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Pengembangan Media Pembelajaran e-Flashcard Berbasis Website untuk Pembelajaran IPA SD Fahira Arsyaf; Herlina Usman; Maryam Aunurrahim; Sri Yulianingsih
Jurnal Pendidikan dan Kebudayaan (JURDIKBUD) Vol. 2 No. 3 (2022): November 2022 : Jurnal Pendidikan dan Kebudayaan (JURDIKBUD)
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurdikbud.v2i3.756

Abstract

This study aims to develop learning media in the form of website-based e-flashcards for natural science learning in elementary school that are valid, practical, and effective. The research method uses the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). This study involved one sample group from SD Negeri 98 Pekanbaru. The research instrument consisted of content expert validation, media expert validation, design expert validation, test questions, and student response questionnaires. The data generated from data collection using instruments then analyzed for validity, practicality, and effectiveness. The results of the analysis obtained are: (1) the mean content expert validation value is 4.3 with very valid criteria; (2) the mean media expert validation score is 4.5 with very valid criteria; (3) the mean value of the design expert validation is 3.9 with valid criteria; (4) the average score of student test results is 85,92 with good criteria; and (5) the average student response score is 4,38 with the very practical criteria. It can be concluded that the of website-based e-flashcards for natural science learning in elementary school fulfilled the valid, practical, and effective criteria.
Development of Multiply Card as Multiplication Learning Media in Elementary Schools Evi Faujiah; Herlina Usman; Achmad Khomsin; Vina Shelfiana
Jurnal Pendidikan dan Kebudayaan (JURDIKBUD) Vol. 2 No. 3 (2022): November 2022 : Jurnal Pendidikan dan Kebudayaan (JURDIKBUD)
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurdikbud.v2i3.768

Abstract

This study aims to develop the Multiply Cards game as a medium for learning mathematics in additional material in elementary schools that is interesting, metacognitive, and connection-based. This type of research is research and development (R&D) according to the ADDIE development model which consists of five stages, namely: analysis, design, development, implementation, and evaluation. The subjects of this study were class students at SDN Mekarsari 5, Kec II.Cimanggis, Depok City. The research tools consisted of material expert validation instruments, media expert validation instruments, teacher validation instruments, and student and teacher response questionnaires. Based on the evaluation of the validity test, the validation results of the material experts were considered "very feasible" with a total of 85% and the results of the media expert validation were 89%, while the teacher's validation was obtained with a total of 81%. So it can be concluded that the development of the Multiply Cards game as a medium for increasing learning in elementary schools is categorized as "very likely". This means that the media developed by the researcher can be used as a learning medium for arithmetic operations in elementary schools.
Analisis Kebutuhan Pengembangan Media Pembelajaran Berbasis Technological, Pedagogical, And Content Knowledge (Tpack) Untuk Meningkatkan Hasil Belajar Siswa Sekolah Dasar Nurhasanah, Fia Aprillia; Herlina Usman
Jurnal Pendidikan dan Kebudayaan (JURDIKBUD) Vol. 3 No. 3 (2023): November : Jurnal Pendidikan dan Kebudayaan (JURDIKBUD)
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurdikbud.v3i3.2553

Abstract

This study aims to analyze and identify the needs of elementary school students for learning media used in learning mathematics. This research method uses Research and Development with the ADDIE approach. The stages of this approach begin with analyzing the needs of mathematics learning media, learning media design, learning media development, implementation and evaluation. In the needs analysis using research objects 30 elementary school students and class teachers. The data collection techniques used are observation, interviews and questionnaires. This research produces learning media products in the form of Audio visual media in the form of learning animations based on (Technological, Pedagogical, Content, Knowledge) TPACK. The research tools consist of material expert validation instruments, media expert validation instruments, teacher validation instruments and student and teacher questionnaires. The media used by researchers can be used as learning media in elementary schools.
Analisis Kebutuhan Guru Dan Siswa Terhadap Pengembangan Bahan Ajar Lembar Kerja Peserta Didik Elektronik (E-Lkpd) Ipa Berbasis Liveworksheet Dengan Model Problem Based Learning Dwi Ummu, Aulia; Herlina Usman
Jurnal Pendidikan dan Kebudayaan (JURDIKBUD) Vol. 3 No. 3 (2023): November : Jurnal Pendidikan dan Kebudayaan (JURDIKBUD)
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurdikbud.v3i3.2562

Abstract

This research aims to analyze the needs of teachers and students in developing liveworksheet-based Electronic Science Student Worksheets using a Problem Based Learning (PBL) approach in an elementary school environment on the subject of light and sound (Seeing because of Light, Hearing because of Sound) for class V. Qualitative descriptive research with the ADDIE development model which consists of five stages, namely Analyze, Design, Development, Implementation, and Evaluation. In the needs analysis, the research subjects were 47 students and 2 class teachers. The data collection techniques used were interviews and questionnaires to collect data resulting from needs analysis. The research results show that the teaching materials used by 2 teachers are still monotonous/lack of variety. From the research results, it can be concluded that the live worksheet-based Electronic Science Student Worksheet using the Problem Based Learning (PBL) approach to light and sound can be used as a learning medium..
Penerapan Model Pembelajaran Berbasis Maslah Untuk Meningkatkan Hasil Belajar Siswa Kelas XI Pada Materi Hukum Pascal Tri Asih Apriliani; Herlina Usman; Novi Aulia Hikmawati
Jurnal Pendidikan dan Kebudayaan (JURDIKBUD) Vol. 4 No. 1 (2024): Maret : Jurnal Pendidikan dan Kebudayaan
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurdikbud.v4i1.2869

Abstract

Research on the problem based learning model on Pascal's law material aims to determine student learning outcomes in class XII. This research is classroom action research that uses Kurt Lewin's model or method. Kurt Lewin's classroom action research model consists of several stages, namely planning, action, observation and reflection. In this research, two cycles of research were carried out. Model based learning is often called problem based learning. By providing problems, it is hoped that students can be active in searching for and finding solutions to the problems given. With problem-based learning, educators try to invite students to be active in learning activities. Based on the results of data analysis, it was found that this learning experienced an increase in the percentage of learning completion and an increase in the class average. So the percentage of students who do not complete has decreased. The data results in cycle I showed that student learning completeness was 82.35% and in cycle II it rose to 88.48%. In cycle II the average student score was 76.47 and in cycle II the average student score rose to 85.25%. Meanwhile, the percentage of student failure to complete in cycle I was 17.65% and in cycle II it decreased to 11.52%. From the data results it can be concluded that the use of model based learning in Pascal's law material for class XII students can improve student learning outcomes.
Analisis Kebutuhan Pengembangan Media Game Scratch dengan Pendekatan TPACK pada Muatan IPA Kelas IV SD Ananda Salsabillah Zahra; Herlina Usman; Prayuningtyas Angger Wardhani
Reslaj: Religion Education Social Laa Roiba Journal Vol. 6 No. 6 (2024): RESLAJ: Religion Education Social Laa Roiba Journal
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/reslaj.v6i6.2478

Abstract

Education is a crucial aspect in the national development based on the values of Pancasila and the 1945 Constitution. The digital era of the 21st century demands the integration of technology in education, one of which is through the TPACK approach that combines technological knowledge, content, and pedagogy. This article explores the need for developing Scratch-based educational games media for science learning in fourth-grade elementary school. Through the research and development (R&D) approach using the ADDIE model, this study aims to evaluate the needs, identify barriers, and provide recommendations for the use of Scratch educational games media in science learning. The survey results show that the majority of students find science learning enjoyable and support the use of instructional media, especially games and animations. However, there is still a need to enhance the use of media in teaching by teachers. By utilizing Scratch-based educational games media, science learning in elementary school can become more interactive, engaging, and effective, preparing students to face educational challenges in the current digital era.
Analisis Keterampilan Membaca Permulaan Siswa Sekolah Dasar: (Studi Kasus Pada Siswa Kelas 1 SDIT Az-Zahra Cibitung) Ade Sabrina; Herlina Usman; Siti Fatimah Azzahra
Jurnal Pacu Pendidikan Dasar Vol. 2 No. 2 (2022): Desember 2022
Publisher : PGSD UNU NTB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22021/pacu.v2i2.287

Abstract

The purpose of this study is to know the factors that lead to low competence in reading students and low reading activities in schools and at home. This type of research is qualitative with this type of case study. The subject of this study is a 1st grader sdit az zahra who is having difficulty reading. The data-collection techniques used in the research include observation, interviews, and documentation. The data validation used on this research was source triangulation. The result of this study is low on reading competence because of psychological factors and family environment. The psychological factor of the student himself is not interested in reading and socio and emotional maturity and adaptation. Student activity in school life is not confident to speak up and appear before the class but when socializing with his or her classmates tends to be very active. While in his daily home activity the student who was always on his cell phone at home and rarely asked for studying and revisiting at home.Keyword: Reading, Skills, Factors
Analisis Kebutuhan Pengembangan Storybook Digital Pada Mata Pelajaran Pendidikan Pancasila Reisha Ayu Maharani; Herlina Usman; Mahmud Yunus
Jurnal Ilmiah Profesi Pendidikan Vol. 10 No. 3 (2025): Agustus
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jipp.v10i3.3484

Abstract

Pendidikan Pancasila di sekolah dasar memiliki peran penting dalam membentuk karakter siswa melalui penanaman nilai-nilai dasar Pancasila seperti tanggung jawab, gotong royong, dan toleransi. Namun, karakteristik siswa kelas rendah yang masih berada pada tahap perkembangan operasional konkret mengharuskan pendekatan pembelajaran yang kontekstual, visual, dan menyenangkan. Penelitian ini bertujuan untuk menganalisis kebutuhan terhadap pengembangan media pembelajaran storybook digital pada mata pelajaran Pendidikan Pancasila kelas II SD. Metode yang digunakan adalah analisis tahap awal dari model pengembangan ADDIE dengan pendekatan kualitatif deskriptif, melalui observasi dan wawancara dengan guru serta siswa di SDN Jaticempaka IV. Hasil penelitian menunjukkan bahwa walaupun guru telah menggunakan media digital seperti video dan PowerPoint, materi yang disampaikan masih bersifat abstrak dan kurang menyentuh sisi afektif siswa. Siswa menunjukkan ketertarikan tinggi terhadap media yang bersifat naratif dan interaktif. Oleh karena itu, perlu dikembangkan media storybook digital yang ceritanya dikemas dengan lebih dekat dengan kehidupan sehari-hari dan menarik bagi siswa. Tujuannya adalah agar nilai-nilai Pancasila bisa disampaikan dengan cara yang lebih menyenangkan dan mudah dipahami. Media ini diharapkan bisa menjadi cara baru yang efektif dalam mendukung pembelajaran karakter dan moral, tanpa menggeser peran guru sebagai pendamping dan pembimbing utama dalam proses belajar.
Analisis Media Powtoon dalam Menanamkan Kedisiplinan pada Peserta Didik Kelas 2 SDN Jaticempaka IV Aulia Dinayanti; Herlina Usman; Mahmud Yunus
Jurnal Ilmiah Profesi Pendidikan Vol. 10 No. 3 (2025): Agustus
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jipp.v10i3.3570

Abstract

Kedisiplinan merupakan salah satu aspek penting dalam pendidikan karakter yang perlu ditanamkan sejak dini pada peserta didik sekolah dasar. Penelitian ini bertujuan untuk menganalisis efektivitas media animasi digital Powtoon dalam menanamkan kedisiplinan pada peserta didik kelas II SDN Jaticempaka IV. Metode penelitian yang digunakan adalah deskriptif kualitatif dengan teknik pengumpulan data melalui wawancara kepada guru serta penyebaran kuesioner kepada peserta didik. Hasil penelitian menunjukkan bahwa penggunaan media konvensional seperti buku cetak cenderung membuat peserta didik kurang antusias, sedangkan media visual interaktif berbasis animasi mampu meningkatkan minat belajar, keterlibatan, serta pemahaman mereka terhadap nilai-nilai kedisiplinan. Guru juga menyatakan kesediaannya untuk menggunakan Powtoon sebagai alternatif media pembelajaran. Dengan demikian, dapat disimpulkan bahwa media Powtoon efektif digunakan sebagai sarana pembelajaran karakter, khususnya dalam menanamkan nilai kedisiplinan secara menarik, kontekstual, dan sesuai dengan kebutuhan generasi digital.