Mega Prasrihamni
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Media Pembelajaran Berbasis Digital Aldora Pratama; Kiky Aryaningrum; Arief Kuswidyanarko; Syahbani Reza; Mega Prasrihamni; Imelda Ratih Ayu; Sonia Anisah Utami; Henni Riyanti
Wahana Dedikasi: Jurnal PkM Ilmu Kependidikan Vol. 8 No. 1 (2025): Wahana Dedikasi : Jurnal PkM Ilmu Kependidikan
Publisher : Universitas PGRI Palembang

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Abstract

Perkembangan teknologi informasi telah mendorong perubahan signifikan dalam dunia pendidikan, khususnya dalam penggunaan media pembelajaran berbasis digital. Melihat kebutuhan akan peningkatan kompetensi guru dalam hal ini, Universitas PGRI Palembang melaksanakan kegiatan Pengabdian Kepada Masyarakat (PKM) berupa pelatihan pembuatan media pembelajaran digital bagi guru-guru SD Negeri 236 Palembang. Kegiatan ini bertujuan untuk meningkatkan pemahaman dan keterampilan guru dalam menciptakan media pembelajaran interaktif menggunakan platform PowToon. Metode pelaksanaan mencakup pelatihan dan pendampingan dengan evaluasi melalui pre-test dan post-test serta analisis hasil karya peserta. Hasil yang diharapkan dari kegiatan ini antara lain meningkatnya kemampuan guru dalam membuat media pembelajaran digital, sertifikasi peserta, serta publikasi artikel ilmiah dalam jurnal pengabdian. Program ini diharapkan dapat berkontribusi dalam meningkatkan mutu pembelajaran yang lebih efektif, kreatif, dan modern di lingkungan sekolah dasar.
PENGARUH GAME EDUKASI “EDUCAPLAY” TERHADAP KEMAMPUAN BERHITUNG PENGURANGAN PADA SISWA KELAS 2 SDN 211 PALEMBANG siska; Hikmah Lestari; Mega Prasrihamni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

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Abstract

This study aims to determine the effect of the educational game educaplay on the students calculating ability to subtract class 2 SDN 211 Palembang. This research method uses a quantitative approach using the True Experiment type, in the form of a Posttest-Only Control Design. The data collection technique is carried out through a learning outcome tests that is given treatment and posttest. The results of the posttest data analysis show that the average experimental value of 87,14 is higjer that the control class with an average value of 42,25. The analysis technique used in this study is the t-test, in testing the hypothesis obtained a t-count value > trabel of 0,05 > 0,077, based on the independent sampel test t-test in this study obtained a sig value (2-tailled) 0,000 < 0,05, so it can be concluded that the significant value is less than 0,05,then Ho is rejected and Ha (there is influence) is sccepted. It can be concluded the effect to the educational game educaplay on students calculating ability to subtract class 2 SDN 211 Palembang.
Media Pembelajaran Berbasis Digital Aldora Pratama; Kiky Aryaningrum; Arief Kuswidyanarko; Syahbani Reza; Mega Prasrihamni; Imelda Ratih Ayu; Sonia Anisah Utami; Henni Riyanti; Faipri Selegi, Susanti
Wahana Dedikasi: Jurnal PkM Ilmu Kependidikan Vol. 8 No. 1 (2025): Wahana Dedikasi : Jurnal PkM Ilmu Kependidikan
Publisher : Universitas PGRI Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31851/wdk.v8i1.19451

Abstract

Perkembangan teknologi informasi telah mendorong perubahan signifikan dalam dunia pendidikan, khususnya dalam penggunaan media pembelajaran berbasis digital. Melihat kebutuhan akan peningkatan kompetensi guru dalam hal ini, Universitas PGRI Palembang melaksanakan kegiatan Pengabdian Kepada Masyarakat (PKM) berupa pelatihan pembuatan media pembelajaran digital bagi guru-guru SD Negeri 236 Palembang. Kegiatan ini bertujuan untuk meningkatkan pemahaman dan keterampilan guru dalam menciptakan media pembelajaran interaktif menggunakan platform PowToon. Metode pelaksanaan mencakup pelatihan dan pendampingan dengan evaluasi melalui pre-test dan post-test serta analisis hasil karya peserta. Hasil yang diharapkan dari kegiatan ini antara lain meningkatnya kemampuan guru dalam membuat media pembelajaran digital, sertifikasi peserta, serta publikasi artikel ilmiah dalam jurnal pengabdian. Program ini diharapkan dapat berkontribusi dalam meningkatkan mutu pembelajaran yang lebih efektif, kreatif, dan modern di lingkungan sekolah dasar.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS KEARIFAN LOKAL KOTA PALEMBANG PADA MATERI KEKAYAAN BUDAYA DI SD NEGERI 6 PALEMBANG iraoctaagustiani; Hermansyah; Mega Prasrihamni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

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Abstract

This research and development aims to produce interactive learning media based on local wisdom of Palembang city on cultural wealth material that is valid, practical, and effective for fourth grade students at SD Negeri 6 Palembang. The methodology used in this study is the type of Research and Development (RnD) research, using the ADDIE model (Analyze, Design, Development, Implementation, and Evaluation). The population in this study were all fourth grade students of SD Negeri 6 Palembang. The sample in this study was 25 students of class IV.B. Data collection techniques used were observation, interviews, tests, questionnaires, and documentation. This study produced interactive multimedia learning media based on the local wisdom of Palembang city. Data analysis techniques were carried out by analyzing validity, practicality and effectiveness. Based on the results of the study, data analysis can be proven through the results of the validity assessment on the media validation aspect which obtained a percentage of 93.7%, on the material validation aspect obtained a percentage of 93.7%, and on the language validation aspect obtained a percentage of 94%, with the category "Very Valid" for use. Furthermore, the results of the practicality assessment of the teacher response questionnaire obtained a percentage of 95%, and the final results of the student response questionnaire obtained a percentage of 97% with the category "Very Practical" to use. Then the results of the effectiveness assessment with the N-gain score obtained a value of 0.7648 with the criteria of "High" and the results of the N-gain percent obtained a value of 76.4783 with the criteria of "Effective" so that this product is worthy of use in learning.
PENGARUH MODEL PEMBELAJARAN MULTILITERASI TERHADAP HASIL BELAJAR BAHASA INDONESIA PADA SISWA KELAS IV SD NEGERI 30 PALEMBANG Septiana; Aswadi Jaya; Mega Prasrihamni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.28088

Abstract

This study aims to analyze the impact of implementing a multiliteracy learning model on improving Indonesian language learning outcomes among fourth-grade students at SD Negeri 30 Palembang. This research employs a quantitative approach using a quasi-experimental method with a nonequivalent control group design. The study subjects consist of two classes: one serving as the experimental group and the other as the control group. Data were collected using objective multiple-choice tests to measure students' learning achievement. The data analysis results indicate a significant difference in learning outcomes between the experimental and control groups. The average posttest score of students in the experimental class was 71.94, which was higher than the control class, which had an average score of 52.58. The t-test analysis showed a significance value of 0.001, which is less than α = 0.05. Therefore, H₀ is rejected and Hₐ is accepted. It can be concluded that there is a significant difference between the two groups, and the application of the multiliteracy learning model assisted by audiovisual media has a positive contribution to improving Indonesian language learning outcomes compared to the conventional learning model.