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Pengembangan Media Pembelajaran Interaktif Capinus Air Pelajaran IPA Pokok Bahasan Siklus Air Defantari, Evy Lissa; Yulianto, Sigit
Jurnal Penelitian Pendidikan IPA Vol 10 No 10 (2024): October
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i10.7483

Abstract

Researcher observations were carried out at SD Negeri Beringin 02, which showed that there were problems related to science education content, including limited learning media and low student learning outcomes. The researcher aims to develop, and test the feasibility and test effectiveness of the Capinus Air learning media, namely Canva-based learning media for science lesson content, with the hope of improving the learning outcomes of class V students at SD Negeri Beringin 02, Central Java, especially in the science subject Water Cycle (Hydrology). ). Using the Borg and Gall model with modifications to the 8 stages of the development model, namely: potential and problems; data collection; product design; design validation; design revision; trial product; product revision; and trial use. In Class V, 22 students took part in large-scale experiments and 6 students carried out small-scale experiments and collected data through questionnaires, interviews, and documentation. The t-test results determine a significance value of 0.00 on both small and large scales. For the N-Gain value criteria, it is included in the "High" category, the calculation produces 0.78 on a small scale and a large scale, namely 0.77. Therefore, Capinus Air Interactive learning media is very suitable for teaching science and improving student learning outcomes.
Development of Nearpod-Based Learning Media to Improve Learning Outcomes in Elementary School Grade V IPAS Subjects Darnawati, Oktavia Eka; Yulianto, Sigit
Jurnal Penelitian Pendidikan IPA Vol 10 No 11 (2024): November
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i11.7552

Abstract

The purpose of this research is to develop Nearpod-based learning media to help improve students’ low learning outcomes and maximize the use of technology-based media at SDN Wonosari 02 Semarang City. This research is a type of Research and Development (R&D) research with the ADDIE development model. The results showed that Nearpod-based learning media is very feasible to use in learning IPAS human respiratory system material with a percentage of assessment by material experts of 88.75% and media experts of 93.75%. The results of the questionnaire assessment by teachers related to the media obtained a percentage score of 90% and students of 93.33% with a very feasible category. For the Paired Sample T-Test test with a significance value of sig. (2-tailed) obtained a result of 0.000. So, it is known that the value is < 0.05. Therefore, it can be concluded that there is a significant difference from the average pretest score and the average posttest score. As for the N-Gain Test, the score shows an average of 0.71 with high criteria. The conclusion of this study is that Nearpod media is feasible and effective to improve student learning outcomes in IPAS learning.
Development of Flipbook Learning Media to Improve Learning Outcomes IPAS Pigai, Fani Yustina Putri; Yulianto, Sigit
Jurnal Penelitian Pendidikan IPA Vol 10 No 8 (2024): August
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i8.7937

Abstract

Utilizing digital learning media is something that teachers need to do. This is because learning media is an important learning role. The lack of use of innovative and creative learning media can result in student learning outcomes not being achieved optimally, especially in class IV science subjects on plant body parts and their functions. This research was conducted with the aim of creating and developing Flipbook learning media which can be used as a means of delivering material to students. This research uses Research and Development research with the ADDIE research model. Furthermore, the researcher's data analysis technique used the normality test, n-gain test and t-test which were processed with the SPSS 23 application. The expert validator lecturer's assessment obtained a percentage result of 93.75% in the very feasible category. The results of the normality test in this study obtained a pretest result of 0.52 and a posttest value of sig. = 0.36 which indicates that the data is normally distributed. The next analysis is the n-gain test which produces the result that the n-gain score is 0.46 which shows an increase in the value in the medium category and the last one is the t-test which produces t-test calculations for pretest and posttest questions showing results that are sig. (2-tailed), namely 0.000, indicates a significant difference between the pretest and posttest. Through research and assessment of the test results, there is an increase in student scores as seen from the pretest and posttest learning results. Thus, it can be concluded that the Flipbook learning media is very suitable and effective for use in teaching and learning activities, especially in class IV science subjects regarding plant body parts and their functions.
Keefektifan Media Video Animasi untuk Meningkatkan Minat Dan Hasil Belajar Mata Pelajaran IPAS Kelas IV SD Negeri Klumprit 01 Nusawungu Kabupaten Cilacap Caella, Lavenia Ayu; Yulianto, Sigit
Jurnal Penelitian Pendidikan IPA Vol 10 No 9 (2024): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i9.8445

Abstract

The science and science learning implemented at SD Negeri Klumprit 01 Nusawungu, Cilacap Regency still uses conventional media, which results in a lack of student interest in learning and has an impact on student learning outcomes. One learning media that can attract students' interest in participating in the learning process is animated video media. The aim of this research is to analyze and describe effective learning media to increase interest and learning outcomes in science subjects. This type of research is quantitative experiment, with A quasi-experimental Design and a Nonequivalent Control Group Design. The population members consisted of class IVA as the control class and class IVB as the experimental class. The data collection techniques used were tests and questionnaire sheets. Data analysis in this research used the Independent Sample T Test to test the differences and effectiveness of Animation Video Media. The research results show that the application of animated video media is more effective than conventional media. The results of the analysis of learning interest and learning outcomes show that the experimental class has a higher average interest score (82.03) compared to the control class (75.88). Meanwhile, the average learning outcome score for the experimental class was higher (81.38) than the control class (66.15). It was concluded that the application of animated video media was more effective than conventional media in the science and sciences subject on Building a Civilized Society.
Bahasa Inggris Bahasa Inggris: Bahasa Indonesia Hermawati, Venanda; Yulianto, Sigit
Jurnal Penelitian Pendidikan IPA Vol 11 No 2 (2025): February
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i2.10277

Abstract

This research applied Borg and Gall's research and development (R&D) method. There are 10 stages, but this research only reaches stage 8, namely the usage trial. The difficulty experienced by students in learning the material is due to the lack of technology-based media so that the value of complete students is 35 and 65% is not complete. The data collection methods used are tests and non-tests (observation, interviews, questionnaires, and documentation). This is the main reason for this research, which is to make learning media based on Google Sites, test its feasibility, and evaluate its effectiveness. The results showed that Google Sites-based media was created using Google Sites, with contents in the form of a main page, main menu (learning objectives, materials, LKPD, videos, music, and profile), and navigation guides. A very feasible assessment was obtained with a percentage of 93.75% material experts and 92.5% media experts. The effectiveness of the media is measured from the pretest and posttest scores as evidenced by the calculation of the t value of -10.699 and the sig value. (2-tailed) of 0.000 < 0.05. The N-Gain test obtained a medium category with an average N-Gain result of 0.6154. The results of this study indicate that the media design has been made, feasible, and effective to improve the learning outcomes of fifth grade students of SDN Rejamulya 02 Cilacap Regency on the material of Sound and its Properties.
Development of Interactive Media Articulate Storyline 3 on Earth Structure Material to Improve Elementary School Students' Science Learning Outcomes Nisa’, Syo’immatun; Yulianto, Sigit
Jurnal Penelitian Pendidikan IPA Vol 11 No 4 (2025): April
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i4.10717

Abstract

This study aims to develop, test the feasibility and effectiveness of interactive learning media Articulate Storyline 3 to improve learning outcomes in grade V students at SDN Sembaturagung 02 Pati Regency. This type of research is development research (R&D) using the Borg and Gall model. The subjects of this study were grade V students of SDN Sembaturagung 02 totaling 29 students in the 2024/2025 academic year. Data collection techniques used test techniques (pretest-posttest) and non-tests in the form of observation, interviews, questionnaires, and documentation. The results of this study indicate that the development of interactive media Articulate Storyline 3 is effective in improving the science learning outcomes of grade V students of SDN Sembaturagung 02 Pati Regency. This is evident from the results of the feasibility test obtained by the percentage of assessment by material experts, namely 90.20% and media experts 92.50% with the criteria "very feasible". The effectiveness of the Articulate Storyline 3 media is proven by the average increase in posttest results with the results of the N-gain test of 0.50 which is in the moderate category. Teachers and students gave very positive responses to the distributed questionnaire. Based on these results, it shows that the interactive media Articulate Storyline 3 is effective in improving student learning outcomes and is feasible and useful for use in science learning on the material of the structure of the earth's layers in class V SDN Sembaturagung 02.
PENGEMBANGAN MEDIA LAGU BERBANTUAN MAGIC SPELL CARD UNTUK MENINGKATKAN PENGUASAAN KOSAKATA BAHASA INGGRIS SISWA SD Amalia, Rezky Martha; 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.v12i3.5385

Abstract

Penguasaan kosakata sebagai pondasi dalam pembelajaran Bahasa Inggris tingkat dasar. Dukungan dalam penguasaan kosakata memerlukan media pembelajaran inovatif dan interaktif menyesuaikan kebutuhan peserta didik. Penelitian bertujuan mengevaluasi kelayakan dan efektivitas pengembangan media pembelajaran kolaboratif berupa lagu berbantuan magic spell card untuk pembelajaran Bahasa Inggris. Peneliti menggunakan metode Research and Development (R&D) menggacu pada model Borg and Gall.Teknik purposive sampling melibatkan 25 peserta didik serta ahli materi, ahli bahasa dan ahli media. Pengembangan dimulai dengan analisis kebutuhan peserta didik, memperoleh skor 81%  (kebutuhan tinggi). Validasi media menunjukkan hasil sangat valid, yaitu 91% oleh ahli materi, 83% oleh ahli bahasa, dan 97% oleh ahli media. Hasil uji coba penggunaan media menunjukkan pada angket tanggapan guru:89 % (Sangat Layak) dan peserta didik:95% (Sangat Layak). Selain itu hasil ketuntasan belajar peserta didik mencapai 100% (Sangat Efektif) dengan peningkatan hasil belajar berdasarkan nilai pre-test dan post-test yang menghasilkan skor N-Gain:76,8% (Tinggi). Uji statistik menggunakan paired t-test menghasilkan nilai signifikansi 0,000 yang menunjukkan perbedaan yang bermakna dan kelayakan media yang dikembangkan. Penelitian pengembangan ini sebagai inovasi media belajar kolaboratif berbasis lagu dan flashcard dalam penguasaan kosakata serta memperkaya referensi metode Research and Development model Borg and Gall pada media pembelajaran tingkat dasar.
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.