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Learning Multimedia Development Using Articulate Storyline for Students Nugroho, Fandi; Arrosyad, Muhammad Iqbal
International Journal of Elementary Education Vol 4, No 4 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v4i4.27763

Abstract

The implementation of learning in elementary schools is very limited to learning media and more teacher-centred learning. This study aims to develop multimedia learning using articulated storylines that are feasible and effective for fourth-grade students of SD Muhammadiyah Pangkalpinang. This type of research is Research and Development (R&D). This research development stage refers to the Alessi & Trollip development model, which is divided into four stages, namely: (1) planning; (2) design; (3) product development, and (4) evaluation. Determination of the feasibility level based on the validation test of media and material experts and testing to 6 students through a questionnaire. Determination of the level of effectiveness based on pre-test and post-test data to 30 students. The results showed that the average feasibility level of the assessment percentage by the media expert validator was 82.5% with the "Very Good" category. Expert assessment of the material is 71%, with the category "Very Good". The responses of 6 students get an average final score in the percentage of 71.33% in the "Very Good" category. Based on the pre-test and post-test mean, there is an increase in the mean score of 14.9. The mean value obtained is then converted to the calculation of the gain score to determine the level of product effectiveness. Overall, in calculating the gain score, the mean value was 0.62 for 30 students in the "Medium" category. It can be concluded that integrative thematic multimedia learning on sub-themes of animal and plant diversity for fourth-grade elementary school is feasible and effective to use.
Pengembangan Model Pembelajaran Membaca dan Numerasi di Tengah Evolusi Konsep Literasi Arrosyad, M Iqbal; Nugroho, Fandi
Jurnal Basicedu Vol. 5 No. 6 (2021)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v5i6.1758

Abstract

Penelitian ini bertujuan untuk menjelaskan perkembangan model pembelajaran materi membaca dan numerasi di kelas IV Sekolah Dasar ditengan evolusi konsep literasi. Penelitian lain belum ada yang memfokus ke literasi dan numerasi di evolusi konsep literasi. Metode yang digunakan yakni metode penelitian research and development dengan model ADDIE (Analysis, Design, Develompent and Implementation, Evaluation), tempat penelitian di SD Negeri 5 Mendobarat dengan teknik pengumpulan data meliputi observasi, wawancara, dokumentasi, dan angket. Sedangkan teknik analisis data menggunakan validasi ahli materi, ahli bahasa, dan ahli media, dan analisis deskriptif kuantitatif dan kualitatif. Hasil dari penelitian bahwa ahli materi  didapat nilai 80% dengan keterangan sangat baik, ahli bahasa didapat nilai 83,3% dengan keterangan sangat baik, dan ahli media didapat nilai 86,6% dengan keterangan sangat baik. Rata-rata nilai pretes 70,824 dan rata-rata nilai postes 85,8185. Dengan demikian modul pembelajaran literasi dan numerasi lebih efektif digunakan dalam pembelajaran di kelas IV SD.
Pengembangan Digital Tranformasi Role Playing Games (RPG) Base Learning pada Pendidikan Kemuhammadiyah Sekolah Dasar Arrosyad, M Iqbal; Nugroho, Fandi
Jurnal Basicedu Vol. 6 No. 3 (2022)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v6i3.2626

Abstract

Penelitian ini dilatarbelakangi bahwa, media yang digunakan pada pembelajaran kemuhammadiyahan belum pernah ada dan kurang meningkat nilai siswa. Tujuan penelitian ini, menjelaskan pengembangkan media pembelajaran berupa media digital tranformasi Role Playing Games (RPG) Base Learning pada Pendidikan Kemuhammadiyah Kelas IV Sekolah Dasar. Jenis penelitian ini Re-search and Development/R&D, yang dikembangkan oleh Alessi & Trollip terdiri dari tiga tahap utama, yaitu perencanaan, perancangan, dan pengembangan. Subjek uji coba meliputi ahli materi, media, dan bahasa, Responden dalam penelitian ini adalah siswa kelas VI SD STKIP Muhammadiyah Pangkalpinang. Analisis data angket dan skala, dan data tes. Hasil validasi didapati bahwa validasi sangat valid dan tidak ada catatan khusus yang diberikan untuk diperbaiki. Hasil uji homogenitas pada uji pretest kelas kontrol dan kelas eksperimen dengan P-Value 0,549 dan hasil uji homogenitas pada posttest kelas kontrol dan kelas eksperimen dengan P-Value 0,124. Dengan demikian P-Value pada pretest dan posttest kelas kontrol dan eksperimen 0,05 dan disimpulkan data yang diperoleh homogen. Dan hasil nilai posttest kelas kontrol 82,83 dan posttest kelas eksperimen 88,43 dengan nilai P-Value 0,001, sehingga terdapat perbedaan kemampuan pada siswa di kelas kontrol dan kelas eksperimen sebelum diperlakukan karena nilai P-Value < 0,05. Disimpulkan bahwa media dapat meningkatkan nilai siswa dan layak digunakan.
PELATIHAN PENGEMBANGAN MEDIA PEMBELAJARAN INOVATIF BERBASIS BAHAN SEDERHANA: TRANSFORMASI EVALUASI PEMBELAJARAN UNTUK GURU SDN 20 PANGKALPINANG Iqbal Arrosyad, M; Nugroho, Fandi; Fhatri, Zonalisa
Jurnal Bakti untuk Negeri Vol 4 No 1 (2024): JBN
Publisher : Sekolah Tinggi Ilmu Kesehatan ISFI Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36387/jbn.v4i1.1894

Abstract

This training aims to provide knowledge and skills to teachers at SDN20 Pangkalpinang in developing innovative learning media based on simple materials and producing effective learning evaluations in the current era of technology. The methods used in this training include needs identification, training implementation, evaluation of learning outcomes, and monitoring and evaluation. Through this training, it is hoped that teachers can improve students' critical skills in Elementary School through the Feedback-Based Learning Model Based on the Socrative Application in the P5 Program. Needs identification is carried out through needs analysis and evaluation of teachers' learning evaluation practices, as an important initial step in designing a training program that meets their needs. This needs analysis provides a better understanding of the challenges faced by teachers in using innovative learning media based on simple materials and effective learning evaluation practices. The results of this training show an increase inknowledge and skills of teachers in developing innovative learning media and conducting learning evaluations. The training evaluation indicates that teachers feel more confident inimplementing new learning strategies and using technology in learning. Further monitoring and evaluation are needed to ensure the sustainability of implementing new learning strategies and the use of technology in learning.
Sosialisasi Media Interaktif berbasis Aplikasi Role Playing games (RPG) bagi Guru SDN 5 Mendobarat Arrosyad, M Iqbal; Nugroho, Fandi; Ardiansah, Feri
INTEGRATIF: Jurnal Pengabdian Kepada Masyarakat Vol 2 No 1 (2024): INTEGRATIF: Jurnal Pengabdian Kepada Masyarakat
Publisher : Kilau Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60041/integratif.v2i1.97

Abstract

This service activity aims to introduce teachers to the concept and benefits of using RPG applications in learning. Through structured sessions, participants are introduced to the basics of RPG, demonstrations of using the application in a classroom context, and discussions about its benefits in increasing student motivation and participation. Apart from that, this activity also discusses strategies for implementing RPG applications in the school curriculum. The results of this activity show that the RPG application has great potential to create a more interactive and enjoyable learning environment. RPGs can increase student engagement, motivate them through reward systems, and develop collaborative and problem-solving skills. Teachers who take part in this activity gain practical knowledge and skills to integrate this technology into their daily learning.
Pengembangan Model Pembelajaran Membaca dan Numerasi di Tengah Evolusi Konsep Literasi Arrosyad, M Iqbal; Nugroho, Fandi
Jurnal Basicedu Vol. 5 No. 6 (2021)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v5i6.1758

Abstract

Penelitian ini bertujuan untuk menjelaskan perkembangan model pembelajaran materi membaca dan numerasi di kelas IV Sekolah Dasar ditengan evolusi konsep literasi. Penelitian lain belum ada yang memfokus ke literasi dan numerasi di evolusi konsep literasi. Metode yang digunakan yakni metode penelitian research and development dengan model ADDIE (Analysis, Design, Develompent and Implementation, Evaluation), tempat penelitian di SD Negeri 5 Mendobarat dengan teknik pengumpulan data meliputi observasi, wawancara, dokumentasi, dan angket. Sedangkan teknik analisis data menggunakan validasi ahli materi, ahli bahasa, dan ahli media, dan analisis deskriptif kuantitatif dan kualitatif. Hasil dari penelitian bahwa ahli materi  didapat nilai 80% dengan keterangan sangat baik, ahli bahasa didapat nilai 83,3% dengan keterangan sangat baik, dan ahli media didapat nilai 86,6% dengan keterangan sangat baik. Rata-rata nilai pretes 70,824 dan rata-rata nilai postes 85,8185. Dengan demikian modul pembelajaran literasi dan numerasi lebih efektif digunakan dalam pembelajaran di kelas IV SD.
Pengembangan Digital Tranformasi Role Playing Games (RPG) Base Learning pada Pendidikan Kemuhammadiyah Sekolah Dasar Arrosyad, M Iqbal; Nugroho, Fandi
Jurnal Basicedu Vol. 6 No. 3 (2022)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v6i3.2626

Abstract

Penelitian ini dilatarbelakangi bahwa, media yang digunakan pada pembelajaran kemuhammadiyahan belum pernah ada dan kurang meningkat nilai siswa. Tujuan penelitian ini, menjelaskan pengembangkan media pembelajaran berupa media digital tranformasi Role Playing Games (RPG) Base Learning pada Pendidikan Kemuhammadiyah Kelas IV Sekolah Dasar. Jenis penelitian ini Re-search and Development/R&D, yang dikembangkan oleh Alessi & Trollip terdiri dari tiga tahap utama, yaitu perencanaan, perancangan, dan pengembangan. Subjek uji coba meliputi ahli materi, media, dan bahasa, Responden dalam penelitian ini adalah siswa kelas VI SD STKIP Muhammadiyah Pangkalpinang. Analisis data angket dan skala, dan data tes. Hasil validasi didapati bahwa validasi sangat valid dan tidak ada catatan khusus yang diberikan untuk diperbaiki. Hasil uji homogenitas pada uji pretest kelas kontrol dan kelas eksperimen dengan P-Value 0,549 dan hasil uji homogenitas pada posttest kelas kontrol dan kelas eksperimen dengan P-Value 0,124. Dengan demikian P-Value pada pretest dan posttest kelas kontrol dan eksperimen 0,05 dan disimpulkan data yang diperoleh homogen. Dan hasil nilai posttest kelas kontrol 82,83 dan posttest kelas eksperimen 88,43 dengan nilai P-Value 0,001, sehingga terdapat perbedaan kemampuan pada siswa di kelas kontrol dan kelas eksperimen sebelum diperlakukan karena nilai P-Value < 0,05. Disimpulkan bahwa media dapat meningkatkan nilai siswa dan layak digunakan.
Learning Multimedia Development Using Articulate Storyline for Students Nugroho, Fandi; Arrosyad, Muhammad Iqbal
International Journal of Elementary Education Vol 4 No 4 (2020): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v4i4.27763

Abstract

The implementation of learning in elementary schools is very limited to learning media and more teacher-centred learning. This study aims to develop multimedia learning using articulated storylines that are feasible and effective for fourth-grade students of SD Muhammadiyah Pangkalpinang. This type of research is Research and Development (R&D). This research development stage refers to the Alessi & Trollip development model, which is divided into four stages, namely: (1) planning; (2) design; (3) product development, and (4) evaluation. Determination of the feasibility level based on the validation test of media and material experts and testing to 6 students through a questionnaire. Determination of the level of effectiveness based on pre-test and post-test data to 30 students. The results showed that the average feasibility level of the assessment percentage by the media expert validator was 82.5% with the "Very Good" category. Expert assessment of the material is 71%, with the category "Very Good". The responses of 6 students get an average final score in the percentage of 71.33% in the "Very Good" category. Based on the pre-test and post-test mean, there is an increase in the mean score of 14.9. The mean value obtained is then converted to the calculation of the gain score to determine the level of product effectiveness. Overall, in calculating the gain score, the mean value was 0.62 for 30 students in the "Medium" category. It can be concluded that integrative thematic multimedia learning on sub-themes of animal and plant diversity for fourth-grade elementary school is feasible and effective to use.
Development of Variations in Greetings Before and After Learning the Moral Character of Students in Elementary Schools Arrosyad, M. Iqbal; Nugroho, Fandi
Dinamika Jurnal Ilmiah Pendidikan Dasar Vol. 12 No. 2 (2020): Dinamika Jurnal Ilmiah Pendidikan Dasar
Publisher : Universitas Muhammadiyah Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/dinamika.v12i2.8233

Abstract

The development of various greetings before and after learning is made to provide additional references and treatment from teachers to students in interesting learning. The purpose of this study was to describe the development of a variety of greetings before and after learning in Public Alementary Cchool 5 Mendo Barat. The research method used is the Research and Development method with the Thiagarajan Four-D development model which consists of four stages of research, namely (1) defining, including initial analysis, student analysis, concept analysis, and formulation of learning objectives; (2) planning (design) media selection, format selection, and preparation of various greeting media before and after learning; (3) development, including expert validation and testing; and (4) disseminate, including reproduction, socialization, and reflection. The results of this research. The definition stage 1) there is no media variation of greetings before and after learning; 2) lack of student moral character, and 3) teachers do not have information or references related to variations in greetings before and after learning. Researchers began to design a variety of greeting media with preface, table of contents, contents, author's biography, and back cover, on A4 paper size and 12 pt Garamond font. The variety of media greetings before and after learning resulted from the teacher's response to 93.33% of the process. It can be seen from the greeting activities before and after learning the moral character of students. The moral character is not indifferent when invited to discuss, resulting in 60% of the 20 students, the character of piety including a sense of responsibility and good cooperation of the students as much as 60%, the character of polite and respectful with students greeting by shaking hands every time they go to school, speaking politely 70% of teachers and friends, the character of manners in the form of like to help friends if asked for help as much as 70%.
Pengaruh Model Pembelajaran Project Based Learning (PJBL) Berbantuan Video Animasi terhadap Hasil Belajar Siswa Kelas IV SDN 11 Mendo Barat Maulidia, Maulidia; Nugroho, Fandi; Pitriyana, Sisi
All Fields of Science Journal Liaison Academia and Sosiety Vol 5, No 2: Juni 2025 Part 2
Publisher : Lembaga Komunikasi dan Informasi Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58939/afosj-las.v5i2.1061

Abstract

Rendahnya prestasi siswa dalam PPKn, khususnya materi Keberagaman Budaya Bangsa, disebabkan oleh keterbatasan keterlibatan siswa dan pendekatan yang berpusat pada guru. Penelitian ini menganalisis pengaruh model Project Based Learning (PjBL) berbantuan video animasi terhadap hasil belajar siswa kelas IV SDN 11 Mendo Barat. Penelitian ini merupakan penelitian kuantitatif dengan desain One Group Pretest Posttest. Sampel terdiri dari 33 siswa kelas IV SDN 11 Mendo Barat yang diambil menggunakan teknik sampling jenuh. Data dikumpulkan melalui tes hasil belajar sebelum dan sesudah penerapan model PjBL berbantuan video animasi. Hasil penelitian menunjukkan peningkatan signifikan pada hasil belajar siswa, dengan skor rata-rata pretest 10,88 dan posttest 13,94. Uji hipotesis menunjukkan thitung 4,196 ttabel 1,694 dan p-value 0,000 0,05, membuktikan pengaruh positif model PjBL terhadap hasil belajar siswa.