Claim Missing Document
Check
Articles

Found 24 Documents
Search

PENGEMBANGAN MEDIA AUDIO VISUAL UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA PEMBELAJARAN PENDIDIKAN PANCASILA MENGGUNAKAN APLIKASI CAPCUT Subhan, Muhammad; Darniyanti, Yulia; Sandia, Eci``
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 1 (2025): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v6i1.2290

Abstract

This study aims to develop a learning media to raise students' enthusiasm in the learning process or when evaluating learning on the Pancasila Education learning content. Therefore, researchers are interested in developing an interesting learning media that can make students interested in following the learning process. Which media uses audio-visual media (animated videos). The problem is that students feel bored in the learning process. The type of development research (R & D), while the model used is the ADDIE model has steps including Analysis, Design, Development, Implementation and Evaluation. The types of data used are qualitative data and quantitative data. The development of the instrument used is an analysis instrument for students, practicality, effectiveness. Data collection techniques use teacher and student response questionnaires, interviews, observations and documentation. Data analysis techniques use validity, practicality and effectiveness analysis techniques. Based on the development that has been carried out with audio-visual media in Pancasila Education learning for class IV SDN 06 Koto Baru. It can be concluded as follows: 1) Validation of audio-visual learning media in learning Pacasila Education class IV SDN 06 Koto Baru was assessed by three validators. With an average validation value of 85% with a very valid category. 2) Practicality assessed by the homeroom teacher and 16 students on animated video learning media obtained an average of 96.86% with a very practical category. 3) Effectiveness assessed from student learning outcomes obtained an average of 87.5% with a very effective category. By using this media, student learning outcomes are better than before.
PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO ANIMASI BERBANTU APLIKASI CANVA PADA MATA PELAJARAN PENDIDIKAN PANCASILA KELAS IV SDN 14 PULAU PUNJUNG Amin, Alhafizin Amin; Ningsih, Sri Yunimar; Darniyanti, Yulia
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 2 (2025): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v6i2.3323

Abstract

This research was motivated by schools that had not used interactive media that could attract students' attention. The same thing was also found when conducting PLP, several problems were found, namely that teachers only used lecture and discussion learning methods and still had not used more interesting media which resulted in less than optimal student understanding and students feeling bored. Therefore, researchers are interested in developing Animated Video learning media. The type of research is development research, namely using the ADDIE development model consisting of the analysis stage, the analysis stage includes material analysis, analysis of student needs and student characteristics. The planning stage (design) the planning stage is the design of the animated video learning media, namely the instrument design and framework design. The development stage (develop) the development stage is a validation test. The implementation stage (implementation) the implementation stage is carried out for practicality and effectiveness. The evaluation stage (evaluation) is carried out at each stage starting from analysis, design, develop and implementation.The results of the validation assessment of Animation Videos in the validation test by 3 experts had an average score of language validation of 84.1%, media validation of 85.5% and material validation of 89.9% included in the very valid category, meaning that the application is in accordance with the language, media and learning materials. The practicality test of educators with an average score of 75% was categorized as very practical and from students 90.445% were categorized as very practical, meaning that the application can be used easily for the learning process, while the results of the effectiveness of learning animation videos with a score of 95% were categorized as very effective, meaning that animation videos can improve student learning outcomes.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS COMPUTATIONAL THINKING MENGGUNAKAN SCRATCH MATERI PECAHAN Filahanasari, Eka; Darniyanti, Yulia
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 15, No 1 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i1.13484

Abstract

Pentingnya kemampuan berpikir kritis dan computational thinking di era society 5.0. pada era ini ditekankan pada teknologi dalam penggunaannya memecahkan masalah sosoal dan meningkatkan kualitas diri. Upaya mengatasi tantangan tersebut diperlukan pengembangan kemampuan berpikir kritis siswa melalui integrasi computational thinking dengan memanfaatkan aplikasi scratch. Penelitian ini dengan tujuan untuk mendeskripsikan proses pengembangan dan kelayakan dari media pembelajaran berbasis Computational Thinking menggunakan scratch materi pecahan dalam mengupayakan kemampuan berpikir kritis siswa. Jenis penelitian ini menggunakan teori pada prosedur pengembangan model ADDIE. Tahap awal model ini yaitu analisis dengan analisis masalah, analisis materi, analisis kurikulum. Selanjutnya desain media dan perangkat pembelajaran. Media pembelajaran berbasis Computational Thinking menggunakan scratch divalidasi ahli dan diuji coba pada guru dan siswa guna memproses tahap development (pengembangan). Selanjutnya pada tahap implementation dilakukan pengimplementasian media pada kelas IV diperoleh data hasil pre-test dan posttest kemampuan berpikir kreatif. Penelitian ini dilakukan pada siswa kelas IV SDN 15 Koto Baru, Dharmasraya. Dari hasil penelitian diperoleh hasil bahwa media pembelajaran berbasis Computational Thinking menggunakan scratch dinyatakan valid dengan skor 4,1 kategori valid. Ditinjau dari segi kepraktisan, diperoleh data hasil angket penilaian guru sebesar 4,2 dan penilian siswa 4,7 dengan kategori praktis. Untuk hasil keefektifan ditinjau dari peningkatan hasil belajar kemampuan berpikir kritis prettest dan posttest siswa dengan nilai uji n-gain sebesar 0,65 pada kategori sedang. Sehingga penelitian ini menunjukkan bahwa media yang dikembangkan mampu secara nyata meningkatkan kemampuan berpikir kritis siswa dan media ini mendorong integrasi teknologi secara luas dalam pembelajaran.
PENGARUH MODEL COOPERATIVE LEARNING TIPE STUDENT TEAMS ACHIEVEMENT DIVISIONS (STAD) TERHADAP HASIL BELAJAR IPAS MURID KELAS V SDN 09 KOTO BARU Ilham Asmaryadi, Ahmad; Esa Putri, Sintia; Darniyanti, Yulia
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Posted
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61754

Abstract

This study was motivated by the low learning outcomes in Science and Social Studies (IPAS) among fifth-grade students at SDN 09 Koto Baru, which were caused by teacher-centered learning that limited students' active participation in asking questions, engaging in discussions, and expressing their opinions. One alternative to overcome this problem is the implementation of the Student Teams Achievement Divisions (STAD) cooperative learning model. This study aimed to determine the effect of the STAD cooperative learning model on the IPAS learning outcomes of fifth-grade students at SDN 09 Koto Baru. The study employed a quantitative approach using a pre-experimental method with a one-group pretest-posttest design. The participants consisted of 17 fifth-grade students. Data were collected through pretest and posttest achievement tests and analyzed using the shapiro–wilk normality test and the paired samples t-test with the assistance of SPSS version 25. The results showed that the students' mean score increased from 62.94 on the pretest to 88.24 on the posttest, with a significance value of 0.000 < 0.05. It was concluded that the Student Teams Achievement Divisions (STAD) cooperative learning model had a significant positive effect on improving the IPAS learning outcomes of fifth-grade students at SDN 09 Koto Baru.