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Pengembangan Media Komik Digital Flipbook Berbantuan Canva pada Materi Proses Fotosintesis Kelas IV SDN 1 Moyoketen Scarviexsa Prasasti Susanto; Ria Fajrin Rizqy Ana
Jurnal Simki Postgraduate Vol 3 No 2 (2024): Volume 3 Nomor 2 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v3i2.794

Abstract

This research is motivated by the lack of use of technology in the learning media used, teachers still use textbooks, worksheet books and several classic learning media. This research aims to develop digital flipbook comic media assisted by Canva on photosynthesis process material, determine the validity and applicability of digital flipbook comic media assisted by Canva on photosynthesis process material. This research uses the ADDIE development model including Analysis, Design, Development, Implementation, Evaluation. Data collection techniques were carried out using questionnaires and documentation. The test subjects in this research were 2 media experts, 1 material expert and 21 class IV students at SDN 1 Moyoketen. The results of the research show that the level of validity of Canva-assisted flipbook digital comic media on photosynthesis process material from media expert 1 got a score of 78% and media expert 2 got a score of 88%, while material expert validation got a score of 86%, the applicability assessment was taken from the student questionnaire with a score 99%. From this research, it can be concluded that the development of digital flipbook comic media with the help of Canva on photosynthesis material for class IV SDN 1 Moyoketen is valid and can be applied to learning so that learning is more enjoyable.
Pengembangan Media Pembelajaran Infografis berbasis Canva pada Siswa Kelas V Materi Persebaran Flora dan Fauna di Indonesia Nadia Eka Putri; Ria Fajrin Rizqy Ana
Jurnal Simki Postgraduate Vol 3 No 2 (2024): Volume 3 Nomor 2 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v3i2.815

Abstract

The background of this research is that many teachers only use the lecture method without the help of learning media when learning. This causes students to feel bored and sleepy in learning, in addition to the lack of interest in learning students. Therefore, it is necessary to use learning media that can overcome these obstacles and make learning more interesting and easier to understand. Especially in learning the subject of Science on the Distribution of Flora and Fauna in Indonesia. The purpose of this study is to describe the process, validity, and implementation of the development of Canva-based infographic learning media on the distribution of flora and fauna in Indonesia for grade V students at SDN I Pelem, Campurdarat District. This study uses the ADDIE development model. The results of the study showed validity with an average value of 79.51% with the category "quite valid". Implementation has an average value of 96.78% with the category "media implementation is said to be good". So it can be concluded that the development of Canva-based infographic learning media on the material on the distribution of flora and fauna in Indonesia for grade V students at SDN I Pelem, Campurdarat District is "quite valid and good" in the learning process.
Analisis Dampak Penggunaan Aplikasi Quizizz pada Hasil Belajar Materi Kebutuhan dan Keinginan Kelas 4 SDN 7 Kampungdalem Della Hana Tista; Ria Fajrin Rizqy Ana
Jurnal Simki Postgraduate Vol 3 No 3 (2024): Volume 3 Nomor 3 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v3i3.867

Abstract

This research aims to examine the impact of using the Quizizz application on learning outcomes to make the learning process more interactive and innovative. The research uses a qualitative approach with a descriptive type of approach. The subjects of this research are 1 teacher and 18 fourth-grade students at SDN 7 Kampungdalem. Research instruments use observation guidelines, test questions, and documentation. The data analysis used includes data reduction, data presentation, and conclusion drawing. The results of this study indicate that the Quizizz application as a learning media for IPAS lessons on needs and wants for 4th grade at SDN 7 Kampungdalem falls into the very good category. This is evidenced by the implementation of the Quizizz application, which ran according to the instrument validation with a score of 90% on the Likert scale, while the students' learning outcomes received a score of 96%. This application provides satisfaction to its users, including teachers and students.
Pengaruh Media Pembelajaran Interaktif berbasis Wordwall terhadap Hasil Belajar Siswa Kelas 4 SD Negeri 2 Bendo Ananda Rizki Purnama Putri; Dya Ayu Agustiana Putri; Ria Fajrin Rizqy Ana
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.v4i2.979

Abstract

Learning outcomes are a reflection of students' cognitive and behavioral changes. The aim of the research is to determine the effect of interactive learning media on the learning outcomes of grade 4 students at SD Negeri 2 Bendo. 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. Based on the results of hypothesis testing with the Independent Samples T-Test, the posttest p-value was <0.001, which shows that the p-value is <0.05, which means there is a strong and positive influence. Based on the results of the hypothesis, it was found that there was a significant influence of the interactive learning media Wordwall on the learning outcomes of class IV students at SD Negeri 2 Bendo.
Pengaruh E-LKPD berbasis Wizzer Me untuk Meningkatkan Hasil Belajar Siswa pada Materi Kekayaan Budaya Indonesia Kelas 4 SD Negeri 2 Ngrance Rizka Imelda; Dya Ayu Agustiana Putri; Ria Fajrin Rizqy Ana
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.v4i2.982

Abstract

E-LKPD is a medium as well as teaching material in the learning process to improve student 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 Negeri 2 Ngrance. 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 Wizzer.me-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 influence on Wizzer.me-based E-LKPD to improve the learning outcomes of grade 4 students at SD Negeri 2 Ngrance.
Efektivitas Penggunaan Bahan Ajar Tematik untuk Meningkatkan Keterampilan Berpikir Kritis Mahasiswa Pendidikan Guru Sekolah Dasar Ria Fajrin Rizqy Ana; Leny Suryaning Astutik
Jurnal Simki Postgraduate Vol 4 No 1 (2025): Volume 4 Nomor 1 Tahun 2025
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v4i1.1387

Abstract

The problems that arise in terms of students are: most students have not been able to compile thematic model lesson plans, students have not been able to develop thematic learning models critically and creatively, students have not been able to determine the right theme as an umbrella for the various disciplines that will be taught. The aim of the research is to develop and test the effectiveness of teaching materials for Thematic Learning courses in improving students' critical thinking skills. The product trial subjects consisted of learning expert tests, subject matter experts, learning media experts, group tests, and field tests. The instruments used are validation sheets, questionnaires, tests of critical thinking skills. The teaching materials developed have proven to be quite effective in improving students' critical thinking skills. The results of the calculation of the N-gain test score 0.59 in the moderate category, 59.48% in the quite effective category, a significance value of 0.000 <0.05 there is a significant (real) difference in effectiveness between the use of developed teaching materials and existing teaching materials to improve skills critical thinking.
Pengaruh Media Pembelajaran Interaktif berbasis Wordwall terhadap Hasil Belajar Siswa Kelas 4 SD Negeri 2 Bendo Putri, Ananda Rizki Purnama; Putri, Dya Ayu Agustiana; Ana, Ria Fajrin Rizqy
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.v4i2.979

Abstract

Learning outcomes are a reflection of students' cognitive and behavioral changes. The aim of the research is to determine the effect of interactive learning media on the learning outcomes of grade 4 students at SD Negeri 2 Bendo. 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. Based on the results of hypothesis testing with the Independent Samples T-Test, the posttest p-value was <0.001, which shows that the p-value is <0.05, which means there is a strong and positive influence. Based on the results of the hypothesis, it was found that there was a significant influence of the interactive learning media Wordwall on the learning outcomes of class IV students at SD Negeri 2 Bendo.
Pengaruh E-LKPD berbasis Wizzer Me untuk Meningkatkan Hasil Belajar Siswa pada Materi Kekayaan Budaya Indonesia Kelas 4 SD Negeri 2 Ngrance Imelda, Rizka; Putri, Dya Ayu Agustiana; Ana, Ria Fajrin Rizqy
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.v4i2.982

Abstract

E-LKPD is a medium as well as teaching material in the learning process to improve student 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 Negeri 2 Ngrance. 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 Wizzer.me-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 influence on Wizzer.me-based E-LKPD to improve the learning outcomes of grade 4 students at SD Negeri 2 Ngrance.
Digital Literacy, Technological Facility Provision, and Learning Motivation as Determinants of Social Studies Engagement and Society 5.0 Readiness Among Indonesian Madrasah Students Mustofa, Agung; Rindrayani, Sulastri Rini; Ana, Ria Fajrin Rizqy
SAGA: Journal of Technology and Information System Vol. 3 No. 4 (2025): November 2025
Publisher : CV. Media Digital Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58905/saga.v3i4.568

Abstract

This study examines how the availability of technology-based instructional facilities and students' digital literacy competencies shape Social Studies (Ilmu Pengetahuan Sosial/IPS) learning engagement and preparedness for the Society 5.0 paradigm, while concurrently exploring the moderating and mediating functions of learning motivation within these relationships. A quantitative, cross-sectional survey design was adopted, drawing a stratified proportional random sample of 111 junior secondary students from MTs Darunnajah Trenggalek, Indonesia, for the 2024/2025 academic year. Data collection employed a closed-response Likert instrument comprising 144 items across five theoretical constructs, and analysis was conducted through Partial Least Squares Structural Equation Modeling (PLS-SEM) using SmartPLS 4.0 with 5,000 bootstrap resamples. Findings confirm that both technology-based facility provision and digital literacy competency exert statistically significant positive influences on IPS learning engagement and Society 5.0 preparedness. Digital literacy emerged as the strongest direct predictor of student readiness (β = 0.288, p = 0.001), whereas facility availability demonstrated the greatest impact on intrinsic learning motivation (β = 0.412, p < 0.001). Learning motivation functioned as a meaningful moderator across all four predictor-to-outcome pathways and additionally served as a partial mediator between facility provision and student readiness (β = 0.185, T = 3.450, p = 0.001). The composite R² values for the endogenous constructs ranged from 0.585 to 0.658, reflecting adequate model explanatory power. These results collectively underscore that deliberate investment in digital infrastructure and literacy cultivation, reinforced by systematic nurturing of motivational dispositions, constitutes an evidence-based pathway for enhancing the quality and future-readiness of Social Studies education in Indonesian Islamic secondary school contexts.
Development of “Berbudi” (Learning Indonesian Culture) Interactive Learning Media Using Articulate Storyline in the IPAS Subject for Fourth-Grade Students at SD Negeri 2 Puru, Trenggalek Regency Anis Ekowati; Ria Fajrin Rizqy Ana; Imam Sukwatus Suja'i
SOSIOEDUKASI Vol 15 No 1 (2026): SOSIOEDUKASI : JURNAL ILMIAH ILMU PENDIDIKAN DAN SOSIAL
Publisher : Fakultas Keguruan Dan Ilmu Pendidikan Universaitas PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36526/sosioedukasi.v15i1.7540

Abstract

The rapid development of digital technology in the globalization era demands innovation in learning resources that can present material concretely; however, in reality, IPAS learning on cultural diversity in schools is still dominated by lecture methods that tend to be abstract and less engaging for students. This study aims to: (1) describe the development process of "Berbudi" interactive learning media using the ADDIE model; (2) test the validity of the media based on expert judgment; (3) analyze the practicality of the media; and (4) measure the effectiveness of the media in improving learning outcomes for IPAS subjects, specifically on cultural diversity material for fourth-grade students at SD Negeri 2 Puru, Trenggalek. This is a Research and Development (R&D) study employing the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research subjects were fourth-grade students of SD Negeri 2 Puru. Data collection instruments included expert validation sheets, teacher and student response questionnaires, and learning outcome tests (pre-test and post-test). The results showed that: (1) Berbudi media was declared highly valid with an average score from material, media, and language experts of 92.68%; (2) the media was declared highly practical based on teacher responses (95.83%) and student responses (91.67%); (3) the media was declared highly effective with a significant increase in learning outcomes, as indicated by an average N-Gain score of 0.72 (high category). The conclusion of this study is that the Articulate Storyline-based Berbudi interactive learning media is feasible and effective for use as an independent learning resource to enhance students' understanding of Indonesian cultural diversity within the Merdeka Curriculum