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PENGEMBANGAN LABIRIN GAYA GAME MATERI GAYA BERBANTUAN WORDWALL MENINGKATKAN SELF EFFICACY DAN LITERASI SAINS SISWA SD Restiani, Umi; Fatih, Mohamad; Alfi, Cindya
Jurnal Ilmiah Pendidikan Citra Bakti Vol. 11 No. 4 (2024)
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v11i4.3838

Abstract

Tujuan penelitian ini adalah mengembangkan desain LAGA (Labirin Gaya) Game pada materi gaya disekitar kita berbantuan wordwall untuk meningkatkan self-efficacy dan literasi sains siswa kelas IV SD. Pendekatan yang diterapkan dalam penelitian ini merupakan Research and Development (R&D) dengan langkah-langkah pengembangan model ASSURE. Desain eksperimen lapangan yang digunakan adalah one group pretestposttest design. Teknik pengumpulan data terdiri dari 4 metode yaitu wawancara (pra-penelitian), angket, lembar tes, dan dokumentasi. Berdasarkan hasil penelitian diketahui bahwa skor kevalidan media oleh ahli media mencapai 87,5%, sementara ahli materi memberikan skor sebesar 100%, keduanya dikategorikan sebagai sangat valid. Selain itu, respon guru terhadap aspek kelayakan mencapai 95%, dengan kategori sangat layak. Berdasarkan respon siswa, media laga game berbantuan wordwall mendapat hasil yang positif yakni mampu efektif dengan pengaruh signifikan dalam meningkatkan self-efficacy pada kategori sedang yang didasarkan pada rata-rata skor N-gain mencapai 0,484, dan mampu meningkatkan literasi sains siswa pada kategori sedang dengan rata-rata N-gain 0,345. Hasil uji manova mendapatkan kriteria signifikan untuk variabel self-efficacy 0,029 < 0,05 dan variabel literasis sains 0,047 < 0,05. Berdasarkan hasil uji manova tersebut dapat disimpulkan bahwa terdapat pengaruh desain LAGA game berbantuan wordwall terhadap self-efficacy dan literasi sains.
Random Cards Berbantuan Wordwall pada Materi transfer Energi Antar makhluk Hidup untuk Meningkatkan Literasi Sains dan Self-Responsibility Siswa Kelas V UPT SDN Satriyan 03 Kabupaten Blitar Lina, Karo; Fatih, Mohamad; Alfi, Cindya
MODELING: Jurnal Program Studi PGMI Vol 11 No 3 (2024): September
Publisher : Program Studi PGMI Sekolah Tinggi Ilmu Tarbiyah Nahdlatul Ulama Al Hikmah Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69896/modeling.v11i3.2458

Abstract

This research aims to develop Random Cards assisted by Wordwall as a learning media on the material of energy transfer between living things to improve science literacy and self-responsibility of fifth-grade students at UPT SDN Satriyan 03, Blitar Regency. The research method used is Research and Development (R&D). The research stages include preliminary studies, product development, product validation, and product testing. The results show that the Random Cards assisted by Wordwall media is effective in improving science literacy and self-responsibility of students. The science literacy score increased from an average of 65.5 in the pretest to 82.3 in the posttest. The self-responsibility score also increased from an average of 73.4 in the pretest to 87.1 in the posttest. It can be concluded that the Random Cards assisted by Wordwall media is suitable for use as a learning media to improve science literacy and self-responsibility of fifth-grade students.
Development of Domino Card Media Based on QR Code to Improve Numeracy Skills of Grade 3 Students of UPT SDN Tumpang 02 Blitar Regency Alina, Irfama; Alfi, Cindya; Fatih, Mohamad
Journal of Educational Sciences Vol 8. No. 4. October 2024
Publisher : FKIP-Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.8.4.p.728-742

Abstract

This study aims to determine the validity, feasibility, and attractiveness of the development of domino card media based on QR codes for fractional material and to determine whether there is an increase in the numeracy skills of grade 3 students of UPT SDN Tumpang 02 Blitar Regency using the development of domino card media based on QR codes for fractional material. The method used in this study is the Research and Development (R&D) research method or research and development using the Borg and Gall research model consisting of 10 steps. This study uses data collection techniques in the form of questionnaires and tests. Based on the results of the study, it can be seen that the validity of the domino card media based on QR codes for fractional material obtained a total percentage of 94.84% and is included in the very valid category. The feasibility of the domino card media based on QR codes for fractional material obtained a final value of 84.375% and is included in the very feasible category with revisions. While the attractiveness of the domino card media based on QR codes for fractional material obtained a final value of 99.38% with a very interesting category. In addition, the results obtained from the n-gain value obtained a value of 0.87 with a high category, which means that there is a high influence in improving students' numeracy skills using the development of domino card media based on QR codes for fractional material.
Media Development Fraction Pop Up Book Augmented Reality Based Fraction Material To Improve Numeracy Skills Muti'ah, Kuni; Alfi, Cindya; Fatih, Mohamad
Journal of Educational Sciences Vol 8. No. 4. October 2024
Publisher : FKIP-Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.8.4.p.743-759

Abstract

Numeracy skills must be owned by students to be able to face the challenges in the 21st century. Improving numeracy skills in students can be done in learning activities at school by using learning media that are in accordance with the development of the times, one of which is by using the Fraction Pop Up Book media based on Augmented Reality . This study was conducted with the aim of determining the level of validity, feasibility and attractiveness of the Augmented Reality-based Fraction Pop-Up Book media and also to determine the increase in students' numeracy skills after learning using the developed media. This study is included in research & development (R&D) research using the Borg and Gall development model using 7 stages. This study was conducted at SDN Tlogo 02 Blitar in class 3 with a total of 33 students. This study was developed using several instruments, namely: interviews, questionnaires, tests and documentation. The results of this study show that researchers get a score of 100% from material experts, 93.75% from media experts and 87.5% from language experts. This shows that the media developed by researchers is valid media and can be used without requiring revision. The media is also a very interesting media with a percentage score of 94.61%. Students' numeracy skills also increased in the moderate category.
Development of Pop Up Book Media Based on Qr Code to Improve Reading and Arithmetic Skills of Grade 2 Elementary School Students Fitroh, Siti Khoirotul; Alfi, Cindya; Fatih, Mohamad
Journal of Educational Sciences Vol 8. No. 4. October 2024
Publisher : FKIP-Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.8.4.p.772-790

Abstract

Based on the results of a survey conducted by researchers, many students in the class still have difficulty in working on story problems in mathematics learning. This encourages researchers to help improve students' reading and arithmetic skills. This study aims to determine the level of validity, feasibility and attractiveness of learning media in the form of QR code-based pop-up books to improve reading and arithmetic skills in addition and subtraction story problems for grade 2 students at UPT SDN Tlogo 02, Blitar Regency. The research method used is research and development (R&D) with the ADDIE model. The research stages include analysis of student needs and characteristics, design of pop-up book concepts and specifications, prototype development, implementation, and evaluation. The results of the study indicate that the QR code-based pop-up book developed is feasible and valid for use in terms of material, media, and language. This media is also an attractive media for students as seen from the results of the attractiveness questionnaire with a percentage of 90.94% and is included in the very attractive category. In addition, the media can help improve reading and arithmetic skills for grade 2 with an N-Gain calculation result of 0.5364. Based on these results, it can be seen that QR code-based pop-up book media is a feasible, valid and interesting media and can help improve students' reading and arithmetic skills.
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 : FKIP-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 Scrapbook Penguatan Self-Efficay untuk Meningkatkan Keterampilan Berbahasa Siswa (Studi Siswa SDN Sawentar 01 Kabupaten Blitar) Lestari, Atika Ailis Ayu; Alfi, Cindya; Fatih, Mohamad
Cakrawala Indonesia Vol 9 No 2 (2024): Nopember-April
Publisher : Program Studi Pendidikan Bahasa Indonesia, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Muhammadiyah Sidenreng Rappang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55678/jci.v9i2.1498

Abstract

Tujuan riset mengembangkan media, langkah R & D, model Addie, eksperiment 11 anak SD Sawentar, kelas 4. Ditinjau pakar validator (V1) media, (V2) materi, (V3) bahasa, (KG) kemenarikan guru, (KS) kemenarikan siswa. Hasil pengembangan, penilaian kelayakan instrument V1 (82,5%), V2 (87,5%), dan V3 (92,5%), KM (100%), dan KS menghasilkan angka Cronbah’s Alph 0,890, penanda layak dipergunakan. Hasil validator produk V! (87,5%), V2 (87,5%), dan V3 (93,7%), dengan KG (100%). Implementasi media scrapbook meningkatkan keterampilan berbahasa siswa ketika self-efficacy mendorong sikap kepribadian siswa, hasil belajar dari 27,3% meningkat 63,5% diimplementasi kedua dan melonjat ketnilai 90,90 pada terapan ketiga, sehingga media layak dikembangkan karena telah mampu mendorong selff-efficacy yang berimbas semangat belajar tinggi, menciptakan motivasi kuat untuk belajar, hasil belajar membaik, hasil meningkat baik kopgnitif, afektif, maupun psikomotorik
Pengembangan LKPD Berbasis Permainan Sudoku Kata Materi Ciri-Ciri Makhluk Hidup Untuk Meningkatkan Kemandirian Belajar Siswa Kelas III UPT SD Negeri Sawentar 04 Kanigoro Blitar Laela, Kumala Vadilatu; Fatih, Mohamad; Wafa, Khoirul
Al-Madrasah: Jurnal Ilmiah Pendidikan Madrasah Ibtidaiyah Al-Madrasah Vol. 8, No. 4 (Oktober 2024)
Publisher : Sekolah Tinggi Ilmu Al-Qur'an (SIQ) Amuntai Kalimantan Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35931/am.v8i4.4098

Abstract

LKPD yaitu lembaran dokumen yang berisi kegiatan yang dilaksanakan oleh siswa. Kegiatan pada LKPD ini adalah Permainan Sudoku Kata. Permainan Sudoku Kata adalah permainan menyusun kata supaya dalam 1 baris dan 1 kolom tidak ada kata yang berulang. Permainan Sudoku Kata diharapkan dapat meningkatkan kemandirian belajar siswa. LKPD berbasis Permainan Sudoku Kata merupakan produk yang diciptakan dari hasil penelitian ini yang digunakan sebagai bahan ajar di kelas III yang digunakan untuk memperoleh peningkatan kemandirian belajar siswa. Hal ini juga merupakan tujuan dari penelitian ini, menghasilkan suatu produk berupa LKPD. Jenis Penelitian ini adalah RnD dengan model ADDIE yang memiliki tahap analyze, design, development, implementation, dan evaluation. Angket digunakan sebagai instrument dalam penelitian ini. Ahli media, ahli materi dan ahli Bahasa menilai produk sebagai hasil dari uji validitas produk. Hasil validitas ahli media mendapatkan persentase 91%, ahli materi mendapatkan persentase 100%, dan ahli bahasa mendapatkan persentase 100%. Selanjutnya hasil kelayakan produk LKPD berbasis Permainan Sudoku Kata didasarkan atas penilaian guru kelas dengan hasil angket respon guru adalah 100% mendapatkan kategori sangat layak. Hasil peningkatan kemandirian belajar siswa terhadap LKPD berbasis Permainan Sudoku Kata adalah 0,97 dengan kriteria tinggi. Hasil peningkatan kemandirian belajar dihitung menggunakan rumus N-Gain. Hal ini menunjukkan bahwa LKPD berbasis Permainan Sudoku Kata dapat meningkatkan kemandirian belajar siswa.
Pengembangan Media Flashcard Berbasis Augmented Reality Materi Tata Surya Siswa Kelas V SDN Sumberdiren 01 Garum Khoirunnisa, Salsabila; Fatih, Mohamad; Wafa, Khoirul
Al-Madrasah: Jurnal Ilmiah Pendidikan Madrasah Ibtidaiyah Al-Madrasah Vol. 8, No. 4 (Oktober 2024)
Publisher : Sekolah Tinggi Ilmu Al-Qur'an (SIQ) Amuntai Kalimantan Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35931/am.v8i4.4072

Abstract

Menurut data empiris, sejumlah besar pendidik masih menggunakan metode ceramah, yang menempatkan pengajar sebagai pusat kelas. Kapasitas kognitif siswa akan menurun jika sumber belajar yang menarik dan kreatif tidak digunakan. Penelitian ini bertujuan untuk mengevaluasi keefektifan, daya tarik, dan validitas media flashcard berbasis Augmented Reality dengan konten tata surya. Paradigma pengembangan ADDIE (Analisis, Desain, Pengembangan, Implementasi, dan Evaluasi) digunakan pada penelitian ini sebagai bagian dari metodologi penelitian dan pengembangan (Research and Development). Pada kategori "Valid", pakar media didapatkan skor persentase 75%, pakar materi didapatkan skor 95%, dan pakar bahasa didapatkan skor 85,7% pada kategori "Sangat Valid". Dengan skor persentase sebesar 97,5% pada kategori "Sangat Efektif", guru kelas lima mengevaluasi keefektifan media. Siswa kelas lima mengevaluasi daya tarik media, dan mereka memberikan nilai 96,6% pada kategori "Sangat Menarik". Hal ini menunjukkan bahwasanya media Flashcard berbasis Augmented Reality mempunyai tingkat keefektifan yang sangat tinggi sehingga dapat memicu guru tertarik untuk menggunakan media pada saat mengajar.
Desain Random Card Berbantuan Wordwall Materi Tata Surya Melalui PBL (Problem Based Learning) untuk Meningkatkan Literasi Sains Siswa Kelas VI SDN Sumberdiren 01 Kabupaten Blitar Fikria, Maya Dina; Fatih, Mohamad; Alfi, Cindya
Al-Madrasah: Jurnal Ilmiah Pendidikan Madrasah Ibtidaiyah Al-Madrasah Vol. 8, No. 4 (Oktober 2024)
Publisher : Sekolah Tinggi Ilmu Al-Qur'an (SIQ) Amuntai Kalimantan Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35931/am.v8i4.4105

Abstract

Di sekolah dasar (SD), mengajar pembelajaran IPA bisa jadi sulit karena teknik yang membosankan dan tidak inspiratif, serta kurangnya sumber daya yang membuat para guru enggan untuk mengembangkan materi baru. Tujuan dari penelitian ini untuk mengetahui perbedaan peningkatan literasi sains pada siswa serta kevalidan media pembelajaran berbantuan wordwall.  Artikel ini menjelaskan bagaimana random card dibuat untuk membantu siswa kelas enam SD belajar IPA, khususnya tentang Tata Surya, dengan menggunakan pendekatan pembelajaran Problem Based Learning (PBL). Random card dikembangkan dengan bantuan Wordwall. Penelitian ini menggunakan uji coba di SDN Sumberdiren 01 Kabupaten Blitar dan Studi ini merupakan jenis penelitian R&D dengan model pengembangan Borg and Gall. Berdasarkan hasil validasi, bahwa Kartu Acak berbantuan Wordwall menunjukkan tingkat kelayakan dan kevalidan yang tinggi. Literasi sains siswa meningkat secara signifikan selama percobaan penggunaan. Dengan demikian, media pembelajaran random card dengan bantuan wordwall dapat menjadi solusi dalam meningkatkan kualitas dari pembelajaran IPA di Sekolah Dasar.