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PENGEMBANGAN MEDIA PEMBELAJARAN “KARTU NUSANTARA” PADA MATERI KERAGAMAN SUKU BANGSA KELAS IV SDN REJOAGUNG 3 NGORO JOMBANG Adila, Salsabela Nur; Fitra Raharja, Hawwin; Rizqi Salamah, Evi
IJPSE Indonesian Journal of Primary Science Education Vol 5 No 1 (2024): IJPSE
Publisher : Prodi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v5i1.7902

Abstract

This research is a typeof development research using the ADDIE model which includes Analysis, Design, Development, Implementation, Evaluation. This model is used to solve the problem of developing the "Nusantara Card" learning media on class IV ethnic diversity material at SDN Rejoagung 3 Ngoro Jombang. The subjects of this research were fourth grade students with a total of 18 students. Data analysis techniques using field notes, validator questionnaires and student response questionnaires. Recapitulation of Media and Material Validation. The researcher concluded that the feasibility of the "NUSANTARA KARTU" a score of 98.17 with very valid criteria. Quantitative data from the questionnaire obtained a total score of 1080 on the maximum score and an average of 60, a score of 1031 on the obtained score with an average of 57.2, and a score of 1718.1% on the percentage with an average of 95.45%. With these values, a large-scale trial using the Nusantara Card learning media, material on ethnic diversity, obtained very interesting criteria. it can be concluded that the Nusantara Card media can be well received and applied to material on ethnic diversity.
PENGEMBANGAN MEDIA PEMBELAJARAN GAME BASED LEARNING BERBASIS KURIKULUM MERDEKA BELAJAR UNTUK PEMBELAJARAN BAHASA ARAB DI MI SALAFIYAH SYAFI'IYAH AR-RAHMAH NGLABAN JOMBANG Fatkhur Rizal, Muhammad; Rahmawati, Chusnia; Kristianto, Hery; Lazulfa, Indana; Rizqi Salamah, Evi; Kistofer, Terdy
ABIDUMASY 2024: ABIDUMASY : JURNAL PENGABDIAN KEPADA MASYARAKAT
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

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

Abstract

In the Independent Curriculum (Kurikum Merdeka), educators or teachers are given latitude in selecting and compiling teaching materials according to student’s needs and characteristics. The flexibility given to teachers in teaching and learning activities aims to make teachers more creative in developing appropriate teaching methods and materials. Likewise, when learning Arabic, educators can select relevant teaching materials but still refer to the learning outcomes that have been formulated. This certainly makes it easier for teachers to develop teaching materials based on student competencies and profiles. One of the easiest learning media to apply is an Android-based application. This dedication is to develop teaching materials based on learning by adding features that suit the needs and interests of users of this application, which can help improve Arabic language learning. The results of learning using games based on learning obtained an average assessment score on a Likert scale (1-5) with a score of 4.83 in terms of ease of User Interface, and 4.82 in terms of content suitability of the material. Then as many as 82.93% of respondents stated that they strongly agreed with the ease of the User Interface, and 81.71% of respondents stated that they strongly agreed with the material suitability content.
PENGEMBANGAN MEDIA PEMBELAJARAN “KARTU NUSANTARA” PADA MATERI KERAGAMAN SUKU BANGSA KELAS IV SDN REJOAGUNG 3 NGORO JOMBANG Adila, Salsabela Nur; Fitra Raharja, Hawwin; Rizqi Salamah, Evi
IJPSE Indonesian Journal of Primary Science Education Vol 5 No 1 (2024): IJPSE
Publisher : Prodi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v5i1.7902

Abstract

This research is a typeof development research using the ADDIE model which includes Analysis, Design, Development, Implementation, Evaluation. This model is used to solve the problem of developing the "Nusantara Card" learning media on class IV ethnic diversity material at SDN Rejoagung 3 Ngoro Jombang. The subjects of this research were fourth grade students with a total of 18 students. Data analysis techniques using field notes, validator questionnaires and student response questionnaires. Recapitulation of Media and Material Validation. The researcher concluded that the feasibility of the "NUSANTARA KARTU" a score of 98.17 with very valid criteria. Quantitative data from the questionnaire obtained a total score of 1080 on the maximum score and an average of 60, a score of 1031 on the obtained score with an average of 57.2, and a score of 1718.1% on the percentage with an average of 95.45%. With these values, a large-scale trial using the Nusantara Card learning media, material on ethnic diversity, obtained very interesting criteria. it can be concluded that the Nusantara Card media can be well received and applied to material on ethnic diversity.
PENGEMBANGAN MEDIA PEMBELAJARAN GAME BASED LEARNING BERBASIS KURIKULUM MERDEKA BELAJAR UNTUK PEMBELAJARAN BAHASA ARAB DI MI SALAFIYAH SYAFI'IYAH AR-RAHMAH NGLABAN JOMBANG Fatkhur Rizal, Muhammad; Rahmawati, Chusnia; Kristianto, Hery; Lazulfa, Indana; Rizqi Salamah, Evi; Kistofer, Terdy
ABIDUMASY 2024: ABIDUMASY : JURNAL PENGABDIAN KEPADA MASYARAKAT
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/abidumasy.v1i1.7612

Abstract

In the Independent Curriculum (Kurikum Merdeka), educators or teachers are given latitude in selecting and compiling teaching materials according to student’s needs and characteristics. The flexibility given to teachers in teaching and learning activities aims to make teachers more creative in developing appropriate teaching methods and materials. Likewise, when learning Arabic, educators can select relevant teaching materials but still refer to the learning outcomes that have been formulated. This certainly makes it easier for teachers to develop teaching materials based on student competencies and profiles. One of the easiest learning media to apply is an Android-based application. This dedication is to develop teaching materials based on learning by adding features that suit the needs and interests of users of this application, which can help improve Arabic language learning. The results of learning using games based on learning obtained an average assessment score on a Likert scale (1-5) with a score of 4.83 in terms of ease of User Interface, and 4.82 in terms of content suitability of the material. Then as many as 82.93% of respondents stated that they strongly agreed with the ease of the User Interface, and 81.71% of respondents stated that they strongly agreed with the material suitability content.