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Analisis Nilai Karakter Disiplin Siswa melalui Ekstrakurikuler Cerita Bergambar (Cergam) di SD Negeri 4 Kampungdalem Adinda Karista; 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.v3i2.735

Abstract

Extracurricular activities are able to foster disciplined character in students, however, based on pre-observation, it was found that many students arrived late during extracurricular picture story activities (cergam). The aim of this research is to analyze the disciplinary character values ​​possessed by students through learning at SD Negeri 4 Kampungdalem. This type of research is a qualitative phenomenological approach with 25 students as the subject. Data collection techniques use observation, interviews and documentation. Data analysis techniques use data collection, data reduction, data presentation, and conclusions and verification. Checking the validity of the data uses triangulation. The results of the research are an analysis of the discipline character of students through extracurricular cergam at SD Negeri 4 Kampungdalem which can be seen through 5 indicators, namely that students comply with the specified schedule, dress politely, have the awareness to return borrowed items, and are on time in completing assignments, while in cergam It can be seen through 3 indicators that students can sketch real shapes, draw with everyday life themes, give colors that match the real object, and draw living objects.
Pengembangan Media Video Animasi berbasis Canva Materi Rantai Makanan Siswa Kelas V SD Negeri 1 Moyoketen Eka Ratna Pramudita; Ria Fajrin Rizqy Ana
Jurnal Simki Postgraduate Vol 3 No 1 (2024): Volume 3 Nomor 1 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v3i1.741

Abstract

This research aims to describe the process of developing, testing the validity and applicability of Canva-based animated video media for class V food chain material at SD Negeri I Moyoketen. This research uses the ADDIE development model including analysis, design, development, implementation and evaluation. This data collection technique was carried out using questionnaires and documentation. The instrument used was a questionnaire validation sheet for media experts, material experts, student responses and teacher responses. The results obtained, media expert I questionnaire validation obtained 95% with a very valid category, media expert II obtained 95% with a very valid category, material expert I obtained 90% with a very valid category, material expert II obtained 95% with a very valid category. The results of the applicability of student responses were 88.5% in the very valid category and the results of the applicability of teacher responses were 90% in the very valid category. The results of this research can be concluded that "Food Chain Material Animated Video Media for class V SD Negeri I Moyoketen" is very valid to use and can be applied to learning at SD Negeri I Moyoketen and makes learning more enjoyable by using learning media.
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.