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PENGEMBANGAN MULTIMEDIA INTERAKTIF KARAKTERISTIK TATA SURYA (KATARYA) KELAS VI SEKOLAH DASAR Naufal Daffa Atha; Wawan Priyanto; Husni Wakhyudin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.30954

Abstract

The background that prompted this research was students' difficulties in following and understanding science lessons on the solar system. However, after further investigation through questionnaires, interviews, and needs analysis, the underlying problem was revealed to be a lack of teacher innovation in the learning process using instructional media. Teachers still use conventional learning techniques, focusing primarily on textbooks as learning resources. This leads to student boredom during the learning process The research questions are: 1) How does the development of interactive multimedia on the characteristics of the solar system (KATARYA) for sixth grade elementary school students based on Articulate Storyline work? 2) How is the feasibility of developing interactive multimedia on the characteristics of the solar system (KATARYA) for sixth grade elementary school students based on Articulate Storyline? 3) How is the practicality of developing interactive multimedia on the characteristics of the solar system (KATARYA) for sixth grade elementary school students based on Articulate Storyline? This research method is Research and Development (R&D). The ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model was used. Data collection techniques included observation, interviews, questionnaires, and documentation. Product testing was conducted at Muhammadiyah 16 Elementary School, Semarang. Based on the research conducted, the media validation score was 93%, categorized as "very valid," and the material validation score was 96%, categorized as "very valid." The questionnaire responses were then tested on 28 sixth-grade students. The calculated data showed that the questionnaire responses scored 95.7%, categorized as "very practical," while the teacher responses scored 100%, categorized as "very practical." These scores indicate that the KATARYA media is highly valid and practical for use in sixth-grade elementary school learning.
MEDIA PEMBELAJARAN BERBASIS PERMAINAN LUDO MATERI SISTEM PENCERNAAN PADA PEMBELAJARAN IPAS KELAS V SEKOLAH DASAR Aulia Nur Rahmawati; Henry Januar Saputra; Wawan Priyanto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31186

Abstract

The background of the research is the lack of learning media used in learning and the absence of game-based learning media. This study aims to produce learning media based on ludo games on the digestive system in grade V Elementary School IPAS learning. The research uses Research and Development (RnD) with the ADDIE model development model which has 5 stages, namely analysis, design, development, implementation, evaluation. The test subjects were fifth grade students of SDN Sembungharjo 02 and SDN Karangroto 01. The data collection techniques used were interviews, observations, and questionnaires. The research instruments used were observation sheets, interview sheets, teacher and student needs questionnaires, media and material validation questionnaires, and teacher and student response questionnaires. Data analysis techniques in this study used quantitative descriptive data analysis and qualitative descriptive data analysis. The results showed that the ludo game-based learning media was very valid with a media validation score of 96.25% and material validation of 96.88%. The practicality of the media is categorized as very practical by teachers by 100% and students by 98,11%. Thus, learning media based on ludo games can be said to be valid and practical, and can be used optimally in delivering human digestion material.
Pelaksanaan Pembelajaran Blended Learning Di Masa Pandemi Covid-19 Pada Kelas Iv Sd Negeri 1 Duren Titis Suci Widyowati; Wawan Priyanto; Sukamto Sukamto
Jurnal Sultra Elementary School Vol 3 No 1 (2022): Edisi Juni 2022
Publisher : Prodi PGSD Unsultra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64690/jses.v3i1.356

Abstract

The Covid-19 pandemic has transformed the learning process at SD Negeri 1 Duren, which traditionally relied on face-to-face instruction, into a blended learning system that combines offline (luring) and online (daring) learning. The purpose of this study is to examine the implementation process of blended learning in Grade IV of SD Negeri 1 Duren and to identify its strengths and weaknesses. This research uses a qualitative method, with data collected through observation, interviews, and documentation. The research subjects include fourth-grade students and their teacher. The findings indicate that online and offline learning were conducted simultaneously. The WhatsApp application was used as the main online learning platform, while offline learning took place at school based on the materials shared through the WhatsApp group. The implementation of blended learning presents several challenges, such as students’ limited understanding of the material and poor time management. However, it also offers advantages, including the ease for teachers to distribute learning materials to all students.
PENGEMBANGAN KOMIK DIGITAL CERITA DONGENG PADA MATA PELAJARAN BAHASA INDONESIA KELAS III SEKOLAH DASAR Novfan Rahmat Ramadhan; Wawan Priyanto; Mei Fita Asri Untari
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.32110

Abstract

This study aims to develop a valid and practical digital comic medium of fairy tales for the Indonesian Language subject in third-grade elementary school. The type of research used is Research and Development (R&D) with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The study was conducted at two elementary schools: SDN Gayamsari 01 and SDN Karangtempel. The results of the validation tests by media experts and material experts obtained a percentage of 95.3%, which falls within the interval of 81%–100% and is categorized as "highly feasible." Meanwhile, the practicality test results by teachers obtained a percentage of 93.3%, and the practicality test results by students reached 98.6%, both of which fall within the interval of 81%–100% with the category of "highly feasible." Therefore, the developed digital comic of fairy tales is declared highly feasible for use as a learning medium in the Indonesian Language subject for third-grade elementary school.
EFEKTIVITAS MEDIA FLASH CARD BERBASIS MICROSOFT POWERPOINT PADA KETERAMPILAN MEMBACA NYARING KELAS II DI SD NEGERI 1 BANDENGAN Yanicha Rosalia Amanda; Wawan Priyanto; Kartinah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 2025.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i4.32129

Abstract

This study aims to determine the effectiveness of using Microsoft PowerPoint-based flash card media on the oral reading skills of second-grade students at SD Negeri 1 Bandengan. The background of the study stems from the low oral reading skills of students, as indicated by inaccurate pronunciation, improper intonation, low volume, and lack of reading fluency. This research employed a quantitative method with a one-group pretest-posttest design. The sample consisted of all 35 second-grade students. Data collection instruments included oral reading tests, observation sheets, and student questionnaires. Data were analyzed using normality tests, paired sample t-tests, and N-Gain analysis. The results showed an increase in students’ oral reading scores, with a pretest average of 59.14 and a posttest average of 80.14. The paired sample t-test indicated a significance value of 0.000 (p < 0.05), meaning there was a significant difference before and after the treatment. The N-Gain score was 0.51, categorized as moderate. Based on these findings, it can be concluded that the use of Microsoft PowerPoint-based flash card media is effective in improving the oral reading skills of second-grade students.
PENGEMBANGAN MEDIA PEMBELAJARAN EBOOK KENAMPAKAN ALAM DAN BUATAN PADA PEMBELAJARAN ILMU PENGETAHUAN ALAM DAN SOSIAL (IPAS) KELAS III SEKOLAH DASAR Isaroh muchodimah; Wawan Priyanto; Mira Azizah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 2025.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i4.32179

Abstract

This study aims to develop digital learning media in the form of interactive Ebooks for natural and artificial features material in the subject of natural and social sciences (IPAS) for grade III Elementary School. The background of this study is the low understanding and participation of students due to the use of lecture methods and LKS without the support of interactive visual or digital media. The formulation of the research problem is 1) How is the product of the development of natural and artificial features Ebook learning media in natural and social sciences (IPAS) for grade III Elementary School. 2) How is the feasibility of natural and artificial features Ebook learning media in natural and social sciences (IPAS) for grade III Elementary School 3) How is the practicality of natural and artificial features Ebook learning media in natural and social sciences (IPAS) for grade III Elementary School. This study uses ADDIE Research and Development (R&D) research with five stages, namely analysis, design, development, implementation and evaluation. Media development was carried out using the Canva and Heyzine applications. The study was conducted at SDN Mranggen 2 with 30 grade 3A students. The data from this study were obtained from observations, interviews, and questionnaires. Validation by material experts, media experts, teacher response questionnaires, students. and Ebooks were designed with a composition of 70% visual and 30% text that was adjusted to the cognitive development stage of elementary school students. The results of the study showed that this learning media was suitable for use with an average score of 96% from media experts and 94% from material experts, and was stated to be practical based on teacher responses of 95% and students of 98.4%. From these scores, it was stated that the Ebook media was very valid and practical to use in the learning process in grade III of elementary school.