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PENGEMBANGAN MEDIA PEMBELAJARAN ULAR TANGGA BERSUARA DENGAN INTEGRASI QR CODE MATERI BUMIKU SAYANG BUMIKU MALANG PADA SISWA KELAS V SD NEGERI 2 KETEPUNG.: PENELITIAN PENGEMBANGAN Listari, Hardiana Rizqiyani; Wulan Trisnawaty; Sugiyono
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 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.v10i03.32299

Abstract

ABSTRACT Based on the observations and interviews results, students at SD Negeri 2 Ketepung feel bored quickly when participating in learning activities. This problem is because teachers' learning methods and media tend to be traditional and monotonous. Conventional learning methods and media are currently insufficient to attract the attention of children accustomed to digital devices. The technique used in this study is research and development (R&D) with the ADDIE model, with the stages of analysis, design, development, implementation, and evaluation. Data collection techniques in the study were carried out through questionnaires. The sound Snakes and Ladders game media with QR Code integration was validated by five material experts and five media experts. It was implemented on 12 fifth-grade students of SD Negeri 2 Ketepung to determine their responses. Based on the research results, the snake and ladder learning media with QR Code integration for the material My Earth Loves My Earth Malang was developed in accordance with the ADDIE stage. The quality of the learning material on the media obtained a percentage of 98% with the "Very Appropriate" criteria. Validation carried out by media experts who developed it obtained a percentage of 99% with the requirements of "Very Appropriate". The student response showed 91% with the "Very Interesting" criteria. Based on the validation assessment of material experts, media experts, and student responses to the developed media, it is appropriate and interesting to be used as a game-based learning media in science learning activities. Keywords: Learning Media, Snakes and Ladders, Development, ADDIE. ABSTRAK Berdasarkan hasil observasi dan wawancara, saat ini siswa di SD Negeri 2 Ketepung merasa cepat bosan ketika mengikuti kegiatan pembelajaran. permasalahan ini dikarenakan metode serta media pembelajaran yang diterapkan oleh guru cenderung bersifat tradisional dan monoton. Metode dan media pembelajaran tradisional saat ini tidak cukup menarik perhatian anak yang sudah terbiasa dengan perangkat digital. Metode yang digunakan pada penelitian ini adalah penelitian dan pengembangan (research and development) dengan model ADDIE dengan tahapan analisis, desain, pengembangan, implementasi, dan evaluasi. Teknik pengumpulan data dalam penelitian dilakukan melalui angket. Media permainan ular tangga bersuara dengan integrasi QR Code divalidasi lima ahli materi dan lima ahli media, serta diimplementasikan pada 12 siswa kelas V SD Negeri 2 Ketepung untuk mengetahui respon mereka. Berdasarkan hasil penelitian, media pembelajaran ular tangga bersuara dengan integrasi QR Code materi Bumiku Sayang Bumiku Malang dikembangkan sesuai dengan tahap ADDIE. Kualitas materi yang pembelajaran pada media memperoleh persentase sebesar 98% dengan kriteria “Sangat Layak”. Validasi yang dilakukan oleh ahli media yang dikembangkan memperoleh persentase 99% dengan kriteria “Sangat Layak”. Adapun respon siswa menunjukan 91% dengan kriteria “Sangat Menarik”. Berdasarkan penilaian validasi ahli materi, ahli media dan respon siswa terhadap media yang dikembangkan layak dan menarik untuk digunakan sebagai media pembelajaran berbasis permainan dalam kegiatan belajar IPAS. Kata Kunci: Media Pembelajaran, Ular Tangga, Pengembangan, ADDIE
Analysis of Fourth Grade Elementary Students’ Mathematical Problem-Solving Abilities Nurdianti, Dita; Sugiyono; Suryatin
STEAM Journal For Elementary School Education Vol. 1 No. 02 (2025): STEAM Journal for Elementary School Education
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/sjese.1.02.2025.1

Abstract

The purpose of this study is to describe students’ mathematical problem-solving abilities and to identify the factors that influence them. This research is a qualitative study with a descriptive approach conducted at SDN 1 Mendolo Kidul, with fourth-grade students and their teacher as research subjects. Data were collected using tests, interviews, and documentation. The validity of the data was ensured through source triangulation and technique triangulation. The data were analyzed using the Miles and Huberman model, which includes data reduction, data display, and conclusion drawing. The results show that students in the high category tend to apply all problem-solving steps correctly, while those in the medium category still make mistakes in some steps. In contrast, students in the low category make errors in almost all of the steps. The factors that influence students’ mathematical problem-solving abilities include experiential, affective, and cognitive factors. The results of this study can serve as a reference for teachers in designing more effective learning strategies to improve students’ mathematical problem-solving abilities. In addition, the findings can assist schools in developing remedial programs tailored to students’ ability levels. This study also contributes to providing empirical information on the variation of mathematical problem-solving abilities at the elementary school level and the influencing factors, which can serve as a reference for further research in this field.
ANALYSIS OF ANTIBIOTIC COST IN BROILER MANAGEMENT PRACTICE IN SUBANG REGENCY, WEST JAVA, INDONESIA Sugiyono; Sabdoningrum, Emy Koestanti; Hidanah, Sri; Lokapirnasari, Widya Paramita; Luqman, Epy Muhammad; Hestianah, Eka Pramyrtha
Jurnal Biosains Pascasarjana Vol. 27 No. 2 (2025): JURNAL BIOSAINS PASCASARJANA
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20473/jbp.v27i2.2025.144-149

Abstract

Broiler farms are generally susceptible to disease attacks caused by viruses, bacteria, parasites, fungi, the environment, and deficiencies in nutritional elements. The use of antibiotics in the livestock industry generally aims to treat livestock so as to reduce the risk of death and restore livestock to a healthy condition. There are three patterns for rearing broiler chickens in Indonesia, especially in West Java, namely modern rearing using a closed house system, semi closed house and conventional rearing using open house system. This study aims to prove the analysis of the cost of antibiotics and their market potential needs to be known so that rational and balanced use of antibiotics can be illustrated with the benefits to the results of raising broiler livestock. The design used in this research was a purposive sampling. The variables in this research are the closed house, semi closed house and open house broiler farming systems. The independent variables in this research are the cost of antibiotics each bird per period. Descriptive analysis is used to obtain stewardship antibiotics based on the existing medication program. The antibiotic cost each bird per period from closed house amount is Rp. 70,49 + 38,65, semi closed house is Rp. 100,20 + 42,28, and open house is Rp. 130,32 + 64,68. The means of antibiotic cost each birds per period amount is Rp. 100,34 + 54,17 use a factor for forecasting market potency of antibiotic. The market potency per year in Subang regency amount Rp. 5.799.005.710 + 3.130.677.091, West Java Province amount Rp. 74.165.707.957 + 40.039.429.938, Indonesia amount Rp. 312.461.530.889 + 168.686.875.905. Apart from that, antibiotic stewardship on a broiler farm scale is also needed to get an idea regarding the appropriate use of antibiotics in broiler farms, especially in the Subang district area of West Java Province.