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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.
PENGEMBANGAN VIDEO PEMBELAJARAN MENGGUNAKAN APLIKASI CAPCUT MATERI KEKAYAAN BUDAYA INDONESIA PADA PEMBELAJARAN IPAS UNTUK MENDUKUNG MERDEKA BELAJAR SISWA KELAS IV MIN 2 DHARMASRAYA Estuhono, Estuhono; Mahmudi, Moh Rosyid; Ilahi, Ridho
Jurnal Tunas Pendidikan Vol. 6 No. 1 (2023): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v6i1.1345

Abstract

This research is motivated by the low student learning outcomes. Based on the results of interviews and observations on the IPAS material, many students have not achieved the general completeness criteria (KKM). This can be seen from the number of students as many as 24 students. Only 8 students whose grades passed KKM were completed with a percentage of 33.33% and whose grades were incomplete KKM as many as 16 students with a presentation of 66.66%. So from these problems the researcher wants to develop a learning video using the capcut application for Indonesian cultural material on IPAS material. This research uses the type of R&D (Reseasrch and Development) research using the ADDIE model which has 5 parts, namely: Analysis Stage, Design, Development, Implementation, and Evaluation. The type of data used is qualitative and quantitative. The instrument used is a sheet of validity, practicality, effectiveness. Data collection techniques using interview techniques, observation and documentation. Data analysis techniques carried out in this development are analysis of validity, practicality and effectiveness. Based on the effectiveness test using learning videos, students' learning outcomes have reached KKM 75. Completeness of student learning outcomes with an average of 95.75% is categorized as very effective because the video has provided results that are in accordance with the learning objectives based on the results of students' learning tests. Meanwhile, the incompleteness of students with an average of 6.25% is categorized as ineffective because the test results during the trial showed that students did not meet the minimum completeness. So that videos using the Capcut application can be applied in the learning process.
PENGEMBANGAN MEDIA PEMBELAJARAN INOVATIF “PAPA MENDALANG” PADA PERKEMBANGAN AUD DI TK PANDU ILMI PERSADA Estuhono, Estuhono; Saputra, Agus; Novita, Tesya
Jurnal Tunas Pendidikan Vol. 7 No. 1 (2024): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v7i1.2276

Abstract

This research is motivated by the importance of developing learning media that creates feelings of pleasure in the learning process, then it can stimulate students development. The purpose of this research is tosee children’s learning outcome aster using the innovative learning media “Papa Mendalang” The type of this research is a research and development. The type of development model in this research is Plomp Model. The Plomp Model consists of preliminary research, prototyping phase and assessment phase. The determine the feasbility of the learning media being development, an assessment was carried out by using validation, practicalities and effectiveness sheets. The result of the feasibility of innovative learning media “Papa Mendalang” on early childhood development carried out by three velidators got an average of 87,85 % with a very valid category. The results of the assessment of the implementation of the innovative learning media “Papa Mendalang” on early childhood development early childhood which was assessed by the class teacher had a score of 94,44% with a very practical category. Student learning outcomes after using the innovative learning media “Papa Mendalang” on early childhood development obtained a percentage of 92 % in the effective category (has appreared).
Pengembangan Video Tari Kreasi Nusantara Anak Usia Dini Pada Pembelajaran Seni di TK Pandu Ilmi Persada Estuhono, Estuhono; Ana Novitasari; Tirta Kencana Prima
Jurnal Tunas Pendidikan Vol. 7 No. 2 (2025): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

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

Abstract

This research is motivated by the importance of developing creative dance arts in early childhood in the process of growth and development. Apart from that, dancing is needed to accommodate physical movements that are fun for children. The aim of this research is to develop Indonesian creative dance for early childhood in arts learning in TK Pandu Ilmi Persada. This type of research is research an development (research and development). The development model used is the field development model which consists of preliminary research stages, prototyping phase, assessment phase. To find out the results of the research on Indonesian creative dance that was developed, an assessment as carried out using validation, practicality and effectiveness sheets. The results of the assessment of early childhood Indonesian creative dances carried out by one expert had a score of 90% in the very valid category. The results of research on the implementation of Indonesian creative dance for early childhood in arts learning, which was assessed by the class teacher, had a score of 100% in the very practical category. The results of applying Indonesian creative dance to student obtained a percentage of 88,57% in the very effective category.
Pengembangan Video Animasi Berbasis Canva Pada Pembelajaran IPAS Kelas III MIN 2 Dharmasraya Estuhono, Estuhono; Ahmad Ilham Asmaryadi Ma; Muhammad Karles
Jurnal Tunas Pendidikan Vol. 7 No. 2 (2025): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v7i2.2312

Abstract

This research aims to develop Canva-based animation videos for learning science and science class III Min 2 Dharmasraya. This research uses the type of research and development. The research and development model used uses 4D developed by S. Thigharajan, Doroty Semmel, and Melvyn I. Semmel. This development stage is: Define, Design, Develop, Disseminate. The type of data taken in this research is primary data, namely data taken from the results of validation of teaching materials. The development of the instruments used in this research used validity, practicality and effectiveness instruments. Data collection techniques used were observation, interviews, questionnaires. The data analysis technique used uses validity, practicality and effectiveness data analysis. Based on the validation results of video media, which was assessed by 3 validators, it shows that video media obtained an average percentage of 82.76% with a very valid category, so it can be said that this video media is suitable for use by students. The practicality of video media was assessed from a questionnaire on the responses of educators and students to video learning media, totaling 1 educator and student of class III MIN 2 Dharmasraya, namely those who obtained a percentage of 95.5% in the very practical category. The effectiveness of the learning video media as assessed by the results of the test scores given to students in the form of objective questions totaling 20 questions obtained a percentage of 93.1% in the very effective category so it can be said that the effective use of this learning video media is able to increase the value of students' learning outcomes.
IMPLEMENTASI AI MENGGUNAKAN CANVA DALAM PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF MATERI BENTUK-BENTUK ENERGI DI SEKOLAH DASAR Estuhono, Estuhono; Eka Filahanasari; Rika Amrini
Jurnal Tunas Pendidikan Vol. 8 No. 2 (2026): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v8.i2.3100

Abstract

This research is motivated by the low understanding of students towards IPAS subjects, which is caused by the learning media used during the learning process where teachers only use books without using other supporting media and the images in the books are still not varied for students. This affects student learning outcomes. To overcome this, we use learning support media, specifically interactive learning media using the Canva application. This research uses Research and Development (R&D) type with the ADDIE development model which has five stages (Analyze, Design, Development, Implementation, Evaluation). The data collected from the development of interactive media using Canva application is qualitative and quantitative data. Data collection techniques used in this research are interviews, observations, and questionnaires.The validation results of interactive media using Canva are declared very valid. Media validity is assessed by three validators, obtaining a percentage of 95% with a very valid category. Practicality assessed from teacher responses obtains a percentage of 95% categorized as very practical, while practicality results from student responses are 95.38% categorized as very practical. Based on the analysis, it is concluded that interactive media using Canva is very practical. Furthermore, effectiveness assessed from student learning outcomes obtains an average score of 81.43% with a practical category.
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN WORDWALL BERBASIS GAME EDUKASI TERHADAP HASIL BELAJAR IPAS KELAS III DI SDN 07 TIUMANG Estuhono, Estuhono; Zumrotun Lutfiah; Orien Zikra Gefasya
Jurnal Tunas Pendidikan Vol. 8 No. 2 (2026): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v8.i2.3413

Abstract

This research is motivated by students' lack of focus in participating in learning, it is said that students' interest in participating in the learning is low. This is caused by the learning material delivered being less interesting, because the class teacher delivers the material using the lecture method. This study aims to determine whether or not there is an effect of the use of educational game-based wordwall learning media on the learning outcomes of third-grade students in SDN 07 Tiumang. This research method is pre-experimental designs (non-designs) using the One-Group Pretest-Posttest Design. The population is all third-grade students of SDN 07 Tiumang. The sample in this study was 14 people consisting of 7 boys, 7 girls. The data collection technique in this study was a test in the form of objective questions. Based on the Paired Sample Test Hypothesis test, the results were 0.000 <0.05. It can be concluded that H0 is rejected Ha is accepted or the use of educational game-based wordwall learning media has an effect on the learning outcomes of third-grade students in SDN 07 Tiumang.