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Pengembangan Lembar Kerja Peserta Didik (LKPD) Berbasis Saintifik pada Materi IPAS Kelas IV SDN 1 Kaliawi Bandar Lampung Shalshabila, Zahwa; Jaya, Wayan Satria; Lestari, Yulita Dwi
Pedagogia: Jurnal Ilmiah Pendidikan Dasar Indonesia Vol. 7 No. 1 (2025): Pedagogia
Publisher : Program Studi PGSD, Jurusan Ilmu Pendidikan, STKIP PGRI Bandar Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52217/pedagogia.v7i1.1771

Abstract

The problems in this study are 1) lack of teaching materials in learning science, 2) lack of interest in learning science material, 3) LKPD made and downloaded by teachers from the internet are less interesting, non-contextual images, only summaries of materials and only contain questions and 4) students are less active in learning. Therefore, one effort that can be made is to develop LKPD based on a scientific approach so that students can understand and be interested in the science learning process. The purpose of this study was to determine the level of feasibility and practicality of scientific-based LKPD on science material for grade IV SDN 1 Kaliawi Bandar Lampung. This type of research is research and development that adopts ADDIE (Analysis, Design, Development, Implementation and Evaluation) development. The instruments used are expert validation sheets and student response questionnaire sheets. The results of this research and development state that the feasibility of scientific-based LKPD based on the assessment of material experts obtained a percentage of 92% with very feasible criteria, then language experts gave an assessment with a percentage of 92.73% also with very feasible criteria, while the assessment of media experts obtained a percentage of 89.23% also with very feasible criteria. From the three validation results, it is concluded that the scientific-based LKPD assessment is very feasible and can be applied to grade IV students of SDN 1 Kaliawi Bandar Lampung. While the results of the LKPD assessment on the student response questionnaire as a whole get a very practical category or very feasible to use with a percentage of 87.48%. Based on this explanation, it can be concluded that the development of scientific-based LKPD has very good feasibility and practicality in learning on the material of science for grade IV SDN 1 Kaliawi Bandar Lampung.
Pengaruh Kecerdasan Intrapersonal Terhadap Hasil Belajar PPKn Peserta Didik kelas IV Sekolah Dasar Negeri Pangestu, Deviyanti; Lestari, Wahyu; Surahman, Maman; Mustakim, Erni; Lestari, Yulita Dwi
Lentera: Jurnal Ilmiah Kependidikan Vol. 17 No. 1 (2024): Lentera
Publisher : STKIP PGRI Bandar Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52217/lentera.v17i1.1380

Abstract

The problem of this study is the low learning outcomes of Civics of fourth grade students of SD Negeri 5 Metro Pusat. This study aims to determine the positive and significant effect of intrapersonal intelligence on students' Civics learning outcomes. This research method is ex post facto with quantitative research type. Data collection techniques using questionnaires and documentation studies. The population in this study amounted to 59 students and the entire population was used as a research sample. The data collection instrument was a questionnaire with a Likert scale, which was previously tested for validity and reliability. Data analysis using simple linear regression. The results showed that there was a significant influence between intrapersonal intelligence on the learning outcomes of Civics of fourth grade students of SD Negeri 5 Metro Pusat in the 2023/2024 academic year.
Media Card Sort dan Couple Card untuk Peningkatan Kemampuan Berpikir Kritis Peserta Didik di Sekolah Dasar Pangestu, Deviyanti; Kurnia, Elsyah; Lestari, Yulita Dwi
Lentera: Jurnal Ilmiah Kependidikan Vol. 17 No. 2 (2024): Lentera
Publisher : STKIP PGRI Bandar Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52217/lentera.v17i2.1545

Abstract

This study aims to determine the effect and differences in the use of card sort media and couple cards on the critical thinking skills of IPAS students. The method used in this research is quasi experimental with a non-equivalent control group design. The population and sample in this study were obtained through purposive sampling technique with a total sample of 52 students. Data were analyzed using simple regression test and t-test. The results showed that there was an effect of card sort media and couple cards on the critical thinking skills of IPAS fourth grade students of SD Negeri 1 Margajaya in the 2023/2024 academic year and there were differences in IPAS critical thinking skills between experimental classes with card sort media which had a higher effect than the control class using couple card media so that card sort media and couple cards can be used as an alternative learning model that can improve students' critical thinking skills.
Pengembangan Media Pembelajaran Bangun Ruang Berbasis Augmented Reality untuk Kelas V Sekolah Dasar Maulidia, Maulidia; Sutrisno AB, Joko; Lestari, Yulita Dwi
Lentera: Jurnal Ilmiah Kependidikan Vol. 17 No. 2 (2024): Lentera
Publisher : STKIP PGRI Bandar Lampung

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

Abstract

This research aims to develop Augmented Reality-based learning media on spatial material that is suitable for use as a mathematics learning media for fifth grade elementary school students. This research uses the R&D (research and development) method with the ADDIE development model. The feasibility of the learning media developed is reviewed from validity by material, media and language experts. In addition, the responses of educators and students to the use of the learning media developed were analyzed. The research was carried out at SD Negeri 2 Susunan Baru in the 2023/2024 academic year. Based on the validation results of material experts, media experts and language experts, it is known that the Augmented Reality-based spatial learning media developed is very feasible. After implementation and evaluation activities, it was discovered that the response of educators and students to the use of Augmented Reality-based learning media was very interesting. Thus it can be concluded that the learning media developed based on Augmented Reality is very feasible and very interesting to use as a learning media for mathematics learning in spatial building material for class V elementary school.
Pengembangan Game Quiz Interaktif Berbasis Canva pada Pembelajaran IPAS Materi Keragaman Budaya dan Kearifan Lokal untuk Siswa Kelas 4 SDN 1 Pinang Jaya Sari, Epi; Sutiyono, Akhmad; Lestari, Yulita Dwi
Lentera: Jurnal Ilmiah Kependidikan Vol. 18 No. 1 (2025): Lentera
Publisher : STKIP PGRI Bandar Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52217/lentera.v18i1.1822

Abstract

The problems in this study include 1) the learning process rarely uses technology-based media, 2) the results of learning in science are still low, 3) learning is not yet centered on students, 4) the learning media used are not varied and 5) the use of interesting quizzes through interactive media has never been given. Through the development of interactive quiz games based on canva, it is expected to help teachers create interesting and fun learning and increase students' attention and interest in the learning process. The purpose of this study was to determine the level of feasibility, responses of educators and students and the effectiveness of interactive quiz games based on canva in science learning on cultural diversity and local wisdom for grade 4 SDN 1 Pinang Jaya. The type of research that will be used is R&D (Research and Development). This development research refers to the ADDIE model with five development steps, namely: 1) Analysis, 2) Design, 3) Development, 4) Implementation, 5) Evaluation. The instruments used are expert validation sheets, teacher and student response questionnaire sheets and pretest and posttest questions. The results of this development research indicate (1) the feasibility of the interactive quiz game based on Canva which produced 3 validations: material validation of 90%, language validation of 90% and language validation of 93.33%. The average of the 3 validations obtained a percentage of 91.11%, thus the media is included in the very valid qualification so that it is suitable for use. (2) the responses of educators and students in the development of this product include: (a) teacher responses obtained a percentage of 92% and (b) student responses in small-scale trials involving 8 people obtained a percentage of 91.07%, while in large-scale trials involving 24 people obtained a percentage of 90.60%. From the results of the teacher and student responses, it is included in the qualification of very practical and interesting to use. (3) the effectiveness of the media using the n-gain score calculation reached a percentage of 60.27%, which means that the results are included in the category of quite effective use in learning.