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THE DEVELOPMENT OF AMAZING NGANJUK ETHNOMATHEMATICS-BASED APPLICATION FOR THE PLANE SHAPE MATERIAL FOR GRADE IV OF ISLAMIC ELEMENTARY SCHOOL Tanti, Yusi Krisma; Annisa, Choirul; Ratno, Puspoko Ponco
Al-Bidayah : Jurnal Pendidikan Dasar Islam Vol. 15 No. 2 (2023): Al-Bidayah : jurnal pendidikan dasar Islam
Publisher : UIN Sunan Kalijaga Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/albidayah.v15i2.1037

Abstract

This research-and-development is motivated by the need for the use of culture-based learning media in the mathematics subject because, during learning, teachers often only focus on material without any integration with culture, and there is a lack of students’ knowledge of the culture that exists in Nganjuk Regency. The purpose of this research and development is to examine the ethnomathematics in the culture of Nganjuk and analyze the development and feasibility level of the ethnomathematics-based Amazing Nganjuk application for the plane shape material of grade IV in Islamic elementary schools. This study is of Research and Development (R&D) type that uses the Alessi and Trollip model of 3 stages, which include planning, design, and development. The product trial was carried out through the alpha test and beta test. The alpha test was conducted by media experts and material experts while the beta test was conducted by the fourth-grade students of Islamic Elementary School (IES) Khadijah Sukorejo Loceret Nganjuk. The result of this research and development was an ethnomathematics-based android application. The ethnomathematics elements found in this study were Jayastamba monument, wayang timplong, gamelan gender, and demung. The results of the media and material validation showed an average percentage of feasibility level of 96% and 93.75% with a very feasible category for use in the beta test. The beta test obtained an average percentage of 97% with the category indicating that the fourth-grade students strongly agreed with the use of the Amazing Nganjuk application to learn plane shapes. The application that the researchers have developed is deemed suitable for use as a learning medium, especially for the plane shape material.
Pengembangan Media Pembelajaran Berbasis Website Edukasi Untuk Meningkatkan Hasil Belajar Siswa Adibowo, Diajeng Lyra; Emilia, Afif; Sa’id, Ibrahim Bin; Ratno, Puspoko Ponco; Maiyanti, Aziza Anggi; Anggraini, Atika
Jurnal Studi Guru dan Pembelajaran Vol. 8 No. 2 (2025): Mei - Agustus 2025
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/jsgp.8.2.2025.6456

Abstract

Urgensi dari penelitian ini adalah perlunya media pembelajaran yang interaktif dan sesuai dengan kebutuhan abad 21 untuk meningkatkan hasil belajar siswa, khususnya pada materi klasifikasi makhluk hidup. Penelitian ini bertujuan mengembangkan media pembelajaran berbasis website edukasi serta menguji kelayakan dan efektivitasnya. Model pengembangan yang digunakan adalah ADDIE (Analyze, Design, Develop, Implement, Evaluate). Subjek penelitian adalah 26 siswa kelas VII MTs Al-Huda Jatirejo Mojoduwur. Data dikumpulkan melalui observasi, wawancara, validasi ahli, angket respon siswa, serta pre-test dan post-test. Hasil validasi dari tiga ahli menunjukkan kelayakan media dengan skor 90–98%, tergolong dalam kategori sangat layak. Respon siswa juga positif terhadap media yang dikembangkan. Uji efektivitas menggunakan N-gain dan uji t berpasangan menunjukkan peningkatan signifikan hasil belajar. Rata-rata nilai pre-test siswa adalah 41,92 dan meningkat menjadi 85,77 pada post-test. Nilai N-gain sebesar 0,7604 termasuk kategori tinggi, sedangkan uji t menunjukkan nilai signifikansi 0,000 < 0,05. Dengan demikian, media pembelajaran berbasis website edukasi yang dikembangkan terbukti sangat layak dan efektif dalam meningkatkan hasil belajar siswa. Media ini menawarkan pendekatan pembelajaran yang fleksibel, interaktif, dan relevan dengan perkembangan teknologi, sehingga dapat menjadi solusi inovatif dalam mendukung proses pembelajaran IPA di sekolah.
PENGEMBANGAN MEDIA CARS BERBASIS AUGMENTED REALITY MATERI SISTEM TATA SURYA MTS/SMP Sarura, Vionita Alya; Istiqomah, Laili Nur; Ratno, Puspoko Ponco; Wulandari, Ratna Wahyu
Jurnal Kajian Pembelajaran dan Keilmuan Vol 9, No 2 (2025): OKTOBER 2025
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jurnalkpk.v9i2.95519

Abstract

Education has an important role in human life because it allows individuals to develop potential in aspects of knowledge, attitudes and skills. An effective learning process can support optimal student growth and development. This research aims to: Analyzing the feasibility of CARS media (Card Antarariksa republiksa solar) based on augmented reality in class VII MTsN 1 Kota Kediri, Assessing its validity and practicality in improving student learning outcomes. The research uses the ADDIE development model which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. The research subjects were 34 students of class VII-K MTsN 1 Kota Kediri. Data were obtained through interviews and questionnaires validated by two lecturers of Tadris Sains IAIN Kediri, two teachers of MTsN 1, and four students. The validity of the media was analyzed using a Likert scale, while its effectiveness was measured through the N-Gain test and Wilcoxon hypothesis test based on the pre-test and post-test results. The validation results show that CARS media is categorized as very valid in terms of media, material, and assessment.
PENGEMBANGAN E-MAGAZINE BERBASIS PROYEK UNTUK MENINGKATKAN KETERAMPILAN PROSES SAINS PADA MATERI KLASIFIKASI MAKHLUK HIDUP Rindyana Kusuma; Ratno, Puspoko Ponco; Maiyanti, Aziza Anggi; Pradana, Mochamad Desta
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 In Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.29189

Abstract

This study aims to develop a project-based e-magazine as a learning medium on the topic of classification of living organisms to improve students’ science process skills. The research employed a Research and Development (R&D) approach using the ADDIE development model, consisting of Analysis, Design, Development, Implementation, and Evaluation stages. The trial subjects were 29 seventh-grade students at MTsN 3 Kediri. The research instruments included validation sheets, science process skills questionnaires, and pretest-posttest items. Data analysis techniques involved validity and reliability tests, normality tests, paired sample t-tests, and N-Gain calculations. The validation results indicated that the e-magazine was highly valid, with an average expert score exceeding 80%. The reliability test showed a Cronbach’s Alpha of 0.932 (highly reliable). The paired sample t-test yielded a significance value of 0.000 (p < 0.05), indicating a significant difference between pretest and posttest scores. The average N-Gain score was 0.544, categorized as moderate. Therefore, the project-based e-magazine is considered feasible and moderately effective in improving students’ science process skills, particularly in observing, classifying, concluding, and communicating.
Development of Interactive Learning Multimedia Gate (Geometry of Space Building) to Increase Learning Motivation of Elementary School Students Susanto, Mohammad Adi; Ifriqia, Fartika; Ratno, Puspoko Ponco
Proceeding International Conference on Education Volume 01, Agustus Tahun 2023: International Conference on Education
Publisher : Faculty of Tarbiyah, Institut Agama Islam Negeri (IAIN) Kediri, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research is motivated by the lack of utilization of learning media in mathematics subjects. The purpose of the research is to know the development, feasibility and influence of the use of interactive learning multimedia GERBANG (geometry build space) in increasing student learning motivation. The development research uses the APPED development model consisting of five systematic and logical stages, namely analysis, planning, production, evaluation, and dissemination. The results of the development research show that the interactive learning multimedia GERBANG (geometry builds space) gets a qualification assessment Very Feasible based on the validation of experts, namely media experts and material experts with the results of the percentage of feasibility of 87.5% by media experts and material experts of 85%. Based on the results of the user test at the pretest stage obtained an average value of 51, 32, while at the postest stage obtained an average value of 69.19. Thus, the use of interactive learning multimedia GERBANG (geometry build space) has an effect in increasing the motivation to learn.