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Improving Students' Computational Thinking Skills Based on Minangkabau Literature Trinindi Eriswan Fitri; Almairus, Ayu Ningsih; Estuhono, Estuhono; Filahanasari, Eka; Syafri Ahmad; Elfia Sukma; Alwen Bentri; Anggraeni, Aisyah
Mosharafa: Jurnal Pendidikan Matematika Vol. 14 No. 1 (2025): January
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v14i1.2760

Abstract

Kemampuan berpikir komputasi diperlukan untuk beradaptasi dengan kecanggihan teknologi era society 5.0. Penelitian ini bertujuan merancang pembelajaran literasi numerasi berbasis sastra Minangkabau untuk meningkatkan keterampilan berpikir komputasional siswa. Penelitian Research and Development ini berdasarkan model Plomp. Instrumen penelitian meliputi instrumen validasi dan lembar angket praktikalitas. Analisis validitas dan analisis praktikalitas menjadi bagian dari teknik analisis data. Penelitian melibatkan validator ahli materi, ahli bahasa, ahli media, dan ahli desain. Uji praktikalitas melibatkan guru dan siswa di salah satu gugus di Kabupaten Lima Puluh Kota. Penelitian ini menunjukkan hasil validasi dari desain pembelajaran yaitu 90% dengan kategori sangat valid oleh ahli bahasa, 85% valid oleh ahli materi, 90% sangat valid oleh ahli media, dan 80% valid oleh ahli desain. Rata-rata praktikalitas berdasarkan respon guru dan siswa adalah 91,73% dengan kategori sangat praktis. Penelitian ini berhasil menghasilkan desain pembelajaran literasi numerasi berbasis sastra Minangkabau yang mampu meningkatkan kemampuan berpikir komputasi siswa sekolah dasar. Computational thinking skills are needed to adapt to the technological sophistication of the Society 5.0 era. This study aims to design numeracy literacy learning based on Minangkabau literature to improve students' computational thinking skills.. This research is Research and Development study based on the Plomp model. The research instruments consist of a validation sheet and a practicality questionnaire. The data analysis methods employed in this study were validity analysis and practicality analysis. The research involved content expert validators, linguists, media experts, and design experts. The practicality test involved teachers and students in one cluster in Lima Puluh Kota Regency. The findings of the study indicate that the validation of the learning design created is 90% with a very valid category by linguists, 85% valid by content experts, 90% very valid by media experts, and 80% valid by design experts. The average practicality based on teacher and student responses is 91.73% with very paractical category. This research successfully produced a Minangkabau literature-based numeracy literacy learning design to improve elementary school students' computational thinking skills.
PENGEMBANGAN MEDIA PEMBELAJARAN E-COMIC BERBASIS MODEL PROBLEM BASED LEARNING MATERI CERITA TENTANG DAERAHKU DI KELAS IV SDN 04 KOTO BARU mahmudi, Moh. Rosyid; Estuhono, Estuhono; Septianingsih, Aini
Jurnal Tunas Pendidikan Vol. 8 No. 1 (2025): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v8i1.1246

Abstract

Education is the process of changing the attitudes and behavior of a person or group in an effort to mature humans. This research uses the type of research and development (research and development). The ADDIE development model has five stages, namely: Analyze, Design, Development, Implementation, Evaluation. The types of data taken from the development of E-comic media are qualitative and quantitative data. The instrument used in this study, validation of the E-comic media, the practicality instrument of the E-comic media, the effectiveness instrument of the E-comic media. data collection techniques used are interviews, observations, and questionnaires (questionnaire). Analysis of data in research using analysis of validity, practicality and effectiveness. From the results of validation, practicality and effectiveness, the following results can be obtained: The validity of the E-comic learning media assessed by validators, totaling 3 people, obtained a percentage of 0,885% in a valid category, E-comic learning media is feasible to use and in accordance with the provisions of SDN 04 Koto Baru. Practicality is assessed from the teacher response questionnaire and student response questionnaire. The teacher response questionnaire was 86% in the very practical category, the student response questionnaire was 90% in the very practical category, so based on this analysis it was concluded that pop-up book media was very practical. Furthermore, the effectiveness assessed from the results of the Reading Ability test obtained a percentage of 90% in the very effective category.
Implementasi Artificial Intelligence (AI) Menggunakan Canva Dalam Pengembangan Powerpoint Interaktif Sebagai Medi Pembelajaran IPAS Di Sekolah Dasar Estuhono, Estuhono; Safitri, Nadya
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 2 (2025): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v6i2.3408

Abstract

This research is motivated by difficulties students face in understanding IPAS learning. This is because the teaching materials used are still in the form of printed media, while the facilities and infrastructure are very limited, and even students are very enthusiastic about digital learning. Therefore, this has impact on student’s learning outcomes. The aim if thus research is to produce interactive PowerPoint using canva as a learning medium for IPAS in a valid, practical, and effective manner. The research methoud used is the research and development (R&D) method. The learning model used is the ADDIE model, consisting if five stage: Analyze (analysus), design, development, implementation, and evaluation. The type of data collected is qualitative and quantitative data. Data collection techniques used in this research are interviews, observations, and questionnaires. The results of the validation of the interactive PowerPoint for IPAS subjects in fourth grade, validated by three validators, obtained a score of 80,55% categorized as valid. The practicality result assessed from students’ responses obtained a score of 78,3% categorized as practical. Based on this analysis, it is concluded that the interactive PowerPoint using the canva application is declared practical. Furthermore, the effectiveness was assessed, and students’ learning outcomes obtained an average score of 83,52% categorized as very effective.
PENGEMBANGAN e-LKPD BERBASIS STEAM BERBANTU CANVA POKOK BAHASAN MATERI DAN PERUBAHANNYA PADA PEMBELAJARAN BERDIFERENSIASI DI SEKOLAH DASAR Estuhono, Estuhono; Ratnawati, Ratnawati; Arista, Ridho Bela
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 5 No. 2 (2024): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v5i2.2200

Abstract

The problem in this study is due to the limited use of electronics, especially related to STEAM. The purpose of this research is to produce STEAM-based e-LKPD assisted by CANVA on the subject matter of matter and its changes to support differentiated learning in elementary schools. The type of research conducted is Research and Development (R&D). The development model uses ADDIE. The research sample was 27 students. Based on the results of data on the validation test, 84.09% (language), 89.28% (practicality) with a very valid category. (2) Validation test, 94.44% (teaching module), 91.66% (material) with a very valid category. Validation test, 94.64% (graphics), 97.5% (presentation construct) with a very valid category. Validation test, 76.92 (test) with valid category. The implications for the development of STEAM-based e-LKPD assisted by CANVA can be used to improve student learning outcomes.
PENGEMBANGAN MEDIA PEMBELAJARAN KOMIK MENGGUNAKAN APLIKASI CANVA PADA MATERI BILANGAN CACAH Asmaryadi, Ahmad Ilham Asmaryadi; Estuhono, Estuhono; Akhadiah, Mely
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 5 No. 2 (2024): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v5i2.2277

Abstract

This research was motivated by the low understanding of the concept of the mathematics subject in class IV SD Negeri 189/II Sari Mulya due to the lack of use of learning media during teaching and learning activities. Efforts to overcome these problems require the development of comic learning media. This study aims to develop comic media as a learning medium and can be used in schools so that it can produce valid, practical, and effective learning media. This research is a type of development research that uses the PLOMP development model. This development goes through the stages of (preliminary research), (prototyping phase), (assessment phase). The research was conducted in class IV of SD Negeri 189/II Sari Mulya with 27 students. Data collection used the technique of filling out questionnaires from educators and students' responses as well as filling out student learning results sheets. Based on the results of the validation test from 3 validators, namely content, graphic and language validators, the average value was 86.54% with a very valid category. Practicality test results by practicing educators and students obtained an average value of 91.00% in the very practical category. The results of the effectiveness test in the form of a learning achievement test obtained from students obtained an average score of 98.46% in the very effective category.
PENGEMBANGAN ALAT PERAGA ALAM KAPAS (ALARM, LAMPU, DAN KIPAS ANGIN PANEL SURYA) UNTUK MENUMBUHKAN LITERASI SAINS Estuhono, Estuhono; Anggrayni, M.; Aprido, Tri
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 1 (2025): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v6i1.2278

Abstract

This study was motivated by the limited creative thinking skills and understanding of students regarding the topic of alternative energy. Therefore, the researchers aimed to develop a teaching aid called ALAM KAPAS (Alarm, Lamp, and Fan Powered by Solar Panels). This research employed a development research (R&D) approach using the 4-D development model, consisting of the stages of define, design, develop, and disseminate. The validation results for the ALAM KAPAS teaching aid, assessed by three experts, showed an average score of 96.55%, categorized as highly valid, based on components such as the teaching aid itself, practical guidelines, and student worksheets. Practicality assessment by classroom teachers resulted in an average score of 95%, categorized as highly practical. The effectiveness of the teaching aid was supported by cognitive assessments with an average score of 94.86% and psychomotor assessments of students with an average score of 85.14%. This study concludes that the ALAM KAPAS teaching aid for science subjects, particularly on the topic of alternative energy sources and simple creations, meets the criteria of being highly valid, highly practical, and highly effective.
Pengembangan Media Video Animasi Mengunakan Aplikasi Kinemaster Pada Mata Pelajaran Ipas Kelas IV SDN 14 Koto Baru Ilhamsah, Dodi; Angrayni, Mellisa; Estuhono, Estuhono
Innovative: Journal Of Social Science Research Vol. 3 No. 5 (2023): Innovative: Journal of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Pada pembelajaran IPAS terdapat materi mengubah energi (1) topik tranformasi enegi (2). Mengenai materi selama proses pembelajaran berlansung, guru masih kekurangan media yang berguna untuk memudah siswa dalam memahami materi yang bersipat abstrak. Maka dalam penelitian ini dikembangakan media video animasi pada pembelajaran IPAS untuk mengatasi malah tersebut. Tujuan dari peneliti ini adalah untuk mengembangkan media video animasi pada pembelajaran IPAS serta menghasilkan media video animasi yang valid, praktis dan efektif. Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian dan pengembangan (R&D). Prosedur pengembangan ini mengacu pada pengembangan model ADDIE yang terdiri atas beberapa tahapan yaitu (1) Tahapan Analisis (Analyze),(2) Tahap Perencanaan (design) (3) Tahap Pengembangan (Development),setelah melalui tahapan pengembanagan dilakukannya uji validasi oleh 3 oang validator dengan hasil 80% (4) Tahap Implementasi (Implementation). Pada ini dilakukan oleh prakatis (guru) dan (siswa) dengan hasil 82% setelah itu dilakukan uji coba media vieo dengan lebar efetivitas mendapatakan hasil76% dengan didapatakan hasil belajar siswa, (5) Tahap Evaluasi (Evaluasi). Berdasrkan prosedur ADDIE yang digunakan dalam penelitian diatas maka dapat disimpulkan bahwah media yang kembngakan oleh peneliti untuk layak digunakan, kareana telah memenuhi minimal kriteria valid, praktis,dan efektif
Pengembangan E-Modul Berbasis Model Research Based Learning Menggunakan Pageflip Application Pada Pembelajaran IPAS Kurikulum Merdeka Estuhono, Estuhono; Aditya, Aditya; Asmara, Dwi Novri
Attadrib: Jurnal Pendidikan Guru Madrasah Ibtidaiyah Vol. 6 No. 1 (2023): Pendidikan Dasar Anak
Publisher : Institut Agama Islam Daruttaqwa Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54069/attadrib.v6i1.483

Abstract

Pendidikan ialah bukan hanya pengembangan manusia yang cerdas tetapi juga berakhlak dan keterampilan dalam beragama sehingga dapat bermanfaat bagi bangsa dan negara. Pada penelitian ini peneliti ingin mengembangkan E-Modul di mana E-Modul merupakan modul elektronik untuk bisa dibuat lebih menarik dan interaktif. Penelitian ini menggunakan Research and Development (R&D). Model yang dipakai ialah model Plomp penelitian ini terdiri dari 3 tahap yaitu Tahap penelitian pendahuluan, tahap prototipe, dan tahap penilaian. Jenis pengumpulan data yang dilakukan pengambilan pada penelitian ini ialah data primer. Pengembangan instrumen digunakan yakni lembar observasi, wawancara. Efektivitas, praktikalitas dan juga validitas. Teknik penghimpunan data memakai teknik observas, wawancara, angket dan dokumentasi. Analisis yag digunakan memakai efektivitas, praktikalitas dan juga validitas. Terdapat bebrapa hasil validasi dari ahli materi yaitu 96% disebut dengan sangat valid, hasil validasi dari ahli konstruk yaitu 100% dengan kategori Sangat Valid, dan hasil validasi oleh ahli bahasa 95% dengan kategori Sangat Valid.  Hasil analisis data angket respon guru memperoleh rata-rata 96,5% dengan kategori Sangat Praktis. Berdasarkan hasil uji coba One-to-one respon siswa mencapai 90,6% dengan kategori Sangat prakis, dan uji coba Small Group Evaluation memperoleh hasil 91,8% dengan kategori Sangat Praktis. Hasil analisis data efektifitas dari hasil Pengetahuan sebesar 86%, penilaian ranah sikap sebesar 85%, dan penilaian ranah keterampilan sebesar 84%, dengan nilai rata-rata akhir yaitu sebesar 79,6% dikategorikan Efektif. 
GAME INTERAKTIF WORDWALL PADA MATERI PERKEMBANGBIAKAN TUMBUHAN UNTUK MENDUKUNG MERDEKA BELAJAR SISWA SD Estuhono, Estuhono; Anggrayni, Melisa; Sukmawati, Sukmawati
Jurnal Muara Pendidikan Vol. 9 No. 1 (2024): Jurnal Muara Pendidikan Vol 9 No 1 Juni 2024
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v9i1.1415

Abstract

This research is motivated by the still not optimal use of learning media in science learning, especially material on plant reproduction. So, this research developed an interactive wordwall game media for science learning to overcome this problem. The purpose of this research is to develop an interactive wordwall game media for science learning, as well as to produce valid, practical and effective media. The type of research used in this research is research and development (R&D). This development procedure refers to the development of the ADDIE model, which consists of several stages, namely (1) Analysis Phase, (2) Design Stage, (3) Development Stage; after going through the development stage a validation test is carried out by 3 validators with 80% results (4) Implementation Stage, at this stage practicality tests were carried out by practitioners (teachers) and (students) with 82% results after that a video media trial was carried out with an effectiveness sheet to get 76% results by obtaining student learning outcomes, (5) Evaluation Stage (Evaluation). Based on the ADDIE procedure used in the research above, it can be concluded that the Wordwall interactive game researchers developed is feasible because it meets the minimum valid, practical and effective criteria.
PENGEMBANGAN VIDEO PEMBELAJARAN MENGGUNAKAN KINEMASTER APLICATION PADA KURIKULUM MERDEKA UNTUK KELAS IV SD Estuhono, Estuhono; Sapitri, Sindi
Jurnal Muara Pendidikan Vol. 9 No. 2 (2024): Jurnal Muara Pendidikan, Vol 9 No 2, Desember 2024
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v9i2.1417

Abstract

The background of this research is the low learning outcomes of students in class IV SD, especially in science subjects, which is caused by the teacher not having teaching materials such as learning videos so that the learning process only takes place using the teacher's book and student's book. The purpose of this research is to produce learning video media that is valid, practical and effective. This research is a development research using the ADDIE model. This research was conducted in several stages, namely Analyze, Design, Development, Implementation, Evaluation. The results of validation research by three validators have an average score of 87 with a very valid category. The results of research on the practicality of learning videos conducted by teachers and students in grade IV SD have an average score of 95.5 in the very practical category. The effectiveness results carried out by all fourth grade elementary school students obtained a passing percentage of 93.1 in the very effective category. So, the conclusion of this study is that the development of learning videos using the Kinemaster Application has valid, practical, and effective criteria.