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Pengembangan Media Video Animasi Berbasis Powtoon Pada Subtema 3 Usaha Pelestarian Lingkungan Sebagai Sumber Pembelajaran Di Sekolah Dasar Fany Chaerun Nisa; R. Teti Rostikawati; Dendy Saeful Zen
Jurnal Elementaria Edukasia Vol. 6 No. 4 (2023): Desember
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v6i4.7406

Abstract

In the Batutulis 3 state elementary school, the media used is not yet varied and is digital based. Therefore, in this learning there is a need to develop learning media. The aim of this research is to produce animated video media products based on Powtoon. Theme 8, sub-theme 3 Environmental Conservation Efforts, learning 1 in class V at SDN Batutulis 3, Bogor City. This research uses Research and Development (R&D) by applying the Four D model (Define, Design, Development, Disseminate). Product testing was carried out by one media expert, one language expert, one material expert, 2 teacher responses and 20 student responses. The research results from media, language, material experts and teacher responses were declared very suitable for use, where the media expert's assessment was 100%, language expert's 84%, material expert's 94% and teacher response 1 was 98.6%, teacher response 2 was 98.6%. In the limited test phase, 20 students responded very well with an average percentage of 91.3% for the Powtoon-based animated video media used. Based on the research results, it can be concluded that Powtoon-based animated video media is declared very suitable for use as a learning medium.
Pengembangan Media Video Animasi Berbasis Canva pada Kelas IV Subtema Keberagaman Budaya Bangsaku Anisa Siti Mubarokah; Lina Novita; Dendy Saeful Zen MF
DIKDAS MATAPPA: Jurnal Ilmu Pendidikan Dasar Vol 6 No 2 (2023): Juni
Publisher : STKIP Andi Matappa Pangkep

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31100/dikdas.v6i2.2767

Abstract

The development research is based on the problems found at SDN Layungsari 1 Bogor City. Based on the results of observations, the problems found were that students had not received innovative learning media, students only used theme books in the learning process and This research was developed with the objectives of: (1) developing a product in the form of animated video media in class IV sub-theme 1 cultural diversity of my nation. (2) knowing the feasibility of animated video learning media with validation tests by material experts, media experts, linguists, and the responses obtained from students. This development research uses the ADDIE model. The results of this development research are in the form of a percentage of the validation test scoring by the material expert validator with a score of 88% including the appropriate category, media experts at 94% with the very feasible category and linguists giving a validation score of 100% with the very feasible category. The results of the study show that animated video media is practical and feasible to use. Student responses showed a positive response with the percentage of scores obtained based on student response questionnaires of 90% with a very decent category.
The Role of Group Dynamics in Resolving Conflict Zen, Dendy Saeful; Iskandar, Deden; Nirwana, Hanita; Suharyati, Henny
Pedagonal : Jurnal Ilmiah Pendidikan Vol 7, No 2 (2023): Pedagonal : Jurnal Ilmiah Pendidikan
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Pakuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55215/pedagonal.v7i2.8429

Abstract

The main objectives of this study were to understand how group dynamics can influence a group's ability to resolve conflicts and to identify the internal and external factors that influence a group's ability to resolve conflicts. The method used in this research is a literature study. Literature review is a study that examines or critically evaluates knowledge, ideas and findings in academically oriented literature and formulates theoretical and methodological contributions on a particular topic. The results of research using literature review include the definition of conflict, the origin of conflict, types of conflict and conflict resolution techniques. Conflict can arise because one party or one party feels disadvantaged. This loss can be material or non-material. Group dynamics an effort to accelerate the dynamics of all participants and led training groups so that the group becomes more dynamic and the goals and objectives of training become more effective, efficient and quality. Conclusion In conflict resolution, it is important to find solutions that integrate different interests and encourage cooperation. Constructive cooperation and the ability to compromise can help achieve a more satisfactory outcome for all parties. Keep in mind that each collective conflict has its own dynamics and no one approach can be generalized.
QR Code-Based Monopoly: An Example of The Fun of Gamification in Learning at Elementary School Mulyawati, Yuli; Destiana, Dita; Zen, Dendy Saeful; Sari, Lusti Indah
PrimaryEdu : Journal of Primary Education Vol. 8 No. 1 (2024): Volume 8, Number 1, Februari 2024
Publisher : Institut Keguruan dan Ilmu Pendidikan Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/pej.v8i1.4608

Abstract

Digital media innovation is a way to empower 21st-century critical thinking skills in elementary school students. One of the innovations that can be used is QR code-based Monopoly Gamification in learning. The purpose of this research is the development and testing of monopoly QR code-based media. This gamification research design uses the ADDIE model which consists of the stages of analysis (issue analysis), design (product design), development (development), implementation (implementation), and evaluation (assessment). This research involved media experts, linguists, and subject matter experts to provide judgments, and students as media users. The results of this study came in the form of monopoly QR code-based media that received validation of media suitability aspects based on ISO 9126 quality at 83.63%, linguistic aspects by linguists at 100%, and material aspects by subject matter experts at 96.36%. The QR code-based proprietary learning media received positive responses from 33 students with a percentage of 90.8% in the "excellent" category. Based on this description, QR code-based proprietary media is applicable in teaching and learning activities in my country's enrichment subject in fourth-grade elementary school. The Monopoly game can be integrated into learning so that learning becomes more fun
Perbedaan Model Pembelajaran Problem Based Learning dan Discovery Learning terhadap Hasil Belajar Matematika Bangun Datar Azkia, Najhan; Zen, Dendy Saeful; Pujiati, Pujiati
Pedagogia: Jurnal Ilmiah Pendidikan Vol 16, No 1 (2024): Pedagogia: Jurnal Ilmiah Pendidikan
Publisher : FKIP UNIVERSITAS PAKUAN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55215/pedagogia.v16i1.10021

Abstract

Tujuan penelitian ini adalah untuk mengetahui perbedaan model pembelajaran problem-based learning dan discovery learning terhadap hasil belajar matematika bangun datar. Penelitian ini menggunakan metode eksperimen kuasi. Penelitian diimplementasikan pada siswa kelas empat di sekolah dasar negeri. Instrumen penelitian menggunakan instrumen pretest dan posttest terkait matematika bangun datar yang menghasilkan perhitungan N-Gain untuk model problem-based learning sebesar 83 dengan kriteria tinggi dan nilai N-Gain model discovery learning sebesar 68 dengan kriteria sedang. Sehingga N-Gain pada kelas eksperimen dengan model problem-based learning lebih besar dibandingkan dengan kelas kontrol dengan model discovery learning. Peneliti juga melakukan uji normalitas dengan uji lilliefors kedua sampel berdistribusi normal karena nilai kedua sampel lebih kecil dari Ltabel. Kemudian pada uji homogenitas data tersebut bersifat homogen.. Selanjutnya pada uji hipotesis didapatkan bahwa H0 (hipotesis nol) ditolak dan Ha (hipotesis alternatif) diterima. Berdasarkan hasil penelitian di atas, maka dapat dinyatakan bahwa model problem-based learning dan discovery learning memiliki perbedaan terhadap hasil belajar matematika bangun datar, dengan kata lain bawa model problem-based learning lebih efektif daripada model discovery learning pada materi bangun datar.
Pengembangan Media Pembelajaran Video Interaktif Menggunakan Canva Untuk Keindahan Kebersamaan Di Sekolah Dasar Muhamad Fadhil Ismayana; Resyi A. Gani; Dendy Saeful Zen Musbihinal Fitrah
Journal of International Multidisciplinary Research Vol. 1 No. 2 (2023): Desember 2023
Publisher : PT. Banjarese Pacific Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62504/0mh5f346

Abstract

This research aims to determine the development of interactive video learning media using Canva for class IV students at SDN Bojong 03 and the feasibility of interactive video learning media using Canva for the learning process at school. The method used in this research is the ADDIE method which consists of 5 stages, namely Analysis, Design, Development, Implementation, and evaluation. In this research, validation tests were carried out on experts, namely media experts, language experts, and material experts. The validation results from media experts obtained 83% with very feasible criteria. The linguist's validation results were 100% with very feasible criteria. The material expert validation results were 94.4% with very feasible criteria. The results of the student response questionnaire were 97.4% with very adequate criteria. These results show that interactive video learning media using Canva on theme 1 the Beauty of Togetherness subtheme 1 learning 1 is proven valid, interesting, innovative, and very suitable for use in the learning process.
PENGEMBANGAN MEDIA PEMBELAJARAN ANIMASI BERBASIS ANIMAKER PADA KELAS V TEMA 7 SUBTEMA 1 PERISTIWA KEBANGSAAN MASA PENJAJAHAN Oktara Hari Purnama; Ratih Purnama Sari; Dendy Saeful Zen
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 2 (2023): Volume 09 No 02, Juni 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i2.1612

Abstract

Learning media is an important part of learning activities. At present the learning media used by teachers still use learning media which is less able to attract student learning interest because it only focuses on one learning media, printed books only. This study aims to determine the development of animaker-based learning media for students in class V theme 7 sub-theme 1 national events during the colonial period at SDN Cilebut 3 Bogor Regency and to determine the feasibility of animaker-based animated video media for the learning process. The method used in this study is the Research and Development (R&D) method with the ADDIE model. In this study, validation tests were carried out on several experts in the media, language, and material fields to develop and perfect animated video products using animakers for students. The results of the data from the validation of media experts are 97.5%, which means that the e-module is very feasible to try out. The linguist obtained 84% results, which means that it was declared very feasible and the results from material experts, 92.7%, which were stated to be very feasible for testing. As well as based on trials that have been carried out on fifth grade students as many as 39 students obtained a proper score to be used in the learning process of 88.30%, as well as trials that had been carried out on teachers of 96%, and the results of the evaluation test scores received an average score flat. an average of 82.20 students from KKM 75, got a presentation of student success in working on test questions of 92.30% which means that the E-Module product using flipbooks is very feasible to use in the learning process.
KEBIASAAN BELAJAR SISWA BERPRESTASI NON-AKADEMIK DI SEKOLAH DASAR NEGERI POLISI 1 KOTA BOGOR Alvira Shofi Sekarsari; Wawan Syahiril Anwar; Dendy Saeful Zen
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 1 (2024): Volume 10 No. 01 Maret 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i1.1839

Abstract

Penelitian ini merupakan penelitian studi kasus kualitatif. Tujuan utama dari penelitian ini adalah untuk mengetahui kebiasaan belajar siswa berprestasi secara non-akademik di Sekolah Dasar. Subjek dalam penelitian ini adalah siswa kelas V A di SDN Polisi 1 Semester Genap Tahun Ajaran 2022/2023. Berdasarkan hasil analisis menunjukan bahwa kebiasaan belajar pada salah satu siswa berprestasi non-akademik di SDN Polisi 1 Semester Genap Tahun Ajaran 2022/2023 memiliki kebiasaan belajar yang sangat baik ketika proses pembelajaran berlansung pada saat di rumah maupun di sekolah. Siswa berprestasi non-akademik merupakan siswa yang berprestasi juga di bidang akademik. Siswa berprestasi non-akademik memiliki jadwal belajar yang teratur, disiplin dalam belajar sejak dini, membuat catatan pelajaran yang telah dipelajari dengan tulisan rapih dan terstruktur, menggunakan waktu kosong untuk menyelesaikan tugas, memiliki fasilitas yang mendukung pembelajaran, ruang belajar yang nyaman baik di sekolah maupun di rumah, motivasi dan apresiasi yang diberikan oleh keluarga serta guru di sekolah dan senang berdiskusi dengan teman di kelasnya. Semua kebiasaan belajar yang baik pada siswa berprestasi non-akademik terjadi karena adanya bimbingan ketika melakukan pembelajaran yang dilakukan oleh orang tua maupun guru, sehingga hal inilah yang membuat siswa berprestasi dan menjadi siswa unggulan dalam bidang non-akademik maupun bidang akademik. Kata Kunci : Kebiasaan Belajar, Prestasi Non-Akademik
INTEGRASI PENDIDIKAN KARAKTER DALAM PEMBELAJARAN ILMU PENGETAHUAN ALAM Siti Indria Puspita Sari; Fitri Siti Sundari; Dendy Saeful Zen
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 1 (2024): Volume 10 No. 01 Maret 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i1.2731

Abstract

The Integration of a character education in science subject on student of the fifth grade of Margajaya 3 Elementary School, Bogor Barat 2022/2023. Final project of the department of teacher elementary school in Pakuan University., Bogor, 2022. Kinds of this research with the qualitative research onstudy case. The subject of this research is one of the student fifth class on student of Margajaya 3 elementary school Kota Bogor. The technique of the collect this research with the observation, interview and documentation. The data is analizingby reduction unrelevant data, display the data systematically, and the result is focus on the research. The result of the research showed that student has been intergrated with the caracter education which implemented in science subject. Which means that in determining the appropriate character the subject matter and integrate these characters into the learning material of natural sciences. By making character education successful in schools related to adequate learning facilities and resources, so that the curriculum that has been designed can be implemented optimally. The purpose of this research are to create and train the ability of student continuously to a better way. Learning of the sience subject the education of caracterhas been given to build the caracter of religious, honest, discipline, caracter hard work, independent, sosial care, responsibility, tolerance, curiosity and value opinion.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF MENGGUNAKAN GENIALLY PADA MATA PELAJARAN ILMU PENGETAHUAN ALAM DAN SOSIAL Melati Putri, Indah; Mulyawati, Yuli; Saeful Zen, Dendy
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10 Nomor 1, Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.23383

Abstract

This research uses the Research and Development (R&D) method with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). This research involved one lecturer each of media experts, linguists, material experts, and involved one teacher. The subjects in this study were fifth grade teachers and fifth grade students of SDN Sirnagalih 03 Bogor Regency in the academic year 2023/2024 with a total of 27 students. From the results of this study it can be concluded that interactive learning media using genially is suitable for use in learning. This is based on the results of validation conducted by validators obtained the final results of validation of media experts by 88%, language experts by 100%, lecturer material experts by 100%, and teacher material experts by 87% with an average result of 93% which is included in the "Worthy" criteria. As well as based on the results of the student participant response questionnaire which obtained a result of 96% and the teacher who obtained 100%, both of which were classified as "Feasible" criteria applied in learning.