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KEEFEKTIVAN MEDIA TEKA-TEKI KARUTA UNTUK MENINGKATKAN KEMAMPUAN MEMBACA SISWA KELAS 1 SD Salma, Lilik Royani; Wiratama, Novialita Angga
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 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.v10i3.29526

Abstract

Early reading ability is a crucial foundation in the development of children's literacy. However, in practice, first-grade students often face difficulties in recognizing letters, spelling, and understanding texts. To overcome these challenges, engaging and interactive learning media are needed. The Teka-Teki Karuta media was developed as an educational game-based learning tool that combines visual, motor, and cognitive elements. This study employed a quasi-experimental method with a pretest-posttest control group design. The research subjects were first-grade students at an elementary school in District Tuban, consisting of an experimental group and a control group. The results showed a significant improvement in the reading abilities of students who used the Teka-Teki Karuta media compared to those who were taught using conventional methods. Based on data analysis, the use of Teka-Teki Karuta media proved to be effective in improving the early reading skills of first-grade elementary students. Therefore, this media is recommended as a fun and alternative learning tool for early literacy development.
PENERAPAN MEDIA FLIPBOOK INTERAKTIF BERMUATAN GAMIFIKASI UNTUK MATERI FOTOSINTESIS DAN PERKEMBANGBIAKAN TUMBUHAN PADA SISWA KELAS IV Makhsushoh, Hikmatul; Wiratama, Novialita Angga
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 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.v10i3.29531

Abstract

Education in primary school contributes a crucial role in shaping students' foundational knowledge and skills. As technology continues to advance, learning media are expected to respond to current societal needs. One of the main challenges in education is creating learning experiences that foster student interest and engagement, particularly in subjects like Science and Social Studies (IPAS), which are often perceived as less appealing. To deal with this situation, there is a requirement for learning media that are both effective and engaging. This study is conducted to explore the effectiveness of implementing an interactive flipbook integrated with gamification elements to enhance The educational performance of learners in grade four elementary students in Lamongan. The interactive flipbook is a digital e-book that mimics a physical book, enhanced with multimedia elements such as animations, videos, and audio, along with gamified features like interactive quizzes at the end of each lesson. The type of research applied in this study is a Pre-Experimental Design using a One-Group Pretest-Posttest Design model,and data were analyzed using the Normalized-Gain formula based on the results of pretest and posttest assessments. The findings reveal a noteworthy improvement in student learning outcomes. The average pretest score was 48.42, which increased to 89.73 on the posttest. The results suggest that the use of gamified interactive flipbooks is not only Successful in delivering learning content but also significantly boosts student motivation and achievement, offering a more engaging and enjoyable learning experience.
Development of thematic e-modules oriented on the ability to write descriptions of students in class V of SDN Boto, Tuban district Wiratama, Novialita Angga
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 8 No 2 (2023): Jurnal Pendidkan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v8i2.19129

Abstract

Based on the observation results of descriptive writing skills in class V students and interviews with teachers of SDN Boto, Semanding District, Tuban Regency, students' writing ability was low. Students have difficulty determining the topic of writing so that students do not want to start writing activities. In learning activities, students are only given assignments from LKS so that in writing descriptive essays students are not able to involve their five senses to put their ideas into writing. Preliminary data from analysis of student scores obtained data on the number of students in grade 5 were 25 students, only 5 students were able to complete writing the descriptive essay. So that only 20% of classical percentages have the ability to write descriptions. Based on this background, thematic e-modules were developed to make it easier for students to write descriptions of class V students at Boto 5 Elementary School. This type of research was R&D with four stages. The purpose of this e-module development research is to determine feasibility level of linguists, materials, and media. The results of validation by design experts show that the quality of learning e-module is in stage 1 assessment component with an achievement level of 82.85% with a "very decent" qualification. In stage 2 assessment, still with a "very decent" qualification, the achievement rate was 85.71%. Assessment of learning products in the form of modules by material experts shows the quality of learning modules in stage 1 assessment component with an achievement level of 83.33% with a "very decent" qualification. In stage 2 assessment, still with the "very decent" qualification, the achievement rate was 86.66%. Assessment of learning products in the form of modules by linguists shows the quality of learning modules in the stage 1 assessment component with an achievement level of 86.6% with a "very decent" qualification. In stage 2 assessment, still with the "very decent" qualification, the achievement rate was 91%.
Pengembangan Modul Pembelajaran Tema Sistem Tata Surya Pada Siswa Kelas IV SDN Gedongombo 6 Kabupaten Tuban Agustin, Agustin; Wiratama, Novialita Angga; Agustin, Ina
Efektor Vol 8 No 1 (2021): Efektor Vol.8 No.1 Tahun 2021
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/e.v8i1.15882

Abstract

The curriculum is always changing according to developments in science and technology. Curriculum design in education needs to be done to answer the needs of society and the challenges of changing times. The curriculum is a guide in achieving the objectives of implementing the teaching process. The SD learning process in implementing the 2013 curriculum is carried out in an integrated manner with the theme of linking between subjects so that it is expected to provide meaningful learning experiences for students. Teachers determine student success in learning so that superior human resources are created through the educational process. The module is a printed teaching material that teachers can use to present learning material. This study developed a module with the theme of the solar system, sub-theme Change in the Appearance of Celestial Objects in SDN Gedongombo 6, Semanding District, Tuban Regency in fourth grade students. The research used is the development of the learning module. The research procedure uses the Four-D model according to Thiagarajan. The data collection instrument for this module development research consists of an assessment instrument for the subject matter expert learning module, an assessment instrument for the linguist learning module, an assessment instrument for the learning module for media experts, student questionnaires, and a teacher questionnaire. From the results of module development that have been validated by experts, it is obtained data that the module still needs reforms. Learning data and information results in the effectiveness of learning. Evidence of the final test data using the module shows the achievement of KKM 75 by 21 students out of 25 students.
Development of a Science Literacy-Based E-module to Improve Science Learning Outcomes for Fourth Grade Students Maulida, Ila Nur; Wiratama, Novialita Angga
Journal of Elementary Education Vol. 2 No. 2 (2025): DECEMBER
Publisher : Universitas Muhammadiyah Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38040/jeleduc.v2i2.1309

Abstract

This research focuses on the low learning outcomes of students in the IPAS subject about different energy forms. The study aims to assess the validity, practicality, and effectiveness of a science literacy-based e-module for fourth-grade students. It follows the Research and Development (R&D) method using the ADDIE model, which has five stages: Analyze, Design, Development, Implement, and Evaluation. The participants were 29 fourth-grade students from SDN Plaosan and class teacher. Data were collected through interviews, observations, questionnaires, and tests. The e-module met eligibility criteria with high validation scores: 86% for material, 84% for media, and 93. 3% for language. Teacher and student practicality scores were 88% and 94. 75%, respectively. The effectiveness score was 78%. In conclusion, the e-module is valid, practical, and effective for enhancing learning outcomes in fourth-grade classrooms.
Pengembangan Media Pembelajaran Komik Digital Menggunakan Model Addie pada Materi Keberagaman Budaya di Sekolah Fatimah, Iis Daniati; Dwidarti, Fera; Wiratama, Novialita Angga; Mauliana, Siti
Paedagogie Vol 21 No 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16408

Abstract

Cultural Diversity material is often considered complex due to the broad scope of information. Therefore, a digital comic medium is needed that can visualize the uniqueness of the archipelago's culture contextually, so that students not only memorize, but also feel an emotional closeness to the material. This study aims to develop a learning media in the form of digital comics on the topic of Cultural Diversity for fourth-grade students at Maibit Public Elementary School. The method used in this research is R&D (Research and Development) by applying the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The data analysis technique in this study uses quantitative descriptive to measure the results of teacher and student response questionnaires, as well as qualitative descriptive to describe and narrate feedback during the development process. The data obtained from the validation results show that the validation from media experts obtained a percentage of 96% with a valid category, content experts obtained a percentage of 94% with a valid category, and language experts obtained a percentage of 88% with a valid category. Based on the validation results from the experts, it shows that the digital comic media is declared valid. The practicality test conducted through teacher and student response questionnaires also shows a very practical category. The teacher response questionnaire results obtained a percentage of 96% with a practical category, and the student response questionnaire results obtained a percentage of 95% with a practical category. The effectiveness of digital comic learning media obtained a percentage of 92% with an effective category. Based on these research results, it can be stated that digital comic media can turn the learning situation into a more conducive and enjoyable environment, can improve learning outcomes, and digital comic learning media is feasible and practical to use.
PENGEMBANGAN GAME QUIZIZZ SUBTEMA KEBERAGAMAN BUDAYA BANGSAKU PADA SISWA KELAS IV SDN WONOTIRTO 05 KABUPATEN BLITAR: Game Quiziz untuk siswa kelas IV Wiratama, Novialita Angga
Jurnal Tunas Pendidikan Vol. 5 No. 1 (2022): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v5i1.892

Abstract

Abstract This research is a type of Research and Development (R&D) development. The subjects of this development research were 22 fourth grade students. The procedure of this research using the Four-D model consists of four stages, namely the stage of definition, design, development and implementation. The researcher's data collectors provided validation sheets and response questionnaires to students. The validation sheet comes from 3 validators, namely material, language and media. The results of the validation assessment of media, language and material experts obtained data that the product developed in the form of a quiz game was valid to be used as a medium in learning without revision. After going through the validation stage and being declared eligible for testing, the quizizz game product was tested on 22 fourth grade students at SDN Wonotirto 5. Students were given evaluation questions to determine the effectiveness of the quizizz game media. Student learning outcomes test scores are calculated using classical completeness. Completeness can be achieved if student learning outcomes reach a value of 75 out of a maximum value of 100, while classical completeness can be achieved if 75% of the number of students in the class have reached a value of 75. From the test results, data obtained that 18 students scored above the KKM and there were 4 students who scored below the KKM. After being calculated using the classical completeness formula, the percentage result is 84%, so it can be concluded that the quizizz game used has been effectively used.
PENGEMBANGAN BUKU CERITA UNTUK MENINGKATKAN KETERAMPILAN MEMBACA SISWA KELAS I SDN KEDUNGREJO 1 KEREK KABUPATEN TUBAN Wiratama, Novialita Angga
Jurnal Tunas Pendidikan Vol. 5 No. 2 (2023): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v5i2.1126

Abstract

15 out of 22 pupils at SDN Kedungrejo 1 were found to be struggling with reading, according to the results of class teacher interviews and observations. Lack of practice is the cause of the challenge. This researcher wants to understand how storybook learning media are created and whether they are appropriate. The ADDIE model is used in R&D research. Materials expert validation sheets, media and language, teacher and student answer questionnaire sheets, and student test sheets were used as the data collection tools in this study. According to the findings of the validation test, using the results of the percentages of material experts (80%), media experts (90%) and linguists (93%), was extremely likely. Forms for teacher and student responses to questionnaires include useful learning criteria. 91% of questionnaires with responses from teachers and 89% of questionnaires with responses from students. Additionally, student test results reveal that the criteria for effective application are met with an 86% score for classical completeness. Student assessments and data from teacher and student response questionnaires demonstrate the viability, usefulness, and effectiveness of the designed storybook media
PENGEMBANGAN BAHAN AJAR BERBASIS DISCOVERY APPROACH UNTUK MENINGKATKAN HASIL BELAJAR IPAS SISWA KELAS IV SEKOLAH DASAR Fatimah, Iis Daniati; Wiratama, Novialita Angga
Jurnal Tunas Pendidikan Vol. 6 No. 1 (2023): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v6i1.1464

Abstract

This research development is to develop teaching materials on the learning of Natural Science material nature and changes in The Shape of objects based on the discovery approach. The purpose of researchers to develop teaching materials based on the discovery approach to determine the validity and effectiveness of the developed teaching materials. This development is carried out using the ADDIE model which consists of 5 (five stage)namely analize (analysis), design (design), develop (development) implement (implementation),and evaluate (evaluation). Data analysis techniques used are data analysisvalidityand effectiveness data analysis. Based on the validation test, the results obtained that the teaching have very valid criteria for use with the percentage of material experts 76% , media experts 98% , and linguists 78%,product revisions have been made so that they can be tested subjects. Based on the test resultsto determine the effectiveness of learning outcomes obtained an average of 85.200 post test and pre test value of 76.600.
PENGEMBANGAN LKPD BERBASIS KARAKTER KEARIFAN LOKAL PELAJARAN PPKn PADA KELAS IV SD Fatimah, Iis Daniati; Wiratama, Novialita Angga
Jurnal Tunas Pendidikan Vol. 6 No. 2 (2024): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v6i2.1786

Abstract

This research aims to develop learning tools in the form of independent curriculum LKPD based on local wisdom for PPKn subjects in class IV elementary school. Development of local wisdom-based LKPD on regional cultural diversity material using development research (R&D) with 4D design to determine the validity of the research instruments used in the form of interview sheets and validation sheets. design validation, learning on aspects of graphic feasibility with an average score of 6.7, a percentage of 93% included in the "Very Feasible" category, while in the feasibility aspect of presentation the average score was 5, a percentage of 96% included in the "Very Feasible" category ”. Thus obtaining a total average score of 5.85, a percentage of 94.5% falls into the "Very Decent" category. In validating the learning material, scores were obtained for the appropriateness aspect of the content with an average score of 6.5, a percentage of 95% included in the "Very Eligible" category, while the average score for the language appropriateness aspect reached 5, a percentage of 87% included in the “Very Decent” category. So an overall average score of 4.8 was obtained, a percentage of 95% falling into the "Very Decent" category.