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KONSEP PEMBELAJARAN TERPADU DALAM KURIKULUM 2013 DI SEKOLAH DASAR Asnawi Asnawi; Ronald Fransyaigu; Bunga Mulyahati
SEUNEUBOK LADA: Jurnal ilmu-ilmu Sejarah, Sosial, Budaya dan Kependidikan Vol 3 No 2 (2016): SEUNEUBOK LADA
Publisher : Program Studi Pendidikan Sejarah - Universitas Samudra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (359.485 KB)

Abstract

Kegiatan pembelajaran dirancang untuk memberikan pengalaman belajar yang melibatkan proses mental dan fisik melalui interaksi antar peserta didik, peserta didik dengan guru, lingkungan dan sumber belajar lainnya dalam rangka pencapaian tujuan pembelajaran. Pengalaman belajar yuang dimaksud dapat terwujud melalui penggunaan pendekatan pembelajaran yang berpusat pada peserta didik. Salah satu pendekatan tersebut dijawab olehkurikukum yang sedang diberlakukan sekarang yakni Kurikulum 2013 dengan penggunaan pendekatan tematik terpadu pada semua tingkat di sekolah dasar.Pembelajaran terpadu sebagai suatu konsep merupakan pendekatan pembelajaran yang mengaitkan dan memadukan materi ajar baik dalam satu mata pelajaran ataupun antar mata pelajaran untuk memberikan pembelajaran yang bermakna pada peserta didik serta disesuaikan dengan kebutuhan dan tuntutan lingkungan sosial.Kurikulum 2013 bertujuan untuk mempersiapkan manusia Indonesia agar memiliki kemampuan hidup sebagai pribadidan warga negara yang beriman, produktif, kreatif, inovatif, dan afektif serta mampu berkontribusi pada kehidupan bermasyarakat, berbangsa, bernegara, dan peradaban dunia.
Pengembangan Buku Saku Digital pada Topik B “Kondisi Perekonomian di Daerahku” untuk Kelas V Sekolah Dasar Kota Langsa: Penelitian Sulistiani; Ronald Fransyaigu; Rapita Aprilia
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 1 (2025): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 1 (Juli 2025 -
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i1.2716

Abstract

This study aims to develop a digital pocket book as a learning medium for fifth-grade science education in elementary school. The research follows the Research and Development (R&D) model, encompassing the stages of Analysis, Design, Development, Implementation, and Evaluation. Data collection methods include observation, interviews, documentation, expert validation questionnaires, as well as response questionnaires from both students and teachers. The validation results show that the material expert provided a score of 92%, categorized as “very valid”, the language expert gave 86.6%, also deemed “very valid”, and the media expert rated it at 98%, falling under the “very valid” criteria. The teacher response questionnaire indicated a 100% score, classified as “very practical”, while the student response in the field trial also reached 100%, likewise rated as “very practical”. According to the paired sample t-test evaluation, a significance value of Sig < α (0.000 < 0.05) was obtained, indicating a significant improvement in student learning outcomes through the use of the digital pocket book. The study focused on the topic of identifying various types of creative economic activities in the local community, specifically for fifth-grade students in Langsa City.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY UNTUK MEMBANTU MEMBACA PEMAHAMAN KELAS IV SD NEGERI 1 LANGSA Juliati; Intan Purnama Dewi; Ronald Fransyaigu
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 3 (2024): Volume 09 No. 03 September 2024.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i3.19204

Abstract

In learning the role of media is very important. Reading comprehension of grade IV students of SD Negeri 1 Langsa shows that there is still a low level of reading comprehension. Augmented Reality-based learning media is one of the media that is suitable and appropriate to use to help read comprehension of students. The purpose of this study is to produce an Augmented Reality-based learning media product to help read comprehension grade IV SD Negeri 1 Langsa. This research is a development research (R&D) that refers to the modified level 3 Borg and Gall model with stages in the form of potential and problems, data collection, product design, design validation, design revision, and initial trials. The design of Augmented Reality-based learning media development consists of potential and problem stages, information collection and product design. The results of media validation obtained a feasibility test value of 98.43% and material expert validation of 93.75% with very feasible criteria. The results of practicality obtained a practicality value of 89.70% occupying very practical criteria with the meaning that it is easy to use.
Pengembangan Media Augmented Reality Pada Materi Mengenal Provinsi di Indonesia Terhadap Minat Belajar Siswa Sekolah Dasar: Penelitian Agnes Masayu; Ronald Fransyaigu; Maisarah
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 4 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 4 Tahun 2026
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i4.5564

Abstract

Penelitian ini bertujuan untuk: 1) mengetahui validitas media augmented reality pada materi mengenal provinsi di Indonesia terhadap minat belajar; 2) mengetahui kepraktisan media augmented reality pada materi mengenal provinsi di Indonesia terhadap minat belajar; dan 3) mengetahui keefektivan penggunaan media augmented reality pada materi mengenal provinsi di Indonesia terhadap minat belajar. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Subjek penelitian meliputi siswa kelas VI SD Negeri 7 Langsa, validator ahli materi, ahli bahasa, ahli media, serta praktisi pembelajaran. Instrumen penelitian berupa angket minat belajar yang diberikan sebelum dan sesudah pemanfaatan media (pretest dan posttest). Hasil penelitian menunjukkan rata-rata skor pretest minat belajar rata-rata sebesar 24,3 (“Sangat Kurang Efektif”), sedangkan skor posttest minat belajar meningkat menjadi rata-rata 56,1 dari skor maksimal 60 atau setara dengan 93,5% (“Sangat Efektif”), dengan nilai N-Gain 0,88 yang berada pada kategori “tinggi”. Lebih dari 80% peserta didik juga memperoleh skor pada kategori “Sangat Efektif” berdasarkan skala minat belajar. Berdasarkan temuan tersebut, penelitian ini merekomendasikan kepada pendidik maupun peneliti selanjutnya untuk menggunakan serta mengembangkan media augmented reality sesuai kebutuhan dan perkembangan IPTEKS.
PENGEMBANGAN MEDIA PEMBELAJARAN BIG BOOK BERBASIS DIGITAL PADA MATA PELAJARAN  PENDIDIKAN PANCASILA SISWA KELAS III SDN 2 LANGSA Humaira; Asnawi; Ronald Fransyaigu
Al-ATHFAL: Jurnal Pendidikan Anak Vol. 7 No. 2 (2026): April
Publisher : LPPM IAD Probolinggo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46773/nnpk0s15

Abstract

The issue addressed in this study is that the teacher relies solely on picture-based media for delivering Pancasila Education, which leads to a lack of enthusiasm among students. To address this, the researcher developed a digital Big Book focused on the topic “I Obey the Rules” for third-grade students at SDN 2 Langsa. The aim of this research and development effort is to explore the process of developing the Big Book, as well as to assess its feasibility and practicality as a learning tool. This study employed the Research and Development (R&D) method using the ADDIE model, which includes five stages: (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. Data were collected through observations, interviews, documentation, and questionnaires. The resulting Big Book media design received highly favorable evaluations: a 90% feasibility score from content experts (classified as “very feasible”), 91% from language experts “very feasible”, and 89% from media experts “very feasible”. Practicality evaluations conducted by teaching practitioners yielded a score of 96.36% “very practical”, while student responses showed a score of 97.12% “very practical”. These results indicate that the digital Big Book developed for the “I Obey the Rules” topic in Pancasila Education is highly appropriate and effective as a learning medium to address the identified issues.