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Strategi Guru Dalam Membentuk Karakter Kemandirian Siswa Pada Pembelajaran Menulis Narasi Kelas III MI Muhammadiyah 1 Sukodadi Ana Mujahidatur Rosunnah; Rizka Novi Irmaningrum; Linaria Arofatul Ilmi Uswatun Khasanah
Science and Education Journal (SICEDU) Vol 5 No 2 (2026): Science and Education Journal 2026
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/sicedu.v5i2.422

Abstract

Strategi yang digunakan guru tidak hanya berfokus pada penyampaian materi, tetapi juga harus mendukung pembentukan karakter kemandirian siswa. Pada pembelajaran menulis narasi di kelas III MI Muhammadiyah 1 Sukodadi masih menunjukkan adanya ketergantungan tinggi siswa pada guru, sehingga diperlukan strategi guru yang tepat untuk menumbuhkan karakter kemandirian siswa. Penelitian ini bertujuan untuk mengetahui strategi guru dalam membentuk karakter kemandirian Siswa pada pembelajaran menulis narasi kelas III MI Muhammadiyah 1 Sukodadi. Penelitian ini menggunakan pendekatan kualitatif deskriptif dengan subjek kepala sekolah, guru kelas III, dan siswa kelas III MI Muhammadiyah 1 Sukodadi. Teknik pengumpulan data meliputi observasi, wawancara, dan studi dokumentasi. Teknis analisis data dilakukan melalui pengumpulan data, reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian ini menunjukkan bahwa Strategi guru dalam membentuk karakter kemandirian siswa kelas III MI Muhammadiyah 1 Sukodadi pada pembelajaran menulis narasi telah dilaksanakan secara terencana dan konsisten melalui keteladanan atau contoh, kegiatan rutin atau pembiasaan, pengondisian lingkungan, serta pemberian penguatan berupa pujian, arahan, dan teguran mendidik. Strategi tersebut mendukung perkembangan indikator kemandirian seperti bertanggung jawab, kepemimpinan, dan pengembangan diri siswa, meskipun tingkat konsistensi kemandirian siswa belum merata sehingga masih memerlukan bimbingan berkelanjutan.
Penerapan Model Scaffolding Berbantuan Media E-Flashcard Untuk Meningkatkan Keterampilan Menulis Karangan Narasi Siswa Kelas III Sekolah Dasar Oktavia Trisiya; Ahmad Ipmawan Kharisma; Linaria Arofatul Ilmi Uswatun Khasanah
Science and Education Journal (SICEDU) Vol 5 No 2 (2026): Science and Education Journal 2026
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/sicedu.v5i2.431

Abstract

Penelitian ini bertujuan untuk meningkatkan keterampilan menulis karangan narasi siswa kelas III sekolah dasar melalui penerapan model scaffolding berbantuan media E-flashcard. Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus dengan tahapan perencanaan, pelaksanaan, observasi, dan refleksi. Subjek penelitian adalah siswa kelas III SD Muhammadiyah 1 Sugio Tahun Ajaran 2025/2026. Teknik pengumpulan data menggunakan observasi, tes, dan dokumentasi. Instrumen penelitian berupa lembar observasi aktivitas guru dan siswa serta tes keterampilan menulis karangan narasi. Hasil penelitian menunjukkan bahwa penerapan model scaffolding berbantuan media E-flashcard mampu meningkatkan aktivitas guru, aktivitas siswa, dan keterampilan menulis karangan narasi siswa. Aktivitas guru dan siswa mengalami peningkatan pada setiap siklus pembelajaran. Selain itu, hasil keterampilan menulis narasi siswa juga meningkat yang ditunjukkan dengan meningkatnya nilai rata-rata dan persentase ketuntasan belajar siswa dari siklus I ke siklus II. Model scaffolding berbantuan media E-flashcard efektif digunakan dalam meningkatkan keterampilan menulis karangan narasi siswa sekolah dasar.
Pengaruh Penggunaan Media Video Animasi Interaktif Terhadap Hasil Belajar IPAS Siswa Nur Diana Mega Putri; Ahmad Ipmawan Kharisma; Linaria Arofatul Ilmi Uswatun Khasanah
Lambda: Jurnal Ilmiah Pendidikan MIPA dan Aplikasinya Vol. 5 No. 3 (2025): Lambda
Publisher : Lembaga Bale Literasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58218/lambda.v5i3.1752

Abstract

The Indonesian Ministry of Education and Culture changed the curriculum from the 2013 curriculum to the Independent Learning Curriculum. The term "independent learning" refers to a policy prepared by the government to improve the quality of education, which will ultimately create superior students and university students who are ready to face the very complex challenges of the future. The purpose of this study is to determine the effect of using interactive animated video media on the learning outcomes of fifth grade students at SDN Tambakrigadung II Lamongan. The method used was a quasi-experimental design. This research type is quantitative, and the design used in this study is a Nonequivalent Control Group Design. This study was conducted in the even semester. The sample in this study were fifth-grade students of SDN Tambakrigadung II Lamongan. Data collection techniques used were tests (pretest and posttest) and documentation. The results of this study showed that the average (mean) posttest score of students in the experimental class was 85.50 with a standard deviation of 1.850, while in the control class the average was 77.20 with a standard deviation of 2.142. This difference in averages indicates that students in the experimental class who used interactive animated video media achieved higher learning outcomes than students in the control class who did not use such media. The hypothesis calculation using a t-test obtained a significance level of 0.05. Because the significance value of 0.001, which is
Analysis of The Use of Augmented Reality Based Pop Up Book Media as A Storytelling Media in Indonesia Language Learning in Grade IV Elementary School Hanifatus Sholihah; Fadhilatul Ainiyah; Niswatin Nawal Afaf; Linaria Arofatul Ilmi Uswatun Khasanah
Journal of Elementary Education Vol. 3 No. 1 (2026): JUNE
Publisher : Universitas Muhammadiyah Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38040/jeleduc.v3i1.1458

Abstract

The development of digital technology provides opportunities for the use of more innovative and interactive learning media in elementary schools. One media that integrates print and digital technology is the Pop-Up Book based on Augmented Reality (AR). This study aims to analyze the use of Pop-Up Book media based on Augmented Reality as a storytelling medium in Indonesian language learning for grade IV Elementary Schools. This study uses a descriptive qualitative approach with research subjects of teachers and grade IV Elementary School students, and the object of research is the use of Pop-Up Book media based on Augmented Reality in storytelling activities. Data collection techniques are carried out through observation, interviews, and documentation, while data analysis uses the interactive model of Miles and Huberman which includes data reduction, data presentation, and drawing conclusions. The results of the study indicate that the use of Pop-Up Book media based on Augmented Reality can increase students' attention and involvement in storytelling learning, help understanding the content of the story, and support students' courage in telling stories orally. Thus, Pop-Up Book media based on Augmented Reality can be used as an alternative learning media that is innovative and relevant in Indonesian language learning in grade IV Elementary Schools.
Penerapan Media Pop-Up Book Digital Berbasis Etnosains untuk Meningkatkan Literasi Sains Siswa Kelas IV Mata Pelajaran IPAS SD Muhammadiyah Lamongan Abdul Muiz; A. F. Suryaning Ati MZ; Linaria Arofatul Ilmi Uswatun Khasanah
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2450

Abstract

The low science literacy of Grade IV students at SD Muhammadiyah Lamongan served as the background of this study. Initial observations revealed that only 30% of students met the Learning Objective Achievement Criteria (KKTP), while the media used were still limited to Canva, PowerPoint, and simple videos that lacked interactivity. This study aimed to describe teacher activity, student activity, and the improvement of science literacy through the implementation of ethnoscience-based digital Pop-Up Book media in the IPAS subject. This study employed a Classroom Action Research (CAR) design conducted in two cycles, involving 20 students of Grade IV D at SD Muhammadiyah Lamongan. Data were collected through teacher and student activity observation sheets, as well as essay-based science literacy tests. The results showed significant improvements across all measured aspects. Teacher activity increased from 52% in Cycle I to 91% in Cycle II. Student activity increased from 55% in Cycle I to 92% in Cycle II. Students' science literacy achievement rose from 40% in Cycle I to 85% in Cycle II. It is therefore concluded that the implementation of ethnoscience-based digital Pop-Up Book media effectively improves the science literacy of Grade IV students in the IPAS subject at SD Muhammadiyah Lamongan.
Penerapan Media Spining Wheel Flashcard Untuk Meningkatkan Pengenalan Kosakata Pada Materi Bermain Dan Bergerak Kelas 1 Di Sekolah Dasar Marsyanda Nurhalizah; Rizka Novi Irmaningrum; Linaria Arofatul Ilmi Uswatun Khasanah
Jurnal Kiprah Pendidikan Vol. 4 No. 4 (2025): Jurnal Kiprah Pendidikan | Oktober 2025
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/kpd.v4i4.p604-612

Abstract

The use of media in teaching is a part that must receive attention from teachers as facilitators in every learning activity. Teachers will get various kinds of convenience in teaching if they are able to use learning media as a teaching aid, as well as overcome the problem of student boredom in the teaching and learning process. This type of research is classroom action research (CAR). This research uses two cycles, namely cycle I and cycle II which consist of planning, implementation, observation and reflection. The subjects of this research are all class I of SDN 2 Sukomulyo Lamongan. The data collection techniques used are tests (pretest and posttest), observation and documentation. The results of this study can be concluded that: (1) Observation of teacher activities in cycle I obtained an average of 51% and cycle II was 88.30%. From cycle I and cycle II there was an increase of 65.29%. (2) Observation of student activities in cycle I obtained an average of 51% and cycle II was 89%. From cycle I and cycle II there was an increase of 53.98%. (3) Student learning outcomes in cycle I achieved an average of 40% and cycle II 80%. From cycle I and cycle II, student learning outcomes experienced an increase of 40%. The conclusion is that the use of media improves student learning outcomes in vocabulary recognition for playing and moving material for class I SDN 2 Sukomulyo..      
Pengembangan Media Flip Book Cerita Anak Berbasis Digital untuk Meningkatkan Keterampilan Membaca Pemahaman Siswa Kelas V di Sekolah Dasar Viviana Nisful Laili; Linaria Arofatul Ilmi Uswatun Khasanah; Ari Susandi
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 4 (2026): November (In Press)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i4.2888

Abstract

Reading comprehension is an essential skill for elementary school students because it enables them to understand, interpret, and obtain information from reading texts. This study was motivated by the low reading comprehension skills of fifth-grade elementary school students, as indicated by their difficulties in understanding reading texts, identifying the main ideas, and drawing conclusions. This study employed the Research and Development (R&D) method using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The subjects of this study were fifth-grade students of SD Negeri Cengkir 1 Kepohbaru, Bojonegoro. The validation results showed that the material expert obtained a score of 3.44 (valid category), the media expert obtained a score of 3.57 (very valid category), the instructional design expert obtained a score of 3.60 (very valid category), and the learning instrument validation obtained a score of 3.74 (very valid category). The results of the small-group trial indicated that the students' responses achieved an average score of 3.73 (very good category), while the average score of students' learning activities was 3.08 (good category). Meanwhile, the results of the large-group trial showed that the students' responses achieved an average score of 3.87 (very good category), while the average score of students' learning activities was 3.88 (very good category).
Pengembangan Media E-Comic Berbasis Cerita Rakyat pada Materi Teks Fiksi Siswa Kelas V di Sekolah Dasar Auliya Salsa Shifana; Rizka Novi Irmaningrum; Linaria Arofatul Ilmi Uswatun Khasanah
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 4 (2026): November (In Press)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i4.2889

Abstract

Education is crucial for developing independent, active, responsible, social, and spiritual character in students through the use of the digital era, where learning media is an effective and engaging tool. Teachers must be able to understand and adapt to changing technology. This study aims to develop a folklore-based e-comic medium for fifth-grade students' fictional texts at a Sadar school and to determine the feasibility of the developed media. The research method used is Research and Development (R&D) using the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The results indicate that the developed e-comic learning media achieved a very good feasibility level. Validation by material experts resulted in a 96% approval rate, validation by media experts resulted in a 96% approval rate, and validation by design experts resulted in a 96% approval rate. Student responses in phase I resulted in a 89% approval rate, and phase II resulted in a 90% approval rate. Based on these results, the developed learning media is deemed suitable for use in the learning process and is capable of increasing student learning interest. Therefore, the development of this e-comic media is valid and practical for use in the learning process. 
Pengembangan E-LKPD Berbasis Problem Based Learning Terintegrasi Kearifan Lokal untuk Meningkatkan Keterampilan Menulis Teks Prosedur Siswa Kelas IV Sekolah Dasar Faza Ida Nurul Jannah; Linaria Arofatul Ilmi Uswatun Khasanah; Ahmad Ipmawan Kharisma
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 4 (2026): November (In Press)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2890

Abstract

This study aims to develop Problem-Based Learning (PBL)-based Electronic Student Worksheets (E-LKPD) integrated with local wisdom to improve the procedural text writing skills of fourth-grade elementary school students. The study employed the Research and Development (R&D) method using the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research design utilized a Nonequivalent Control Group Pretest-Posttest design, with 23 students from SD Negeri 1 Babat serving as the experimental class and 23 students from SD Muhammadiyah 2 Babat serving as the control class. Data were collected through validation sheets, student response questionnaires, student activity sheets, and writing skills tests. Data analysis techniques included validity analysis based on validator assessments, practicality analysis based on student response questionnaires and student activities, and effectiveness analysis using normality tests, homogeneity tests, independent samples t-tests, N-Gain Score calculations, and effectiveness tests. The research results show that the E-LKPD developed meets the criteria for high validity, with scores of 3.69 from subject matter experts, 3.83 from design experts, 3.85 from questionnaire experts, and 3.77 from instructional materials experts. The practicality results fell into the good to very good categories, while the effectiveness results yielded a significance value of 0.000 < 0.05, an N-Gain of 70.00%, and an effectiveness score of 1.95. Thus, the PBL-based E-LKPD integrated with local wisdom is deemed valid, practical, and effective for improving the procedural text writing skills of fourth-grade elementary school students.
PENGEMBANGAN MEDIA PEMBELAJARAN GAME EDUCAPLAY BERBASIS MODEL ADDIE PADA MATERI KALIMAT TUNGGAL UNTUK SISWA KELAS III SDN 4 MADE LAMONGAN Fadhilatul Ainiyah; Linaria Arofatul Ilmi Uswatun Khasanah; A.F.Suryaning Ati MZ
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i4.13231

Abstract

The low use of interactive learning media in Indonesian language learning on single sentences in elementary schools causes the learning process to be dominated by conventional methods so that students are less enthusiastic and have difficulty in understanding the material. This study aims to develop Educaplay game-based learning media on single sentences and to determine its level of validity and practicality. This study uses the Research and Development (R&D) method with the ADDIE model which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects were students of grades III B and III C of SDN 4 Made Lamongan. Data were obtained through expert validation sheets, student response questionnaires, and teacher activity observation sheets. The results showed that the Educaplay game learning media obtained a high level of validity with a validation percentage of media experts of 87%, design experts of 82%, and material experts of 85%, so it was declared valid. The level of practicality of the media was classified as very practical with a percentage of student responses in limited trials of 90%, field trials of 94%, teacher activities in limited trials of 85%, and field trials of 90%. The conclusion of the study shows that the Educaplay game learning media on single sentence material meets valid criteria and is very practical so that it is worthy of being used as an alternative Indonesian language learning media to be used in the learning process. ABSTRAK Rendahnya penggunaan media pembelajaran interaktif pada pembelajaran Bahasa Indonesia materi kalimat tunggal di sekolah dasar menyebabkan proses pembelajaran masih didominasi metode konvensional sehingga siswa kurang antusias dan mengalami kesulitan dalam memahami materi. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis game Educaplay pada materi kalimat tunggal serta mengetahui tingkat kevalidan dan kepraktisannya. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahap analysis, design, development, implementation, dan evaluation. Subjek penelitian adalah siswa kelas III B dan III C SDN 4 Made Lamongan. Data diperoleh melalui lembar validasi ahli, angket respons siswa, dan lembar observasi aktivitas guru. Hasil penelitian menunjukkan bahwa media pembelajaran game Educaplay memperoleh tingkat kevalidan yang tinggi dengan persentase validasi ahli media sebesar 87%, ahli desain sebesar 82%, dan ahli materi sebesar 85%, sehingga dinyatakan valid. Tingkat kepraktisan media tergolong sangat praktis dengan persentase respons siswa pada uji coba terbatas sebesar 90%, uji coba lapangan sebesar 94%, aktivitas guru pada uji coba terbatas sebesar 85%, dan uji coba lapangan sebesar 90%. Simpulan penelitian menunjukkan bahwa media pembelajaran game Educaplay pada materi kalimat tunggal memenuhi kriteria valid dan sangat praktis sehingga layak digunakan sebagai alternatif media pembelajaran Bahasa Indonesia untuk digunakan dalam proses pembelajaran.