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PENGEMBANGAN MEDIA PEMBELAJARAN CANDYO BERBASIS EDUCANDY DAN VIDEO ANIMASI UNTUK MENINGKATKAN KOSAKATA BAHASA INGGRIS SISWA SEKOLAH DASAR Indriyani, Septi; Yulianto, Sigit
Jurnal Ilmiah Pendidikan Citra Bakti Vol. 12 No. 3 (2025): Jurnal Ilmiah Pendidikan Citra Bakti
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v12i3.5490

Abstract

Pembelajaran Candyo yang mengintegrasikan video animasi dan permainan interaktif berbasis Educandy dalam meningkatkan penguasaan kosakata Bahasa Inggris siswa kelas II SDN Kalibanteng Kidul 03, Semarang. Pengembangan menggunakan model ADDIE meliputi analisis kebutuhan, desain media, pengembangan produk, implementasi, dan evaluasi komprehensif. Data dikumpulkan melalui validasi ahli, uji coba terbatas (6 siswa), dan uji coba luas (20 siswa). Analisis efektivitas menggunakan uji Paired Sample T-test dengan nilai N-Gain untuk mengukur peningkatan hasil belajar. Hasil penelitian menunjukkan media Candyo memperoleh validasi sangat baik dari ahli media (97,5%), materi (97,5%), dan bahasa (86%). Uji efektivitas menghasilkan peningkatan signifikan dengan N-Gain 0,708 (kategori tinggi) pada uji skala besar. Media ini berhasil mengakomodasi berbagai gaya belajar siswa (visual, auditori, kinestetik) dan dapat dioperasikan secara online maupun offline. Candyo terbukti menjadi solusi inovatif yang meningkatkan motivasi dan hasil belajar kosakata Bahasa Inggris di tingkat sekolah dasar dengan implikasi penerapan berkelanjutan melalui pelatihan guru dan pengembangan konten multi-materi.
PENGEMBANGAN MEDIA MUNEMA BERBASIS YOUTUBE UNTUK MENINGKATKAN KETERAMPILAN MELAGUKAN TEMBANG MACAPAT SISWA SEKOLAH DASAR Nugroho, Satrio Adi; Yulianto, Sigit
Jurnal Ilmiah Pendidikan Citra Bakti Vol. 12 No. 3 (2025): Jurnal Ilmiah Pendidikan Citra Bakti
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v12i3.5600

Abstract

Penelitian ini bertujuan mengembangkan media pembelajaran interaktif berbasis YouTube bernama MUNEMA (Mudah Nembang Macapat) untuk meningkatkan keterampilan siswa dalam melagukan tembang macapat di SD Negeri 2 Trayu, Kendal. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan Borg & Gall. Subjek penelitian adalah 16 siswa kelas IV. Instrumen penelitian meliputi angket, observasi, wawancara, dokumentasi, dan tes pretest–posttest. Hasil validasi oleh ahli materi dan media menunjukkan kelayakan sangat tinggi, masing-masing 94,5% dan 91,6%. Uji coba kelompok kecil dan besar menunjukkan peningkatan nilai siswa yang signifikan, dengan nilai rata-rata pretest 38,34 meningkat menjadi 81,67, serta dari 32,81 menjadi 76,56. Hasil uji paired sample t-test menunjukkan signifikansi 0,001, sementara analisis N-Gain sebesar 0,7043 (kategori tinggi) dan 0,6504 (kategori sedang), menunjukkan bahwa media efektif dalam meningkatkan hasil belajar. Media ini juga mendapatkan tanggapan sangat positif dari siswa dan guru. Media MUNEMA berpotensi digunakan secara lebih luas sebagai alternatif pembelajaran seni berbasis budaya lokal yang menarik, mudah diakses, dan mampu meningkatkan partisipasi serta hasil belajar siswa, terutama dalam konteks pembelajaran tembang macapat di sekolah dasar.
MOPIYA (Smart Monopoly of Culture) Media to Improve Elementary School Natural and Social Science Students' Learning Outcomes Hanifah, Isna Khoiriyah Noor; Yulianto, Sigit
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 9 No. 1 (2025): March
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v9i1.91159

Abstract

The limited use of learning media in the subject of science has contributed to student learning outcomes that do not meet the KKTP. This study aims to develop a MOPIYA (Monopoli Pintar Budaya) learning media for elementary school students in grade IV. This study uses a Research and Development (R&D) approach using ADDIE as its development model. The resulting product is validated by a material expert validator and a media expert validator. This study involved 25 grade IV students as research subjects. Data collection methods include interviews, observations, tests, questionnaires, and documentation. Product feasibility is evaluated through percentage analysis, while effectiveness is assessed using a normality test, t-test, and N-Gain test. The evaluation results show that the MOPIYA learning media is very feasible, scoring 93.3% from material experts and 94.3% from media experts. The t-test results revealed a significant difference in student learning outcomes before and after implementing MOPIYA media in science learning. In addition, the results of the N-Gain test showed a significant increase in student learning outcomes for small and large groups. The MOPIYA (Monopoli Pintar Budaya) learning media is feasible and effective in improving science learning outcomes for grade IV elementary school students. This study highlights the potential of the media developed to assist teachers in delivering teaching materials and students achieve learning outcomes.
IVORIA (Innovative, Creative, Varied) Interactive Teaching Media Based on Canva to Improve Learning Outcomes in Indonesian Language Material Main Ideas and Vocabulary Puspitasari, Putri; Yulianto, Sigit
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 9 No. 2 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v9i2.93668

Abstract

Indonesian Language Learning in Elementary Schools still faces obstacles in delivering materials. The lack of interactive learning media in the learning process causes low student learning outcomes. This study aims to develop an interactive IVORIA teaching media using Canva to enhance learning outcomes in Indonesian, with a particular focus on the main idea and vocabulary material for fourth-grade elementary school students. The type of research used is Research and Development (R&D) with the ADDIE development model. The research subjects consisted of 18 elementary school students who participated in large-group tests, and a sample of 8 students was selected using a purposive sampling technique. Data collection techniques were observation, interviews, documentation, questionnaires, and tests (pretest and posttest). The data analysis techniques employed were the normality test (Shapiro-Wilk), t-test, and N-Gain test. The results of the feasibility analysis for the IVORIA interactive teaching media were categorized as very feasible, with percentages of 93% among media experts, 95% among material experts, 98% among teacher responses, and 94% among student responses. The results of the analysis of media effectiveness, conducted using a paired t-test, showed a significance value of 0.001, with an average pretest score of 54.72 and an average posttest score of 79.44. The N-Gain score obtained was 0.54, indicating a moderate category. The results of the study indicate that the Canva-based IVORIA interactive teaching media is very feasible and effective in improving the Indonesian language learning outcomes of fourth-grade students. The implications of implementing technology in learning can also increase student engagement and learning outcomes, making it a worthy integration in basic Education.
Pengembangan Media Monopoli Cerita Untuk Peningkatan Hasil Belajar Bahasa Indonesia Siswa Kelas V Rahmawati, Faisa Emi; Yulianto, Sigit
JIKAP PGSD: Jurnal Ilmiah Ilmu Kependidikan Vol 9, No 2 (2025): Mei
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jkp.v9i2.71583

Abstract

Minimnya media pembelajaran yang digunakan selama proses pembelajaran mengakibatkan rendahnya hasil belajar siswa. Tujuan dari studi ini adalah untuk mengembangkan, menguji kelayakan serta keefektifan media Monopoli Cerita dalam meningkatan hasil belajar Bahasa Indonesia khususnya materi unsur intrinsik cerita. Metode yang digunakan pada studi ini yaitu Research and Devoplment (RnD) dengan menggunakan model Borg and Gall. Pengumpulan data dilakukan melalui observasi, wawancara, dokumentasi, penyebaran angket serta pretest dan posttest.Hasil dari penelitian mengindikasikan bahwa Media Monopoli Cerita sangat layak untuk meningkatkan hasil belajar dengan penilaian dari ahli media 95%, ahli materi 94% ,angket tanggapan guru 93,75% dan angket tanggapan siswa 95%. Media Monopoli Cerita juga efektif digunakan dalam meningkatkan hasil belajar dengan peningkatan rata-rata pretest 51% dan postest 84%, hasil uji t-test menunjukkan 0,000,serta hasil uji N-Gain sebesar 0,6748 dengan kriteria sedang. Dengan demikian, media Monopoli Cerita efektif untuk meningkatkan hasil belajar Bahasa Indonesia (materi unsur intrinsik cerita) siswa kelas V SD Negeri 3 Ringinpitu Grobogan.
Pengembangan Media Pembelajaran Flashcard Interaktif Berbasis Qr-code Menggunakan Model Make a Match Untuk Peningkatan Hasil Belajar Majas Personifikasi Kelas IV Aldha, Cindy Febrianti Puspitasari; Yulianto, Sigit
JIKAP PGSD: Jurnal Ilmiah Ilmu Kependidikan Vol 9, No 2 (2025): Mei
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jkp.v9i2.71406

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar majas  personifikasi di kelas IV SD Negeri Wonosari 03, yang disebabkan pembelajaran masih menggunakan metode ceramah dan belum optimalnya pemanfaatan media pembelajaran. Penelitian ini menggunakan metode Research and Development (R&D) yang mengdaptasi model Borg and Gall yang dimodifikasi sugiyono dari 10 tahapan peneliti hanya menggunakan 8 tahapan saja. Hasil penelitian menunjukkan bahwa media pembelajaran ini layak berdasarkan penilaian ahli media dan ahli materi sebesar 91% tanggapan guru 95%, dan tanggapan siswa 96%. Efektivitas  media pembelajaran dibuktikan melalui uji signifikasi yang menunjukkan nilai 0,001 > 0,005 dengan peningkatan rata-rata dari pretest 44,7 menjadi 87,4 pada  posttest. Hasil uji N-Gain mencapai 78,69% yang termasuk dalam kategori tinggi, membuktikan bahwa media flashcard interaktif berbasis Qr-code dengan model make a match efektif meningkatkan hasil belajar majas personifikasi.
Virtual Reality-Based Learning Media for Food Chain Adventures to Improve Students’ Science Learning Outcomes Yuliana Tri Widyaningrum; Yulianto, Sigit
Jurnal Edutech Undiksha Vol. 13 No. 1 (2025): June
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v13i1.93087

Abstract

Science (IPAS) is often considered difficult by students, which is caused by a lack of innovative teaching methods. Therefore, new innovations in the learning process are needed. This study aims to develop a virtual reality-based food chain adventure media to improve elementary school students’ science learning outcomes. This research is a development study using the Borg and Gall model. The subjects of the study included learning media experts, content experts, and classroom teachers. The trial subjects consisted of 6 fifth-grade students for the small group trial and 22 fifth-grade students for the large group trial. Data were collected through observation, interviews, documentation, questionnaires, and tests. The instruments used in the study were questionnaires and tests. Data were analyzed using qualitative and quantitative descriptive analysis and t-tests. The results showed that the virtual reality-based food chain adventure media was rated as “highly feasible” by both media and content experts. Students’ responses also fell into the “highly feasible” category. From the pretest and posttest results involving 28 students, the t-test calculation indicated that the media had a significant effect on students’ learning outcomes. It can be concluded that the virtual reality-based food chain adventure media can improve the science learning outcomes of fifth-grade students. The implications of this study are that the media can enhance student learning outcomes, motivate teachers to develop innovative learning media, and serve as a reference for developing effective teaching strategies.
DUKUNGAN KELUARGA DAPAT BERPENGARUH PADA KUALITAS HIDUP PASIEN KANKER PARU YANG MENJALANI KEMOTERAPI Putri, Diyanah Syolihan Rinjani; Utami, Mega; Fitriana, Rufaida Nur; Yulianto, Sigit
Journal of Advanced Nursing and Health Sciences Vol. 4 No. 1, Januari 2023
Publisher : Universitas Kusuma Husada Surakarta

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

Abstract

Cancer is a disease caused by abnormal cell growth that turns into cancer cells. Normally, cells will only divide if there is dead or damaged cell needs to be replaced. Patients with lung cancer undergoing chemotherapy cannot be separated from the experience of decreased quality of life, namely physical, psychological, social and environmental discomfort. It is important to pay attention to the four domains so that patients with lung cancer patients undergoing chemotherapy have a better quality of life through family support and the patients will also have hopes and goals in life. The purpose of this study is to determine the relationship between family support and the quality of life of patients with lung cancer undergoing chemotherapy at Regional Public Hospital of DR. Moewardi. The researcher used an observational analytic design with a cross-sectional approach. The population in this study were 61 respondents. Sampling was conducted using total sampling technique with a sample of 61 respondents. Data were collected using questionnaires. The results showed that the family support for lung cancer patients undergoing chemotherapy was high (67.2%), the quality of life for lung cancer patients undergoing chemotherapy was good (88.52%). Analysis of the data using the Spearman rank test with P value = 0.016 with (p <0.05) indicating that family support significantly related with the quality of life of patients with lung cancer undergoing chemotherapy, with r value = 0.308 with moderate correlation strength. The conclusion of the study is that there is a relationship between family support and quality of life of patients with lung cancer undergoing chemotherapy at RSUD DR. Moewardi. This research can be used as information on health and nursing services for the community about lung cancer.
The Causes of Stress on Elderly During Pandemic of Covid-19: A Systematic Review Yulianto, Sigit; Windarwati, Heni Dwi
Indonesian Journal of Global Health Research Vol 6 No 1 (2024): Indonesian Journal of Global Health Research
Publisher : GLOBAL HEALTH SCIENCE GROUP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37287/ijghr.v6i1.2754

Abstract

The problem of COVID-19 was able to infect all people regardless of age group, however the elderly of 60 years and above were the more vulnerable population to exposure to the corona virus. This research was aimed to identify the causes of stress on elderly during pandemic of COVID-19. Methods: A systematic search through three databases: ScienceDirect, PubMed, and ProQuest, by using these following terms “causes of psychological”, “stress”, “cause”, “elderly”, “older adult”, and “COVID-19”. The search was restricted on publication during December 2019 – October 2020. The article was selected by exerting PRISMA, the total of 16 articles were analyzed through systematic review. Findings: Based on the synthetic finding, this research found that the stress on elderly was divided into two factors. The internal factors were chronic disease, loneliness, emotional condition, and self-endurance, while external factor were lack of family support, regional lockdown, lack of communication with neighbor, reduced income, and lack of physical exercise. Conclusions: This research finding referred to risk factors from wither internal factor or external factor which could cause the stress on elderly during this pandemic of COVID-19.
The Effectiveness of Media Disc Triage Assessment on Clinical Reasoning Skills of Australasian Triage Scale (ATS) in Nursing Students Rosida, Nikma Alfi; Afni, Anissa Cindy Nurul; Rahmad, Muhamad Nur; Faradisa, Elok; Yulianto, Sigit
Indonesian Journal of Global Health Research Vol 7 No 1 (2025): Indonesian Journal of Global Health Research
Publisher : GLOBAL HEALTH SCIENCE GROUP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37287/ijghr.v7i1.4069

Abstract

Australasian Triage Scale (ATS) is a tool used by emergency department nurses to assess a patient's health status and prioritise services based on the severity of the patient's condition. Clinical Reasoning skills are cognitive processes in the form of theoretical applications and clinical abilities of a nurse in evaluating, diagnosing, and providing nursing care for patients based on information and condition. Objective: This study aims to evaluate the effectiveness of using learning tools by using media Disc Triage Assessment to improve clinical reasoning skills using ATS triage. Method: The research method used was quasi-experimental without control group design. A total of 193 nursing diploma students who passed the Emergency Nursing course were selected using purposive sampling. Therefore, the sample is 35 students. Data analysis was performed using Wilcoxon test. Result: The results were significant improvements across five domains of Nurses Clinical Reasoning Skills (NCRS): Assessment, Diagnosis, Intervention, Implementation, and Evaluation, all with p-values < 0.05. Conclusions: This has a significant positive effect on improving students' clinical reasoning skills in determining triage ATS. This shows can be effective in improving the ability of students to determine triage levels and make informed clinical decisions.