain eksperimen yang digunakan adalah pre-respond and post-respond with non-equivalent control group design. Hasil validasi ahli media dengan persentase sebesar 95% dengan kriteria sangat valid, hasil validasi ahli materi dengan persentase sebesar 96,4% dengan kriteria sangat valid dan hasil validasi ahli bahasa dengan persentase sebesar 96,8% dengan kriteria sangat valid. Hasil dari kelayakan oleh guru diperoleh presentase sebesar 95% dengan kriteria cukup layak. Berdasarkan respon siswa angket self regulation peningkatan di hitungan dengan rumus N-gain pada kelas eksperiment memperoleh hasil 0,4550 dan N-gain pada kelas control mendapatkan nilai 0,3113. Sementara untuk uji hipotesis dengan menggunakan uji paired samples test memperoleh sig.(tailed) mendaptkan hasil 0,000. Sehingga 0,000<0,05, maka Ho ditolak dan Ha diterima, yang dapat diartikan bahwa terdapat pengaruh digital scrapbook materi siklus air berbasis augmented reality terhadap self regulation siswa kelas IV SD Negeri 01 Jati Kabupaten Blitar.