Claim Missing Document
Check
Articles

Found 20 Documents
Search

PENGEMBANGAN MEDIA PEMBELAJARAN AUGMENTED REALITY BERBANTUAN ASSEMBLR EDU PADA MATA PELAJARAN MATEMATIKA UNTUK MENINGKATKAN PEMAHAMAN KONSEP SISWA KELAS V Annisa Ulkhoiroh; Sukmawarti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.28496

Abstract

This study aims to develop Augmented Reality-based learning media assisted by Assemblr Edu to improve students' conceptual understanding in mathematics subjects. This research is a type of Research and Development (R&D) using the ADDIE development model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The study was conducted at SDN 108239 Tanjung Mulia. Research data were obtained from material and media validation, as well as from teacher response questionnaires and students' conceptual understanding tests.The results showed that the Augmented Reality-based learning media assisted by Assemblr Edu was declared feasible by two validators media and material experts. The material validation yielded a feasibility percentage of 100%, while media validation reached 83.3%. Additionally, teacher responses to the media reached 100%, falling into the "highly feasible" category. The validity test results for the students' conceptual understanding test showed that the calculated r value was greater than the table r value, and the significance value was less than 0.05. With r table at n = 24 and α = 0.05 being 0.404, the instrument was deemed valid.Based on the research findings, it can be concluded that the development of Augmented Reality-based learning media assisted by Assemblr Edu is overall feasible for use in the school learning process to improve students' conceptual understanding in mathematics.
PENGEMBANGAN BAHAN AJAR BANGUN DATAR BERBASIS ETNOMATEMATIKA RUMAH ADAT KARO UNTUK MENINGKATKAN PEMAHAMAN KONSEP MATEMATIKA SISWA SD Br Tarigan, Tama Ulina; sukmawarti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.34850

Abstract

Tujuan penelitian ini adalah untuk mengetahui kelayakan dan peningkatan pemahaman konsep matematika siswa melalui bahan ajar berbasis etnomatematika berinspirasi rumah adat Karo yang telah dikembangkan. Penelitian ini menggunakan jenis Penelitian dan Pengembangan (R&D) dengan model pengembangan ADDIE yang terdiri dari lima tahap: analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek penelitian ini adalah 27 siswa kelas IV SD Negeri 102004 Tiga Juhar. Objek penelitian ini adalah bahan ajar berbasis etnomatematika terkait rumah adat Karo. Instrumen yang digunakan untuk mengumpulkan data dalam penelitian ini adalah angket. Hasil penelitian menunjukkan persentase kelayakan bahan ajar berdasarkan uji validasi ahli materi, angket respon guru, dan angket respon siswa. Validasi ahli materi mencapai persentase 92%, yang dikategorikan sangat baik/layak digunakan. Validasi respons guru mencapai 94%, yang juga dikategorikan sangat baik/layak digunakan tanpa revisi. Sementara itu, respons siswa mencapai persentase 84%. Selanjutnya, hasil tes pemahaman konsep menunjukkan skor rata-rata 88,88%, yang termasuk dalam kategori sangat valid. Berdasarkan hasil validasi yang diperoleh, dapat disimpulkan bahwa bahan ajar berbasis etnomatematika pada rumah adat Karo layak digunakan dalam proses pembelajaran matematika. The purpose of this study is to determine the feasibility and improvement of students' understanding of mathematical concepts through ethnomathematics-based teaching materials inspired by the traditional Karo house that have been developed. This research employs a type of Research and Development (R&D) using the ADDIE development model, which consists of five stages: analysis, design, development, implementation, and evaluation. The subjects of this study were 27 fourth-grade students from SD Negeri 102004 Tiga Juhar. The object of this research is the ethnomathematics-based teaching material related to the traditional Karo house. The instrument used to collect data in this study was a questionnaire. The research results showed the feasibility percentage of the teaching material based on validation tests by material experts, teacher response questionnaires, and student response questionnaires. The validation by material experts reached a percentage of 92%, categorized as very good/feasible for use. The teacher response validation reached 94%, also categorized as very good/feasible for use without revisions. Meanwhile, the student response reached a percentage of 84%. Furthermore, the results of the concept understanding test showed an average score of 88.88%, which falls into the very valid category. Based on the validation results obtained, it can be concluded that the ethnomathematics-based teaching material on the traditional Karo house is suitable for use in the mathematics learning process.
PENGEMBANGAN LKPD INTERAKTIF BERBASIS GAME EDUKASI UNTUK MENINGKATKAN KETERAMPILAN PROSES PADA PEMBELAJARAN IPAS MATERI FOTOSINTESIS DI SD Dian Divania; Sukmawarti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 3 (2024): Volume 09 No. 03 September 2024.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i3.18831

Abstract

Penelitian ini membahas mengenai LKPD interaktif berbasis game edukasi untuk meningkatkan keterampilan proses pada pembelajaran IPAS materi fotosintesis di SD. Penelitian ini bertujuan untuk meningkatkan keterampilan proses peserta didik melalui penggunaan LKPD interaktif berbasis game edukasi yang menarik. Metode penelitian yang digunakan adalah Reseach and Development (R&D) dengan menggunakan model ADDIE yang terdiri dari 5 tahapan yaitu Analisis (Analisys), perancangan (Design), Pengembangan (Development), Implementasi dan evaluasi. Subjek dalam penelitian ini adalah peserta didik kelas IV MIS Hidayatullah Batang Kuis. Data dikumpulkan melalui observasi, angket dan tes. Hasil penelitian menunjukkan bahwa penggunaan LKPD interaktif berbasis game edukasi sangat valid, sangat praktis, dan sangat efektif digunakan dalam pembelajaran IPAS materi fotosintesis. Implikasi dari penelitian ini adalah pentingnya pengembangan LKPD interaktif berbasis game edukasi yang menarik sehingga dapat meningkatkan keterampilan proses peserta didik.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBANTUAN ARTICULATE STORYLINE 3 BERBASIS MASALAH UNTUK MENINGKATKAN PEMAHAMAN KONSEP PADA MATERI PENGUMPULAN DAN PENYAJIAN DATA DI KELAS V SD Sri Rahayu Murwaningsih; Sukmawarti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, No. 04 Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.21101

Abstract

Education is very important for humans in all aspects of their lives. Learning is an effort made deliberately by educators to convey knowledge, organize and create environmental systems using various methods so that students can carry out learning activities effectively and efficiently with optimal results. However, in reality, based on observations carried out by researchers at UPTD SDN 010131 Pulau Rakyat Tua, students in class V think that mathematics is difficult, teachers still use print media in learning, then the level of student concentration in learning is low, and students pay less attention to the teacher during the learning process. . Given the problems above, efforts need to be made to overcome them. The researcher developed different variations of technology-based learning media, namely Interactive Learning Media Assisted by Articulate Storyline 3. This research aims to determine student responses, determine the validity, practicality, effectiveness of the development of problem-based interactive learning media assisted by Articulate Storyline 3 to increase understanding of concepts in the collection material. and presenting data in class V at UPTD SDN 010131 Pulau Rakyat Tua. This research method uses research and development (R&D) with the ADDIE development model. Data on the level of suitability of the media Interactive Learning Media Assisted by Articulate Storyline 3can be measured from the level of students' mastery of the material being taught with the results known as student responses based on the questionnaire given to all students, 29 students obtained a percentage of 81%. The results of the teacher's response to the media developed obtained a percentage of 94%. The validation results in the media study developed obtained a percentage of 83%. The validation results in the study of the material contained in the media developed obtained a percentage of 85%. From the results above, the media developed has been declared very feasible or very valid. Keywords: Education, Interactive Learning Media, Articulate storyline 3
UPAYA MENINGKATKAN KETERAMPILAN SISWA DALAM MEMAHAMI MATERI HAK DAN KEWAJIBANKU MENGGUNAKAN MODEL PJBL DENGAN PROJEK DESAIN POSTER PADA SISWA KELAS IV SD Nabila, Putri; Nurjannah; Faisal Husna; Sukmawarti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.33995

Abstract

This research is a classroom action research consisting of planning, acting, observing, and reflecting. The actions are carried out in two cycles, and each cycle consists of two meetings. By using the PJBL model with a poster design project on the material of rights and obligations at home and at school, there has been an increase in terms of learning outcomes and skills in doing assignments. This is evidenced by the results of the research cycle I meeting II by making a poster design project for rights and obligations has reached 85% in the very good category and the results of cycle II meeting II percentage 82% for LKPD while 91% for test questions this percentage is included in the very good category.
Pengembangan Modul Pembelajaran pada Kegiatan Ekstrakurikuler Pramuka Penggalang untuk Meningkatkan Keterampilan dan Karakter Siswa di SD Negeri 104267 Pegajahan Andira, Nurul; Sukmawarti
JISMA: Jurnal Ilmu Sosial, Manajemen, dan Akuntansi Vol 3 No 3 (2024): Agustus 2024
Publisher : Melati Institute

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

Abstract

Scouting is an extracurricular activity that has become part of the education system in Indonesia. Learning modules in the extracurricular activities of the Cub Scouts are developed based on the Scout curriculum that has been established by the Indonesian Scout Movement. However, in reality, at SD Negeri 104267 Pegajahan it is still found that teachers who make scout learning modules are not in accordance with the needs in designing effective and quality modules which can cause learning modules that are less interactive, less interesting, or less targeted. In this study, researchers used a development research design or better known as Research and Development (R&D). The Research & Development method is a research method used to produce a particular product, and test the effectiveness of the product. This research was designed with the ADDIE development model. The ADDIE model consists of five development steps, namely: (1) analyze, (2) design, (3) develop, (4) implement, and (5) evaluate (Tegeh, 2014: 42) The results of this study refer to research and development which has five stages. However, researchers only use three stages, namely the analysis stage, the design stage, and the development stage. The module teaching materials developed are valid and ready to use with a score of 77.65% from module experts and 77.33% from material experts with each criterion “Valid, can be used but needs minor revisions” so that the module can be used or applied in extracurricular activities later.
PENGEMBANGAN MEDIA KOMIK DIGITAL UNTUK MENINGKATKAN MINAT BELAJAR MATEMATIKA MATERI GEOMETRI BANGUN DATAR Zifanny Ardini; Sukmawarti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.40290

Abstract

This study aims to develop learning media in the form of digital comics that can increase students' interest in learning Mathematics, especially in the material of flat geometry in elementary schools. The background of this study is based on the low interest of students in learning mathematics which is considered difficult and less interesting, as well as the limitations of learning media used by teachers in conveying abstract geometric concepts. The research method used is Research and Development (R&D) with the 4D development model (Define, Design, Develop, Disseminate) from Thiagarajan. The subjects of the trial in this study were fifth grade students at SD Swasta Kasih Ibu Medan. Data were obtained through validation questionnaires from material experts, media experts, teachers, and student learning interest questionnaires. The results of the study showed that the digital comic media developed had a high level of validity, good practicality, and significant effectiveness in increasing students' interest in learning. This media was declared suitable for use as a mathematics learning aid because it was able to visualize abstract concepts to be more concrete, fun, and easy for students to understand. Thus, digital comic media has proven to be an innovative solution in increasing students' interest in learning and enriching the variety of learning media in the classroom.
PENGEMBANGAN BAHAN AJAR BERBASIS SAINTIFIK UNTUK MENINGKATKAN HASIL BELAJAR MATEMATIKA DI SEKOLAH DASAR Zifanna Ardina; Sukmawarti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.40291

Abstract

This study aims to develop scientific-based teaching materials to improve elementary school students' mathematics learning outcomes, especially in flat geometry material in grade IV. The background of this study is based on the low mathematics learning outcomes of students caused by the assumption that mathematics is a difficult subject, the lack of interesting teaching materials, and the lack of a scientific approach in the learning process. The type of research used is research and development (Research and Development) with a 4D model consisting of the Define, Design, Development, and Dissemination stages. The subjects of this study were 20 fourth-grade students of Kasih Ibu Private Elementary School, Medan. Data collection instruments consisted of observation, interviews, expert validation questionnaires, and learning outcome tests. The validation results showed that the developed teaching materials were included in the categories of "very feasible" and "very effective" in improving mathematics learning outcomes. Thus, these scientific-based teaching materials can be used as an alternative learning resource that is interactive and relevant to students' needs in understanding mathematical concepts
PENGEMBANGAN DESAIN PEMBELAJARAN BERBASIS MASALAH BERBANTUAN WORDWALL UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH MATEMATIKA SISWA SD Silvi; Sukmawarti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.41531

Abstract

Study employs a Research and Development (R&D) design using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The purpose of this research is to develop a Problem-Based Learning (PBL) design assisted by Wordwall media and to determine its effectiveness in improving the mathematical problem-solving skills of fifth-grade elementary school students, specifically on the topic of simple fractions. The research instruments include validation sheets from material and media experts, mathematical problem-solving skill tests, observation sheets, and student response questionnaires. Data collection techniques were conducted through observation, testing, and questionnaires. Data analysis techniques included qualitative descriptive analysis for validation and observation data, as well as quantitative descriptive analysis for test and questionnaire data, including the calculation of the N-Gain score to measure the improvement in students' problem-solving skills. The results showed an increase in the students' average score from 72.14 in the pretest to 90.71 in the posttest, with an N-Gain value of 0.69, categorized as "medium." The development stage results indicated that the designed learning model is highly feasible, with material validation reaching 89% and media validation reaching 92%. The implementation of Wordwall-assisted Problem-Based Learning successfully enhanced students' activeness, focus, and engagement in the mathematics learning process. Thus, the developed learning design is declared effective and feasible for use in elementary schools.
Pengukuran Baku dan Tak Baku dalam Pembelajaran Matematika Sekolah Dasar Kelas III serta Implementasinya dalam Kehidupan Sehari-hari Naila Syahira Simatupang; Safrida Napitupulu; Sukmawarti; Hidayat; Sujarwo
Journal of Golden Generation Education Vol. 2 No. 1 (2026): Februari 2026: Journal of Golden Generation Education
Publisher : PT. LEMBAGA PENERBIT PENELITIAN NUSANTARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65244/jgge.v2i1.535

Abstract

Pada Penelitian ini akan membahas tentang bagaimana peran pengukuran baku dan tak baku didalam pembelajaran matematika sekolah dasar serta dalam penerapannya di kehidupan sehari-hari. Para Peserta didik sekolah dasar sering mengalami kesulitan tentang bagaimana dalam memahami konsep pengukuran, khususnya dalam membedakan antara tingkat ketelitian dan konsistensi antara satuan baku dan tak baku. Didalam Penelitian ini juga digunakan untuk tujuan dalam mendeskripsikan antara perbedaan pengukuran baku dan tak baku, fungsinya dalam pembelajaran, serta contoh penerapannya dalam kehidupan sehari-hari. Metode yang digunakan adalah pendekatan deskriptif kualitatif melalui kegiatan praktik pengukuran dan analisis reflektif. Didalam hasil penelitian ini menunjukkan tentang satuan tak baku seperti jengkal dan langkah membantu siswa memahami konsep panjang secara konkret dan kontekstual. Sementara itu, dalam satuan baku seperti meter dan sentimeter memberikan hasil yang lebih akurat, konsisten, dan dapat dibandingkan setiap orang. Contoh dalam kehidupan sehari-hari antara lain mengukur meja dengan jengkal, memperkirakan jarak dengan langkah, serta mengukur kain atau ruangan dengan meteran. Simpulan penelitian menegaskan bahwa integrasi kedua jenis satuan dalam pembelajaran dapat memperkuat pemahaman konsep dan mengaitkan matematika dengan pengalaman nyata siswa.