Claim Missing Document
Check
Articles

Found 40 Documents
Search

Pendampingan Penerapan Game Edukasi Berbantuan Breshna IO bagi Guru-Guru di SDN Tanjungsari Janattaka, Nugrananda; Satria, Aditya Pringga; Oktaviarini, Nourma
Jurnal Pengabdian Masyarakat (ABDIRA) Vol 6, No 1 (2026): Abdira, Januari
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/abdira.v6i1.1484

Abstract

In the development of learningin the 21st century, teachers are required to be able to provide interactive, creative, and easily accessible learning media for students. Breshna.io, as a platformfor creating educational games without coding, offers a practical solution for teachers to produceinteresting learning media that suits the needs of the material. This community service activityaims to improve the competence of teachers atSDN 1 Tanjungsari in utilising learning technology throughguidance on the application of educational games assisted by Breshna.io. The implementation methodincludes socialisation, technical training, guidance on creating educational games, and evaluation of the results of implementation in the teaching and learning process. This activityinvolves all teachers as active participants, with a hands-on approach. The results of the activity through the response form showan increase in teachers' ability to design and develop educational games, as well as an increase in teachers' motivation to integrate technologyinto learning
Pengaruh E-LKPD berbasis Liveworksheet untuk Meningkatkan Hasil Belajar pada Materi Kekayaan Budaya Indonesia SD Negeri 3 Wonorejo Pratiwi, Eriska Diah; Putri, Dya Ayu Agustiana; Oktaviarini, Nourma
Jurnal Simki Postgraduate Vol 4 No 2 (2025): Volume 4 Nomor 2 Tahun 2025
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v4i2.988

Abstract

Learning media is an important tool for improving learning outcomes. Learning outcomes emerge when students are motivated in learning. The aim of the research is to determine the effect of interactive learning media on the learning outcomes of grade 4 students at SD 3 Wonorejo. This research is quantitative with an experimental type. The sampling technique used saturated sampling with 30 respondents. Data collection techniques use learning outcomes tests. The data analysis technique uses the t test (Independent Samples T-Test) in Jamovi 2.3.28. The results of the post-test t test showed that the p-value was <0.001, then the p-value was <0.05 and H0 was rejected and Ha was accepted, which means that the Liveworksheet-based E-LKPD had a positive influence on student learning outcomes on Indonesian natural wealth material. Based on the results of the hypothesis, it was found that there was a significant effect of Liveworkshet-based E-LKPD on improving the learning outcomes of class IV students at SD Negeri 3 Wonorejo.
Pengaruh E-LKPD berbasis Liveworksheet untuk Meningkatkan Hasil Belajar pada Materi Kekayaan Budaya Indonesia SD Negeri 3 Wonorejo Pratiwi, Eriska Diah; Putri, Dya Ayu Agustiana; Oktaviarini, Nourma
Jurnal Simki Postgraduate Vol 4 No 2 (2025): Volume 4 Nomor 2 Tahun 2025
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v4i2.988

Abstract

Learning media is an important tool for improving learning outcomes. Learning outcomes emerge when students are motivated in learning. The aim of the research is to determine the effect of interactive learning media on the learning outcomes of grade 4 students at SD 3 Wonorejo. This research is quantitative with an experimental type. The sampling technique used saturated sampling with 30 respondents. Data collection techniques use learning outcomes tests. The data analysis technique uses the t test (Independent Samples T-Test) in Jamovi 2.3.28. The results of the post-test t test showed that the p-value was <0.001, then the p-value was <0.05 and H0 was rejected and Ha was accepted, which means that the Liveworksheet-based E-LKPD had a positive influence on student learning outcomes on Indonesian natural wealth material. Based on the results of the hypothesis, it was found that there was a significant effect of Liveworkshet-based E-LKPD on improving the learning outcomes of class IV students at SD Negeri 3 Wonorejo.
Pengembangan Media Pembelajaran Digital T’Smart Berbasis Teka-Teki Silang Berbantuan Canva Materi Pencernaan Manusia Kelas V SDN 2 Tiudan Kabupaten Tulungagung Febriani, Icha; Jadmiko, Rahmad Setyo; Oktaviarini, Nourma
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i4.6911

Abstract

Science learning on the human digestive system still faces limitations in the use of interactive digital media, so learning tends to be one-way. This condition indicates the need for media that combines material presentation with educational games. This study aims to develop a digital learning media T'Smart based on crossword puzzles assisted by Canva on the human digestive system material for fifth-grade students. The study used the Research and Development (R&D) method with the ADDIE model which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The research procedure included needs analysis, media design, product development and validation, student trials, and evaluation and revision. Data were analyzed descriptively quantitatively using a percentage score to determine the level of validity and practicality of the media. The validation results obtained a score of 95% from media experts and 93% from material experts, both categorized as very valid. Practicality obtained a score of 90% in small group trials, 94.2% in field trials, and 93.3% based on teacher responses, all categorized as very practical. Thus, the T'Smart media meets the criteria of being very valid and very practical to be used as a learning medium for class V science on the human digestive system material through interactive game activities.
PENGEMBANGAN MEDIA INTERAKTIF BERBASIS GENIALLY SEBAGAI INOVASI PEMBELAJARAN IPAS MATERI KERUSAKAN ALAM SISWA KELAS V SDN 1 GONDANG KABUPATEN TULUNGAGUNG Arnadila, Pingki Dwi; Jadmiko, Rahmad Setyo; Oktaviarini, Nourma
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02 Juni 2026 Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.57546

Abstract

The research on the development of Genially-based interactive media is motivated by the teaching media used in the form of printed images and then attached to the whiteboard. The aim of this study is to develop interactive media based on Genially. This study uses the ADDIE (Analyze, Design, Development, Implementation, Evaluation) development model and uses the R&D (Research and Development) method. This research instrument uses a questionnaire. The validity of Genially-based interactive media is seen from the validation results by media expert validators, material experts, student responses, and teacher responses. The results of the validation of Genially-based interactive media on the material of natural damage from media experts obtained an average score of 93% with the category of "very valid". The results of the validation of material experts obtained an average score of 94% with the category of "very valid". The results of the product validation from teacher responses obtained a score of 86% with the category of "very practical", and large group tests or field tests obtained a score of 92% with the category of "very practical". Based on these results, the development of Genially-based interactive media as an innovation in science learning on the material of natural damage is declared very valid and very practical to be used as an interesting and innovative learning medium for fifth-grade students of SDN 1 Gondang.
ANALISIS KETERAMPILAN BERTANYA SISW DALAM PEMBELAJARAN IPAS KELAS V SDN 1 JEPUN KABUPATEN TULUNGAGUNG Yuniar, Eldin; Oktaviarini, Nourma
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02 Juni 2026 Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.58201

Abstract

Questioning skills are essential competencies that students need to develop during the learning process because they help foster critical thinking, increase learning participation, and deepen students’ understanding of learning materials. However, preliminary observations indicated that several fifth-grade students at SDN 1 Jepun were still less active in asking questions during IPAS (Natural and Social Sciences) learning activities. This study aimed to analyze students’ questioning skills in IPAS learning at Grade V of SDN 1 Jepun, Tulungagung Regency. This research employed a qualitative approach with a descriptive research design. The participants were fifth-grade students of SDN 1 Jepun. Data were collected through observation, interviews, and documentation. Data analysis was conducted through data reduction, data display, and conclusion drawing, while data validity was ensured through source and technique triangulation. The findings revealed that students’ questioning skills in IPAS learning were categorized as very high, with an overall percentage of 85%. The indicator of concise and clear questions reached 88.3%, the focus indicator reached 83.3%, and the probing or divergent questioning indicator also reached 83.3%, all of which were classified as very high. Interview results further indicated that most students were able to ask questions relevant to the learning material, confidently participate in classroom discussions, and demonstrate adequate thinking skills in developing meaningful questions. Therefore, it can be concluded that the questioning skills of Grade V students at SDN 1 Jepun in IPAS learning have developed well and fall within the very high category.
ANALISIS KESULITAN BELAJAR MATEMATIKA MATERI BILANGAN DESIMAL PADA SISWA KELAS 5 SDN 1 TRENCENG KABUPATEN TULUNGAGUNG Putri, Raehana Auliya; Oktaviarini, Nourma
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.58874

Abstract

  Mathematics is often perceived as a difficult, abstract, and intimidating subject by elementary school students, particularly on decimal number material which requires accurate understanding of place value, arithmetic operations, and fraction-to-decimal conversion. Preliminary observations in the fifth grade of SDN 1 Trenceng, Tulungagung Regency, revealed that many students still struggled to understand the concept of place value, differentiate between tenths and hundredths, and convert fractions into decimal form. This study aims to describe and analyze the mathematics learning difficulties experienced by fifth-grade students of SDN 1 Trenceng on decimal number material, covering difficulties in understanding concepts, applying principles, and solving problems based on Cooney's theory. This research employed a descriptive qualitative approach involving 18 fifth-grade students as subjects. Data were collected through a ten-item essay test, observation, interviews, and documentation, then analyzed using the Miles and Huberman interactive model consisting of data reduction, data display, and conclusion drawing, with data validity examined through technique triangulation. The results showed that students' mathematics learning difficulties fell into the very high category at 44%, comprising difficulty understanding concepts (48.6%, high category), difficulty applying principles (51.3%, high category), and difficulty solving problems (35.25%, very high category) as the most dominant indicator. These findings indicate that students' difficulties stem from weak foundational conceptual understanding, highlighting the need for more responsive learning strategies, particularly in strengthening place value concepts and contextual word problem solving. Keywords: Decimal Numbers, Descriptive Qualitative Research, Elementary School, Learning Difficulties, Mathematics ABSTRAK Matematika sering dianggap sebagai pelajaran yang sulit, abstrak, dan menakutkan oleh siswa sekolah dasar, khususnya pada materi bilangan desimal yang menuntut pemahaman nilai tempat, operasi hitung, serta konversi pecahan-desimal secara tepat. Hasil observasi awal di kelas V SDN 1 Trenceng Kabupaten Tulungagung menunjukkan masih banyak siswa yang keliru dalam memahami konsep nilai tempat, membedakan nilai persepuluh dan perseratus, serta mengubah pecahan menjadi bentuk desimal. Penelitian ini bertujuan untuk mendeskripsikan dan menganalisis kesulitan belajar matematika pada materi bilangan desimal yang dialami siswa kelas V SDN 1 Trenceng, mencakup kesulitan memahami konsep, menerapkan prinsip, dan menyelesaikan masalah berdasarkan teori Cooney. Penelitian menggunakan pendekatan kualitatif deskriptif dengan subjek 18 siswa kelas V. Data dikumpulkan melalui tes uraian sebanyak 10 butir soal, observasi, wawancara, dan dokumentasi, kemudian dianalisis menggunakan model interaktif Miles and Huberman meliputi reduksi data, penyajian data, dan penarikan kesimpulan, dengan keabsahan data diuji melalui triangulasi teknik. Hasil penelitian menunjukkan kesulitan belajar matematika siswa berada pada kategori sangat tinggi dengan persentase 44%, terdiri atas kesulitan memahami konsep (48,6%, kategori tinggi), kesulitan menerapkan prinsip (51,3%, kategori tinggi), dan kesulitan menyelesaikan masalah (35,25%, kategori sangat tinggi) sebagai indikator paling dominan. Temuan ini mengindikasikan bahwa kesulitan siswa bersumber dari lemahnya pemahaman konseptual dasar, sehingga diperlukan penguatan pembelajaran yang lebih responsif terhadap kebutuhan siswa, khususnya pada konsep nilai tempat dan penyelesaian soal cerita kontekstual. Kata Kunci: Bilangan Desimal, Kesulitan Belajar, Matematika, Penelitian Kualitatif Deskriptif, Sekolah Dasar
PENGEMBANGAN POP-UP BOOK BERBANTUAN QR CODE PADA MATERI PERJUANGAN BANGSA INDONESIA UNTUK SISWA KELAS V SDN 1 WATES Damayga, Yuswan; Oktaviarini, Nourma; Yuliana Sari, Eka
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.60178

Abstract

This research was conducted to produce a QR Code-based Pop-Up Book as a learning medium on the topic of the Indonesian National Struggle, intended for fifth-grade students at SDN 1 Wates. Beyond product development, the study also sought to determine the level of validity and practicality of the resulting medium. A Research and Development (R&D) approach following the ADDIE model was employed. Participants consisted of fifth-grade students and teachers at SDN 1 Wates, Tulungagung Regency. Data were gathered using expert validation sheets along with response questionnaires distributed to both students and teachers.The findings revealed that the developed medium obtained validity scores of 95.35% from media experts, 89.2% from material experts, and 97% from language experts, with all three falling into the "highly valid" category. In terms of practicality, student responses reached 88.8% during the small-scale trial and rose to 91.7% in the field trial, while teacher responses recorded a perfect score of 100%, reflecting a very high level of practicality. These results indicate that the QR Code-assisted Pop-Up Book can be considered both valid and practical, making it suitable for use as a supplementary instructional medium for fifth-grade students.
PENGEMBANGAN KOMIK DIGITAL INDONESIA KAYA HAYATI IPAS BERBASIS GAMIFIKASI KELAS 4 SDN 1 WATES KABUPATEN TULUNGAGUNG Bahrul 'Ulum, Ahmad; Oktaviarini, Nourma; Yuliana Sari, Eka
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.60949

Abstract

This research is driven by the minimal utilization of digital learning media in Natural and Social Sciences (IPAS), which results in students' difficulties in understanding the abstract material of Biodiversity. This condition is further exacerbated by students' low enthusiasm for reading textbooks and their lack of engagement in the learning process, leading to suboptimal learning outcomes. The purpose of this study is to develop a gamification-based "Indonesia Kaya Hayati" IPAS Digital Comic media, as well as to test its validity and practicality. Utilizing the Research and Development (R&D) method with the ADDIE model, this research progresses through five stages: Analysis, Design, Development, Implementation, and Evaluation. Data were collected through observation, interviews, documentation, expert validation questionnaires, and student response questionnaires. The research subjects involved media, material, and language experts, a grade 4 teacher, and 12 grade 4 students at SDN 1 Wates, Tulungagung Regency. The results showed that the developed digital comic obtained an average validity percentage of 89% (very valid category) and a practicality rate based on student responses of 89% (very practical category). This media is proven to be able to help students understand the concept of Biodiversity through visualization, story narratives, and engaging game elements. Thus, the gamification-based "Indonesia Kaya Hayati" IPAS Digital Comic media is declared very valid, practical, and suitable for use in IPAS learning for grade 4 elementary schools.
PENGEMBANGAN MEDIA INTERAKTIF GAME EDUKASI BERBANTUAN APLIKASI LUMI PADA MATA PELAJARAN IPAS MATERI KERAGAMAN BUDAYA DAN KEARIFAN LOKAL TULUNGAGUNG UNTUK SISWA KELAS IV SDN 1 TRENCENG KABUPATEN TULUNGAGUNG Firdaus, Almira Hidayatul; Oktaviarini, Nourma
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Processed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61350

Abstract

  The rapid development of educational technology encourages teachers to use interactive digital media that suit students' characteristics and learning needs. Preliminary observation at SDN 1 Trenceng, Tulungagung Regency showed that science learning (IPAS) on Cultural Diversity and Local Wisdom of Tulungagung was still dominated by textbooks and lecturing, so that students were less active and enthusiastic. This study aimed to develop an interactive educational game using the Lumi application on this topic that meets the criteria of validity and practicality. The method used was Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Subjects consisted of one media expert, one material expert, one fourth-grade teacher, and fourth-grade students of SDN 1 Trenceng, involving a small-group trial of four students and a field trial of sixteen students. Data were collected through observation, interviews, documentation, and questionnaires, then analyzed descriptively and quantitatively. Results showed a media expert validation score of 92% (very valid), a material expert score of 82.5% (very valid), a teacher response of 92.5%, a small-group response of 81%, and a field-trial response of 90% (very practical). The developed interactive educational game is therefore valid and practical for use as a science (IPAS) learning medium on Cultural Diversity and Local Wisdom of Tulungagung for fourth-grade elementary students. Keywords: interactive learning media, educational game, Lumi application, science learning (IPAS), cultural diversity, local wisdom. ABSTRAK Perkembangan teknologi pendidikan mendorong guru untuk memanfaatkan media digital interaktif yang sesuai dengan karakteristik dan kebutuhan belajar siswa. Observasi awal di SDN 1 Trenceng, Kabupaten Tulungagung menunjukkan bahwa pembelajaran IPAS materi Keragaman Budaya dan Kearifan Lokal Tulungagung masih didominasi buku teks dan metode ceramah sehingga siswa kurang aktif dan antusias. Penelitian ini bertujuan mengembangkan media interaktif game edukasi berbantuan aplikasi Lumi pada materi tersebut yang memenuhi kriteria kevalidan dan kepraktisan. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Subjek penelitian terdiri atas satu ahli media, satu ahli materi, satu guru kelas IV, serta siswa kelas IV SDN 1 Trenceng dengan uji coba kelompok kecil sebanyak 4 siswa dan uji coba lapangan sebanyak 16 siswa. Data dikumpulkan melalui observasi, wawancara, dokumentasi, dan angket, kemudian dianalisis secara deskriptif kuantitatif. Hasil penelitian menunjukkan validasi ahli media sebesar 92% (sangat valid), validasi ahli materi sebesar 82,5% (sangat valid), respon guru sebesar 92,5%, respon kelompok kecil sebesar 81%, dan respon uji lapangan sebesar 90% (sangat praktis). Dengan demikian, media interaktif game edukasi berbantuan aplikasi Lumi dinyatakan valid dan praktis digunakan sebagai media pembelajaran IPAS materi Keragaman Budaya dan Kearifan Lokal Tulungagung untuk siswa kelas IV sekolah dasar. Kata Kunci: aplikasi Lumi, game edukasi, IPAS, kearifan lokal, keragaman budaya, media pembelajaran interaktif.