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Pengembangan Media Menggunakan E-Book Creator Berbantuan Aplikasi Canva pada Pembelajaran Pendidikan Pancasila di Kelas V Sekolah Dasar Fatma, Olsa Danya; Rahmatina, Rahmatina
TSAQOFAH Vol 5 No 3 (2025): MEI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v5i3.5949

Abstract

This study is motivated by the suboptimal use of digital media in learning, which is largely due to teachers' limited ability to design and utilize media effectively. The aim of this research is to develop a learning medium in the form of an E-Book Creator supported by the Canva application for the Pancasila Education subject in fifth-grade elementary school. The method used is Research and Development (R&D) with the ADDIE development model, consisting of five stages: analysis, design, development, implementation, and evaluation. Data were collected through validation questionnaires administered to subject matter, language, and media experts, as well as practicality questionnaires from teachers and students. The trial was conducted with 12 students from SDN 06 Tujuah Koto Talago, with the main subjects being 25 students from SDN 05 Tujuah Koto Talago. Data analysis used a Likert scale. The results show that the developed media achieved a very high level of validity, with scores of 97.5% for content, 95% for language, and 98% for media. The practicality test showed very practical ratings from teachers (97.5%) and students (95.2%). The effectiveness test yielded a score of 90.4%, categorized as very effective. Therefore, it can be concluded that the E-Book Creator media supported by Canva is valid, practical, and effective in supporting Pancasila Education learning for fifth-grade elementary students and serves as an innovative solution for the contextual and accessible use of digital learning media.
Pengembangan Multimedia Interaktif Berbasis Powtoon pada Pembelajaran Pendidikan Pancasila di Kelas IV Sekolah Dasar Anisa, Nur; Rahmatina, Rahmatina
TSAQOFAH Vol 5 No 5 (2025): SEPTEMBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v5i5.6757

Abstract

This study is motivated by the limited development of innovative and engaging technology-based learning media, as well as the challenges teachers face in designing effective interactive tools to support the teaching and learning process. The objective of this research is to develop interactive multimedia based on Powtoon for Pendidikan Pancasila instruction in fourth-grade elementary school, and to validate its effectiveness, practicality, and content validity. The research employed the Research and Development (R&D) method using the ADDIE development model, which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. The trial subjects consisted of 12 students from SDN 04 Muaro Paiti, while the main research subjects included 18 students each from SDN 02 and SDN 03 Muaro Paiti. Data were collected through validation questionnaires from content, language, and media experts, as well as practicality questionnaires from teachers and students. The results showed that the developed interactive multimedia achieved content validity of 92.5%, language validity of 87.5%, and media validity of 92.5%—all within the “highly valid” category. Practicality testing indicated scores of 95.83% from teachers and 91.59% from students, while effectiveness testing reached 87.87%, classified as “highly effective.” Therefore, the Powtoon-based interactive multimedia is deemed suitable and effective for use as a learning medium to enhance the quality of Pendidikan Pancasila instruction in fourth-grade elementary education.
Pengembangan Media Pembelajaran Berbasis Aplikasi Educaplay pada Pembelajaran Pendidikan Pancasila di Kelas V Sekolah Dasar Fitri, Nurul; Rahmatina, Rahmatina
TSAQOFAH Vol 5 No 5 (2025): SEPTEMBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v5i5.6770

Abstract

The limited use of technology-based learning media in elementary schools, particularly in Grade V Pendidikan Pancasila instruction, has negatively impacted students' focus and comprehension of the material. This study aims to develop an instructional medium using the Educaplay application, employing the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The research method involved needs analysis, curriculum and content analysis, media design, validation by subject matter, language, and media experts, and implementation across three elementary schools (SDN 16, 26, and 28 Air Tawar Timur). The practicality of the media was assessed through teacher and student response questionnaires, while effectiveness was measured using N-Gain analysis from pretest and posttest results. Validation results indicated a very high level of validity—96% from content experts, 98% from language experts, and 90% from media experts. Practicality testing yielded average scores above 89%, indicating the media is highly practical. Effectiveness testing showed a significant improvement in learning outcomes, with N-Gain scores in the high category (88.88%–95.65%). These findings indicate that the Educaplay-based instructional media is valid, practical, and effective in enhancing the quality of Pendidikan Pancasila learning in Grade V elementary classrooms.
Pengembangan Media Pembelajaran menggunakan Microsoft Sway dalam Pembelajaran Pendidikan Pancasila pada Siswa Kelas IV Sekolah Dasar Rahmadani, Dina; Rahmatina, Rahmatina
TSAQOFAH Vol 5 No 5 (2025): SEPTEMBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v5i5.6818

Abstract

The limited use of information technology-based instructional media and the lack of media variety in schools underscore the need for innovative teaching tools that align with current technological developments. This study aims to develop an interactive learning medium based on Microsoft Sway, which has undergone validation, practicality testing, and effectiveness testing for use in Grade IV Civic Education (Pendidikan Pancasila) classes at the elementary school level. The research employed a Research and Development (R&D) approach using the ADDIE development model, comprising five phases: analysis, design, development, implementation, and evaluation. Data were collected through validation questionnaires completed by subject matter, language, and media experts, as well as practicality questionnaires completed by teachers and students. The trial subjects included 13 fourth-grade students from SDN 25 Sungai Tarab, while the main study subjects were 13 students from SDN 26 Gurun. Validation results indicated the media was highly valid, with scores of 90% (content), 82.5% (language), and 96.15% (media). Practicality tests showed very high levels of practicality: 92.85% (teachers) and 96.97% (students) at the trial school, and 96.42% and 97.80% at the main research school. Effectiveness testing results were also very high, with scores of 88.46% and 94.61%, respectively. The study concludes that Microsoft Sway-based instructional media is valid, practical, and effective in enhancing the quality of Pendidikan Pancasila learning for Grade IV elementary school students.
Peningkatan Hasil Belajar Peserta Didik pada Pembelajaran Pendidikan Pancasila Menggunakan Model Game Based Learning di Kelas IV SD Negeri 02 Jambak Kabupaten Pasaman Prameswari, Adiva Ayodia; Rahmatina, Rahmatina
ALSYS Vol 4 No 4 (2024): JULI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/alsys.v4i4.3438

Abstract

This research is motivated by the low learning outcomes of students and this condition is caused by the preparation of learning plans, teachers have not developed innovative and varied learning models according to the characteristics of students so that in the learning process students are less active and less enthusiastic. The aim of this research is to describe the improvement in student learning outcomes during Pancasila education learning using the game based learning model in class IV of SDN 02 Jambak, Pasaman Regency. This research is classroom action research that uses qualitative and quantitative approaches. Implemented in two cycles, namely cycle I consisting of 2 meetings and cycle II consisting of 1 meeting. Each cycle includes four stages, namely planning, implementation, observation and reflection. The subjects of this research were teachers and students of class IV SDN 02 Jambak with a total of 22 students and data collection techniques in the form of observation, tests and non-tests. The research results showed an increase in: a) Teaching modules in cycle I with an average of 82.5 (Good), and cycle II 96% (Very Good), b) Implementation in the teacher aspect of cycle I with an average of 83.5% (Good), and cycle II 95% (Very Good), while in the student aspect of cycle I with an average of 79% (Fair), and cycle II 92% (Very Good), c) The learning outcomes of students in cycle I obtained an average of 82 (Good) and cycle II with an average of 92 (Very Good). Based on these results, it can be concluded that using the game based learning model can improve student learning outcomes in Pancasila education learning.
Peningkatan Hasil Belajar Peserta Didik dengan Model Index Card Match pada Pembelajaran Pendidikan Pancasila di Kelas V SDN 05 Tarok Dipo Kota Bukittinggi Rahmatina, Rahmatina; Noraslinda, Noraslinda
ALSYS Vol 4 No 4 (2024): JULI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/alsys.v4i4.3439

Abstract

This research was motivated by the low learning outcomes of students and this condition was caused by the fact that during the preparation of learning planning it was found that the attachments to the teaching modules were incomplete because they were not accompanied by learning media attachments, the eval_uation questions had not been differentiated between formative and summative, the learning activities had not been explained. which are included in the Pancasila student profile and many still use the word student which should be replaced with student. The aim of this research is to describe the improvement in student learning outcomes through the Index Card Match model in Pancasila education learning in class V at SDN 05 Tarok Dipo, Bukittinggi City. This research is classroom action research (PTK) which uses qualitative and quantitative approaches. This research was carried out in two cycles, namely cycle I consisting of 2 meetings and cycle II consisting of 1 meeting. Each cycle includes four stages, namely planning, implementation, observation and reflection. The subjects of this research were teachers and students of class V SDN 05 Tarok Dipo with a total of 25 students. Data collection techniques include observation, tests and non-tests. The results of the research showed an increase in a) the Teaching Module in cycle I with an average of 89.3% (Good), and in cycle II 96.4% (Very Good), b) implementation of learning in the teacher aspect of cycle I with an average of 73, 6% (Fair) and cycle II 93.2%, (Very Good) while the implementation of learning aspects for students in cycle I averaged 73.6% (Fair), cycle II 93.2% (Very Good), c) Student learning outcomes in cycle I averaged 74 (Fair) and cycle II 87.9 (Good). Based on these results, it can be concluded that through the Index Card Match model, student learning outcomes in Pancasila Education lessons can improve.