Khasanah, Linaria Arofatul Ilmi Uswatun
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Pengembangan Game Edukasi Berbasis kearifan Lokal Berorientasi dalam Peningkatan Kemampuan Membaca Permulaan di Sekolah Dasar Khasanah, Linaria Arofatul Ilmi Uswatun; Ningrum, Izza Eka; Huda, Mochammad Miftachul
Jurnal Basicedu Vol. 7 No. 1 (2023)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v7i1.4539

Abstract

Siswa sekolah dasar dituntut memiliki keterampilan membaca yang baik, namun kemampuan membaca permulaan siswa Sekolah Dasar masih tergolong rendah. Pengembangan media game edukasi berbasis kearifan lokal dilakukan dengan tujuan meningkatkan kemampuan membaca permulaan siswa Sekolah Dasar kelas I. Media game edukasi berbasis kearifan lokal dikembangkan dengan metode ADDIE yang terdiri dari analyze, design, development, implementation dan evaluation. Hasilnya, media game edukasi berbasis kearifan lokal dapat dilihat dari hasil validitas yang diperoleh dari dua pakar dan hasil keefektifan dari aktivitas dan respon siswa yang menyatakan media game edukasi sangat valid untuk bisa digunakan oleh siswa di sekolah dasar dengan dibuktikan dengan uji coba tebatas dan uji coba lapangan, yang dilakukan untuk mengukur respon siswa terhadap penggunaan media game edukasi berbasis kearifan lokal dengan hasil yang sangat baik serta dapat digunakan oleh guru untuk meningkatkan kemampuan membaca permulaan yang dibuktikan melalui hasil uji-t uji-t 0,034 < 0,05. Hasil uji N-Gain menyatakan adanya peningkatan membaca permulaan siswa kelas I di sekolah dasar dengan persentase 75,10% dengan kategori efektif. Secara keseluruhan disimpulkan bahwa media game edukasi berbasis kearifan lokal dinyatakan layak digunakan dalam meningkatkan kemampuan membaca permulaan siswa.
Media Game Edukasi Berbasis Web Worldwall sebagai Media Pembelajaran IPA di Sekolah Dasar Elisah, Alda Dwin Mar; MZ, A.F Suryaning Ati; Khasanah, Linaria Arofatul Ilmi Uswatun
EDUKATIF : JURNAL ILMU PENDIDIKAN Vol 6, No 5 (2024)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/edukatif.v6i5.7280

Abstract

Indonesia saat ini mengalami peningkatan dalam bidang pendidikan, salah satunya dengan menciptakan pembelajaran yang menyenangkan melalui media pembelajaran yang dipakai. Tujuan dilakukan penelitian ini adalah untuk mengetahui validitas, kepraktisan, dan efektivitas media game edukasi berbasis web wordwall. untuk meningkatan pemahaman materi siswa kelas VI pada mata pelajaran IPA di sekolah dasar. Penelitian ini menggunakan jenis penelitian Research and Development (R&D). Model penelitian yang digunakan yaitu model ADDIE yang terdiri dari Analysis (analisis), Design (desain), Development (pengembangan), Implementation (implementasi), dan Evalution (evaluasi). Subjek penelitian siswa kelas VI MI Muhammadiyah 02 Solokuro. Hasil penelitian menunjukkan bahwa: (1) media game edukasi berbasis web wordwall sangat valid digunakan yang terbukti  pada hasil validitas yang telah dilakukan oleh ahli media, ahli materi dan ahli desain dengan perolehan skor 3.51, 3.91, 3.62 dengan kategori sangat valid. (2) media game edukasi berbasis web wordwall sangat praktis digunakan terbukti dengan hasil angket respon siswa pada uji coba terbatas dan lapangan dengan perolehan skor 4.22 dan 4.10 dan hasil angket aktivitas siswa dengan presentase 3.35 dan 4.42 yang menunjukkan terdapat peningkatan pada uji coba terbatas dan lapangan. Penelitian ini mempunyai dampak positif dalam peningkatan mutu pembelajaran yang dilakukan
Pengembangan Media Video Interaktif dalam Pembelajaran Menulis Puisi Siswa di Sekolah Dasar Fitria, Natasya Ayu; Khasanah, Linaria Arofatul Ilmi Uswatun; Susandi, Ari
EDUKATIF : JURNAL ILMU PENDIDIKAN Vol 6, No 5 (2024)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/edukatif.v6i5.7302

Abstract

Siswa kehilangan minat belajar dan proses menghasilkan puisi ketika guru menggunakan bahan ajar yang tidak dinamis dan menarik. Penelitian di bidang ini diharapkan dapat mengarah pada penciptaan produk media digital, seperti film interaktif, yang dapat membantu siswa kelas empat sekolah dasar belajar membuat puisi. Model pengembangan ADDIE dan penelitian dan pengembangan (R&D) merupakan metode penelitian yang digunakan. Partisipan dalam penelitian ini adalah siswa kelas IV SD Muhammadiyah 1 Babat. Kuesioner respon dan aktivitas siswa serta lembar validasi digunakan sebagai alat bantu pembelajaran. Dengan tingkat validasi sebesar 93% di kalangan ahli media, 90% di kalangan ahli desain, dan 90% di kalangan ahli materi, temuan penelitian menunjukkan bahwa media pembelajaran video interaktif bersertifikat layak digunakan. Media pembelajaran video interaktif dinilai praktis untuk digunakan dalam proses pembelajaran baik pada uji coba terbatas (dengan persentase 91%) maupun uji coba lapangan (86%). Dapat disimpulkan bahwa media pembelajaran video interaktif berhasil digunakan dalam pembelajaran menulis puisi, hal ini ditunjukkan dengan tingkat keefektifan 88% pada uji terbatas dan 84% pada uji lapangan. Berdasarkan temuan tersebut, dapat dikatakan bahwa media pembelajaran video interaktif adalah alat yang hebat untuk pendidikan
Sosialisasi Pembuatan Hairdum Berbahan Alami Daun Bambu (Bambusa SP) yang kaya akan vitamin E dan Antibiotik Untuk Mengatasi Masalah Rambut Bercabang Di Kalangan Remaja : Socialization of Making Hairdum Made from Natural Bamboo Leaves (Bambusa SP) which is rich in vitamin E and Antibiotics to Overcome Split Hair Problems Among Teenagers Puspasari, Ainur Kharisma; Rosemawati, Amelia Diesta Choirunia; Iqlima, Isna Fatimatul; Khasanah, Linaria Arofatul Ilmi Uswatun
Jurnal Pengabdian Magister Pendidikan IPA Vol 8 No 1 (2025): Januari-Maret 2025
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jpmpi.v8i1.10452

Abstract

Split ends are often experienced by teenagers, especially girls, and can be caused by various factors such as excessive sun exposure, use of chemical-based products, air pollution, and bad hair care habits. One solution that can be used to overcome this problem is to use natural ingredients, such as bamboo leaves, which are rich in vitamin E and antibiotic properties. This research aims to socialize the making of hairdum (hair mask) made from bamboo leaves to teenagers in Tlanak Village, Kedungpring District. This activity was carried out on October 16, 2024 at the Tlanak Village Hall with the method of counseling, practical training, and direct assistance in making hairdum. The socialization results showed that teenagers were very enthusiastic and interested in the benefits of bamboo leaves for hair health. Participants were also taught how to make Hairmist from bamboo leaves as a more natural and environmentally friendly alternative to hair care. This program is expected to increase teenagers' understanding of natural hair care and reduce dependence on chemical-based products. In addition, this program also encourages the utilization of local natural resources to develop products that are socially and economically beneficial. The results of this activity show a positive impact on adolescents' awareness of the importance of natural hair care, as well as opening up opportunities for product development.
Pengembangan Media Flipbook Digital Pada Pembelajaran Menulis Puisi Siswa Kelas V SD Negeri 3 Mojorejo Khusnatul Mawaddah Al-Habibah; Khasanah, Linaria Arofatul Ilmi Uswatun; Zativalen, Oriza
Jurnal Kiprah Pendidikan Vol. 4 No. 3 (2025): Jurnal Kiprah Pendidikan | Juli 2025
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/kpd.v4i3.p485-494

Abstract

The learning of poetry writing is an important activity aimed at developing students' language skills and creativity. This study aims to develop digital flipbook media for poetry writing learning. The methodology used in this research is the Research and Development model with the ADDIE approach, which consists of analysis, design, development, implementation, and evaluation. The subjects of this study are 23 fifth-grade students at SD Negeri 3 Mojorejo. The instruments used for data collection include expert validation, student response questionnaires, and student activity questionnaires. The results indicate that the developed digital flipbook media is highly valid, with percentages of 97% from media experts, 95.25% from content experts, and 94.50% from design experts. The practicality of the media is also evidenced by student response questionnaire results, showing percentages of 87.5% in small-scale trials and 90.57% in large-scale trials, categorized as very practical. In conclusion, the digital flipbook media can be utilized as an innovative alternative in the poetry writing learning process, providing an engaging and enjoyable learning experience for students
Pengembangan Media Flipbook Digital Pada Pembelajaran Menulis Puisi Siswa Kelas V SD Negeri 3 Mojorejo Khusnatul Mawaddah Al-Habibah; Khasanah, Linaria Arofatul Ilmi Uswatun; Zativalen, Oriza
Jurnal Kiprah Pendidikan Vol. 4 No. 3 (2025): Jurnal Kiprah Pendidikan | Juli 2025
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/kpd.v4i3.p485-494

Abstract

The learning of poetry writing is an important activity aimed at developing students' language skills and creativity. This study aims to develop digital flipbook media for poetry writing learning. The methodology used in this research is the Research and Development model with the ADDIE approach, which consists of analysis, design, development, implementation, and evaluation. The subjects of this study are 23 fifth-grade students at SD Negeri 3 Mojorejo. The instruments used for data collection include expert validation, student response questionnaires, and student activity questionnaires. The results indicate that the developed digital flipbook media is highly valid, with percentages of 97% from media experts, 95.25% from content experts, and 94.50% from design experts. The practicality of the media is also evidenced by student response questionnaire results, showing percentages of 87.5% in small-scale trials and 90.57% in large-scale trials, categorized as very practical. In conclusion, the digital flipbook media can be utilized as an innovative alternative in the poetry writing learning process, providing an engaging and enjoyable learning experience for students
The Effect of Gadget Usage Duration on Students' Reading Interest at Madrasah Ibtidaiah Muhammadiyah 16 Karangasem Ningtias, Rahayu Kusuma; Zativalen, Oriza; Khasanah, Linaria Arofatul Ilmi Uswatun
Jurnal Pembelajaran Bahasa dan Sastra Vol. 4 No. 4 (2025): Juli 2025
Publisher : Raja Zulkarnain Education Foundation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55909/jpbs.v4i4.826

Abstract

This study aims to determine the effect of gadget usage duration on students’ reading interest at MI Muhammadiyah 16 Karangasem. The increasing use of gadgets among elementary school students may divert their attention from reading activities. A significant number of students tend to spend more time on gadgets than reading books, which potentially leads to a low level of reading interest. This research employed a quantitative approach with a survey design. The sample consisted of 87 students from grades 4 and 5, who were divided into three groups based on their gadget usage duration: high, medium, and low. The instruments used were questionnaires that measured gadget usage duration and the level of reading interest based on four indicators: enjoyment in reading, interest, attention, and engagement in reading. The data analysis techniques included validity tests, reliability tests, normality tests, homogeneity tests, and hypothesis testing using One-Way Anova. The results showed a significant difference in reading interest based on the duration of gadget usage. The calculated F value was 7.373 with a significance level of 0.001, indicating that gadget usage duration significantly affects students’ reading interest. The average reading interest score for students with low gadget usage duration was 73.75, for medium duration was 77.17, and for high duration was 71.21. Based on these results, it can be concluded that the higher the duration of gadget usage, the lower the students’ reading interest tends to be.
Development of Digital Comic Media Based on Local Wisdom with the Theme of Love Indonesia in Elementary School Hamidah, Melani Zulfa; Khasanah, Linaria Arofatul Ilmi Uswatun; Susandi, Ari
Jurnal Tematik Vol 14 No 1 (2025): Jurnal Tematik
Publisher : Pendidikan Dasar Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jt.v14i1.68206

Abstract

This study aims to develop digital comic media based on local wisdom that is valid and feasible to use in learning Indonesian in elementary schools. The method used is Research and Development (R&D) with the Analysis, Design, Development, Implementation, and Evaluation (ADDIE) development model. The research subjects in this study were fifth grade students of SDN 2 Tambakrigadung. The instruments used include media expert validation sheets and material validation sheets as well as student response questionnaires and student activity questionnaires. The results showed: (1) material expert validation obtained an average score of 3.78 which is classified as very valid and media expert validation obtained an average score of 3.83 which is also classified as very valid. (2) the student response questionnaire obtained an average score of 3.61 with a very good category, while the student activity questionnaire obtained an average score of 3.80 with a very good category. Based on these results, it can be concluded that digital comic media based on local wisdom is valid and feasible to use in learning Indonesian in elementary schools.