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PENGEMBANGAN BAHAN AJAR PEMBELAJARAN BAHASA SUNDA BERBATUAN MEDIA MICROSOFT SWAY PADA MATERI PUPUH Gani, Resyi Abdul; Hikmah, Nur; Siswono, Arin Fajar; Faizzah, Fatimah Nur
Jurnal Pendidikan Dasar Vol. 14 No. 2 (2023): Jurnal Pendidikan Dasar
Publisher : Pendidikan Dasar - Pascasarjana Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jpd.v14i2.41660

Abstract

Pengembangan bahan ajar pembelajaran bahasa Sunda juga mencakup pengajaran keterampilan menulis dan berbahasa. Tujuan penelitian ini adalah (1) menghasilkan pengembangan bahan ajar pembelajaran bahasa Sunda berbantuan Microsoft Sway pada materi Pupuh, (2) menguji hasil kesesuaian bahan ajar pembelajaran bahasa Sunda yang didukung oleh Microsoft Sway pada materi Pupuh, (3) melalui eksperimen kelompok kecil dan siswa sebagian besar terhubung dengan lingkungan belajar menentukan jawabannya, (4) desain desain materi Pupuh bahan ajar bahasa Sunda yang bersumber dari Microsoft Sway akan diberikan kepada siswa sebagai tugas akhir mata kuliah tersebut. Jenis penelitian yang digunakan dalam penelitian ini adalah Research and Development (R&D) dengan menggunakan model ADDIE (Analysis, Design, Development, Implementation dan Evaluation). Wawancara, survei, dan dokumentasi digunakan sebagai teknik analisis data. Hasil penelitian pengembangan ini melalui dua tahap pengujian, dengan hasil pengujian kelompok kecil mencapai 82,50% dengan kriteria sangat valid dan pengujian kelompok besar dengan hasil mencapai 83,50% dengan kriteria sangat valid. Lingkungan belajar yang dikembangkan telah divalidasi oleh ahli materi, bahasa, dan media. Hasil verifikasi ahli media mencapai 84,25% dengan kriteria sangat valid, hasil verifikasi ahli materi mencapai 84,43%, hasil verifikasi ahli materi mencapai 86,25% dengan kriteria sangat valid, dan hasil verifikasi ahli bahasa mencapai 96,66% dengan kriteria sangat valid. sah. Keterlaksanaan perancangan bahan ajar bahasa Sunda dengan bantuan Microsoft Sway mencapai 89,11% dengan kriteria sempurna. Berdasarkan hasil tersebut maka dapat dikatakan bahwa lingkungan belajar ini layak digunakan. Penggunaan lingkungan belajar Microsoft Sway dapat memotivasi penciptaan desain berbagai media saat membuat materi pendidikan, dan penyajian materi dapat mengatasi kelisanan dalam proses pembelajaran.
Emaze Application Based on ESD Through Animation Media to Enhance Literacy Movement Windiyani, Tustiyana; Gani, Resyi Abdul; Sarimanah, Eri
Jurnal Prima Edukasia Vol. 13 No. 1 (2025): January 2025
Publisher : Asosiasi Dosen PGSD dan Dikdas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpe.v13i1.71038

Abstract

This research aims to create interactive learning media based on Emaze software appropriate for grade V elementary school civic subjects. This development research uses the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development model. However, this research was stopped from being developed because of the limited time required to do the research. The subject of this research is nine grade V students and one public primary school teacher, Pabuaran Cilendek Timur Bogor Elementary School. The methods of collecting data are observation and questionnaires. The instruments used in this research are the observation sheet, interview guidance, and scale of validation sheet material and media expert. This research results in interactive learning media based on Emaze, which is appropriate for civic Subjects of phase C of grade 5 elementary school. From the media expert validation, this interactive learning media gets a score percentage of 89.85% in a very appropriate category, while from the material expert validation, it gets a score of 94.43 % in a very appropriate category. The result for the individual trial gets a score percentage of 96.30% in the very practical category, while the result of the small group trial gets a score percentage of 98% in the very practical category. Through increased motivation, reading comprehension, literacy skills, collaboration, and the provision of quality reading content, Emaze can be an effective tool for encouraging reading culture and improving literacy in elementary school settings.
Pendampingan Pembuatan Bahan Ajar Menggunakan Flipbuilder dalam Meningkatkan Kemampuan Literasi Digital Guru Sekolah Dasar Windiyani, Tustiyana; Gani, Resyi Abdul; Sofyan S., Deddy; Padillah, Ines; Ayuni, Kharima Sekar; Liah, Rina
Jurnal Pengabdian Masyarakat (ABDIRA) Vol 5, No 3 (2025): Abdira, Juli
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/abdira.v5i3.910

Abstract

This Community Service (PkM) activity aims to improve teachers' digital literacy skills through training in making interactive teaching materials using the Flipbuilder application at SDN Dewi Sartika 2, Bogor City. Digital literacy is an important competency for teachers in responding to the development of learning technology, especially in creating teaching media that is attractive and easily accessible to students. The methodology of the activity includes the preparation stage, the implementation of training, mentoring, and evaluation using pre-test and post-test instruments to measure competency improvement. The results of the activity showed that there was a significant increase in teachers' understanding and skills in making digital teaching materials, as shown by the increase in the average score from 62 (pre-test) to 85 (post-test) and the response of teachers was mostly satisfied by 30.5%. In addition, teachers are able to produce interactive e-books based on flipbuilder that are relevant to the learning needs of the classroom. The discussion showed that hands-on approaches and intensive mentoring contribute to increasing digital literacy effectively. So the use of flipbuilders has proven to be a practical and innovative solution in supporting digital transformation in the elementary school environment, while strengthening the role of teachers as adaptive digital learning facilitators.
Empowering Elementary Science Learning Through Articulate Storyline 3-Based Interactive Digital Media Gani, Resyi Abdul; Windiyani, Tustiyana
Proceeding International Conference on Education Volume 03, Agustus Tahun 2025: International Conference on Education
Publisher : Faculty of Tarbiyah, Institut Agama Islam Negeri (IAIN) Kediri, Indonesia

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Abstract

Development of Interactive Learning Media Using Articulate Storyline Three in the learning of social studies landscape materials aims to strengthen the learning of social studies the development and feasibility of a product development through interactive learning media. The research methodology used was the ADDIE (Analyze, Design, Development, Implementation, Evaluation) approach with the research subjects of grade IV-B SDN Julang Bogor City, the instruments used were validation sheets of media experts, linguists and subject matter experts with a total of three experts, student response instruments and teacher responses, and pre-test and post-test instruments. The validation results produced an average of 94% with the criterion of "Very Feasible", then the results of the pre-test and post-test assessments produced an N-Gain score of 0.70 with the criterion of "High" and the response of students who obtained 98.7% and the teacher 88% with the criterion of "Very Good". Based on the results obtained, the development of interactive learning media using Articulate Storyline Three meets the valid and feasibility criteria for the development of IPAS learning landscape materials: characteristics and their relationship with the community profession.
Pendampingan Penyusunan E-LKPD Berbantuan Whizer.Me dalam Meningkatkan Kemampuan Literasi Digital Guru di SDN Pasirhalang 1 Kaupaten Sukabumi Gani, Resyi Abdul; Sundari, Fitri Siti; Rahayu, Dwi
Jurnal Pengabdian Masyarakat (ABDIRA) Vol 5, No 4 (2025): Abdira, Oktober
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/abdira.v5i4.982

Abstract

The development of digital technology in the industrial era 4.0 requires elementary school teachers to have digital literacy skills and create technology-based LKPD learning tools. However, many teachers still use conventional LKPD, so they do not support 21st century skills and an independent curriculum with a deep learning approach. This service activity aims to assist teachers of SDN Pasirhalang 1 Sukabumi in compiling LKPD assisted by Whizer.Me applications and training digital literacy skills. The method used is participatory action with the ADDIE model (analysis, design, development, implementation, evaluation). As a result, teachers' digital literacy competencies increased significantly: the average pre-test score of 58 increased to 82 in the post-test (an increase of 41%). The resulting interactive e-LKPD received an expert validation score of 87% (very valid) and product quality of 85% (good–very good), especially in the aspects of interactivity (88%) and material uniformity (86%). As many as 93% of teachers feel that this mentoring is very useful to improve skills.