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Validitas Pengembangan Media Pembelajaran Cerita Rakyat Berbasis Augmented Reality Materi Unsur Intrinsik Cerita Siswa Kelas IV SDN Geger 1 Latifa Rahmasari, Salsa; Rian Damariswara; Kukuh Andri Aka
Jurnal Pendidikan Guru Sekolah Dasar Vol. 2 No. 2 (2025): February
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/pgsd.v2i2.1453

Abstract

Based on classroom observations, interview, and distribution of questionnaires at SDN Geger 1 Grade IV, a notable issue during lessons is the prevalent use of conventional media, specifically storybooks, by teachers during instructional activities. Students must re-read the story multiple times to comprehend its meaning. Due to the restricted number of books and story titles, students must take turns reading. The learning process remains passive due to inadequate utilization of varied media and suboptimal technology integration Learning activities remain passive because teachers have limited use of diverse media and have not yet optimized the use of technological media. This study aims to analyze the validity of developing the use of Augmented Reality based folk tale media in teaching intrinsic story elements to fourth-grade students at SDN Geger 1 This study employs the R&D method using the ADDIE model approach. In the data collection process, a validation questionnaire was used, conducted by subject matter experts in Indonesian language and instructional media experts. Based on the findings from the content validation results, it is stated that the Augmented Reality based folk tale media achieved a percentage of 80%, indicating a validity level classified as "valid”. Meanwhile the validity of the instructional media content obtained a percentage of 88%, which is classified as "highly valid" and deemed suitable for use as a learning. Referring to the average of both validation results, a percentage of 84% was obtained. As a result the Augmented Reality based instructional media featuring folk tales in the intrinsic story elements material has met all aspects is classified as "highly valid" and is suitable for use in the learning process.
Nilai Nilai Karakter Dalam Lirik Lagu Husein Mutahar Pada Buku Siswa Sekolah Dasar Dhea Anggita Vernanda; Fifi Alaydia Putri; Kurnia Puji Lestari; Rian Damariswara
JISPENDIORA Jurnal Ilmu Sosial Pendidikan Dan Humaniora Vol. 2 No. 2 (2023): Agustus: Jurnal Ilmu Sosial, Pendidikan Dan Humaniora
Publisher : Badan Penerbit STIEPARI Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56910/jispendiora.v2i2.646

Abstract

In developing children's character, the role of the teacher also has an important role as the main figure in schools in guiding and educating children. Giving songs to instill character values according to the level of child development. Husein Mutahar's children's song was chosen as the object of research because of several considerations, namely as follows: (1) Husein Mutahar's children's song can be learned at all levels of education, (2) Husein Mutahar's children's song is able to evoke a spirit of nationalism, (3) children's song Husein Mutahar's work tells about gratitude because Indonesia has become independent, (4) awakens a sense of nationalism and love for the motherland, especially Indonesian youth. This type of research is literature research with a qualitative approach, because it is done by reading, researching, understanding, criticizing and evaluating. The analytical method used is qualitative analysis. Based on the results and discussion, it can be concluded that there are three children's songs by Husein Mutahar in the elementary school students' books. There are 13 character values based on character values.
Literacy Dice Puzzle Learning Media to Improve Literacy Skills of Grade V Elementary School Students Mila Indriati; Bagus Amirul Mukmin; Kukuh Andri Aka; Rian Damariswara
Jurnal Pendidikan dan Pengajaran Vol 58 No 1 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpp.v58i1.88143

Abstract

The lack of reading culture at home and in the surrounding environment impacts low student literacy. Based on this, this study aims to develop a game-based learning media, "Teka-Teki Dadu Literasi", to improve the literacy skills of grade V elementary school students that are valid, practical, and effective. This study uses the Research and Development (R&D) method with the ADDIE development model, which consists of five stages: analysis, design, development, implementation, and evaluation. The methods used in collecting data are interviews, observations, questionnaires and tests. The instruments used in the study were questionnaire sheets and tests. The subjects of the study were learning media experts. The trial subjects were in two stages: limited trials and extensive trials by students and teachers. The data analysis technique in this study used a quantitative and qualitative descriptive approach. The study results were the validity test results from the learning media expert, who obtained a score of 83.07%, so it was included in the "Very Good" criteria. The results of the practicality test by the teacher obtained a score of 92% (very valid). The results of the limited trial by students were 100% (very valid). The results of the extensive trial by students were 98.77% (very valid). The effectiveness test results showed that the "Literacy Dice" media effectively improved students' literacy skills, with an average increase of 68,2%. This shows that this learning media is suitable for supporting the literacy learning process. The implication of this research is that the game-based learning media "Literacy Dice Puzzle" that was developed can be used in elementary school learning.
ANALISIS STRATEGI MAHASISWA PGSD KELAS 1C DALAM MEMBANGUN KARAKTER SEBAGAI CALON GURU Neril Hidayatun Nikmah; Nabilla Prestiana Ekayanti; Seftiana Rofiatul Rozah; Rian Damariswara
Satya Widya Vol. 41 No. 1 (2025)
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/j.sw.2025.v41.i1.p16-29

Abstract

The personality skills that owned by a teacher play a crucial role in achieving educational goals. This personality is shaped by individual experiences, which govern one's perspective and thinking, and are reflected in behavior and accumulated in personality. This study shows that character education is essential in preparing students to become good teachers. In this regard, efforts and strategies are needed to develop good character in order to become a professional teacher. A professional teacher is not only one who relies on knowledge but also on moral qualities and must cultivate the values of a professional teacher's character. This study uses a qualitative descriptive method with primary data sources consisting of interviews and surveys, and secondary data from literature reviews. The purpose of this research is to understand the strategies of first-year PGSD students in the 1C class at Universitas Nusantara PGRI Kediri in forming and developing character as future teachers. The research method uses a qualitative descriptive approach. The results of this study indicate a high level of interest and understanding among the 1C class students of Universitas Nusantara PGRI Kediri to become teachers who not only understand but also can implement teaching skills. The implications of this study can be used for further research development.
Pengembangan Media Pop up Book Berbasis QR-Code Untuk Meningkatkan Kemampuan Mendeskripsikan Bagian Tubuh Tumbuhan Kelas IV SDN Pare 1 Andrasmara Paranto, Ersava Rafael; Alfi Laila; Rian Damariswara
Jurnal Pendidikan Guru Sekolah Dasar Vol. 2 No. 4 (2025): August
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/pgsd.v2i4.1940

Abstract

Penelitian pengembangan ini bertujuan untuk menghasilkan media Pop Up Book berbasis QR Code materi bagian tubuh tumbuhan yang valid menurut ahli materi dan media serta praktis dan efektif menurut pengguna (guru). Pada uji validitas memperoleh nilai rata-rata 89,165% dengan kategori layak digunakan tanpa adanya revisi. Kemudian hasil uji kepraktisan produk oleh pengguna melalui angket respon pengguna mendapatkan rata-rata 96% oleh guru dengan kategori sangat praktis, lalu 96,1% dan 95,4% oleh peserta didik dengan kategori sangat praktis. Sedangkan hasil uji efektivitas dari kegiatan pre-test dan post-test mendapatkan rata-rata 88,06% dengan kategori sangat efektifoleh karena itu, dapat ditarik simpulan bahwa penelitian dan pengembangan ini menghasilkan media Pop Up Book berbasis QR Code yang telah memenuhi kategori pada uji validitas, uji kepraktisan, dan uji efektivitas. Produk ini dapat dijadikan sebagai salah satu media yang baik untuk diterapkan pada pembelajaran IPA kelas IV SD.
Pengembangan Modul Berbasis Permainan Bahasa untuk Pembelajaran Kosa Kata Kelas I SDN Mojoroto 4 Azizah Martha Kinanty; Rian Damariswara; Agus Budianto
JURNAL RISET RUMPUN ILMU PENDIDIKAN Vol. 4 No. 2 (2025): Agustus : JURRIPEN : Jurnal Riset Rumpun Ilmu Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurripen.v4i2.5538

Abstract

This research was motivated by the results of observations, interviews, and tests conducted with 1th students at SDN Mojoroto 4. On the observations, it was found the teacher relied solely on the school’s textbook as a learning resource and used a lecture-based teaching method. There was a lack of innovation in instructional delivery, which led to students having limited vocabulary mastery and difficulty in constructing words. Interviews with some students revealed that they quickly became bored with the monotonous learning process. Therefore, a language game-based module was needed to address these issues. The objectives of this study are: (1) To determine the validity of module, (2) To determine the practicality of the module, and (3) To determine the effectiveness of the module. The development model used was ADDIE, which includes the following stages: (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The validity test results showed that the module expert gave a score of 92%, and the material expert gave a score of 80%. Practicality test results from teacher response questionnaires reached 94%, student responses in the limited trial reached 95%, and in the wider trial reached 92%. Effectiveness test results showed a classical percentage of 100% in both limited and wider trials. It can be concluded that the developed language game-based module is valid, practical, and effective.
PENGEMBANGAN MEDIA BIG BOOK BERGAMBAR BERMUATAN KEARIFAN LOKAL KEDIRI PADA MATERI MENGENAL KOSAKATA KELAS 1 SD Oktaviana, Cindy; Rian Damariswara; Farida Nulaila Zunaidah
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.v9i04.16311

Abstract

This research is motivated by the results of observations, that 50% of students have grades below the KKM. This is because understanding in receiving the material is still lacking resulting in low vocabulary mastery. This is due to the lack of use of teaching media during the learning process. This research aims to develop big book teaching media with pictures containing local Kediri craftsmanship in class I vocabulary material. The research method used is development (R&D) with the ADDIE development model which consists of five stages, namely analysis, design, development, implementation, evaluation. The product trial subjects were carried out on 23 class I students. The instruments used were the students' learning results. From the results of the trials carried out, it was found that the effectiveness of the big book teaching media containing Kediri local wisdom in vocabulary material was obtained with an average score of 90 in the very effective category. From the results of this research, it can be concluded that the development of illustrated big book media containing Kediri local wisdom is suitable for use in learning.
PENGEMBANGAN MEDIA POP-UP BOOK MATERI KOSAKATA BAHASA INDONESIA SISWA KELAS II SDN NGADI MOJO TAHUN AJARAN 2023/2024 Ulantika, Ayu; Rian Damariswara; Endang Sri Mujiwati
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.v9i4.16769

Abstract

This research was motivated by teachers who predominantly used the lecture method and did not use supporting tools such as learning media. The aim of this research is to determine the validity, practicality and effectiveness of the Pop-Up Book media for Indonesian vocabulary material for class II students at SDN Ngadi Mojo. This research uses research and development methods with the ADDIE development model. The development model used to develop Pop-Up Book media refers to the ADDIE development model, which includes 5 stages, namely 1) Analysis Stage, 2) Design Stage, 3) Development Stage, 4) Implementation Stage, and 5) Evaluation Stage. The subjects in this research were teachers and students of class II SDN Ngadi Mojo Kediri. The data collection techniques were questionnaires and tests, while the data analysis technique used was the Likert scale. The results of this research produced Pop-Up Book media with Indonesian vocabulary material which was declared very valid after validation by media experts and material experts with a percentage of 88%. From the results of the questionnaire, teacher and student responses obtained a percentage of 85.8%, including the very good category. Meanwhile, student learning outcomes obtained a percentage of 85.65% and were declared very effective.
PENGEMBANGAN MODIG (MODUL DIGITAL) BERBASIS PEMBELAJARAN KONTEKSTUAL PADA MATERI PROSES PERUBAHAN BENTUK ENERGI KELAS IV SDN MANGGIS 2 PUNCU Sri Indra Puspito Sari; Frans Aditia Wiguna; Rian Damariswara
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 3 September 2025 In Order
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.32038

Abstract

The purpose of this research and development is to determine the validity, practicality, and effectiveness of Modig (Digital Module) Based on Contextual Learning on the Material of Energy Transformation Process for Grade IV of SDN Manggis 2 Puncu. Development) with the ADDIE model which consists of 5 stages, namely (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The subjects of this study were teachers and 33 grade IV students of SDN Manggis 2 Puncu. The data analysis techniques used were qualitative descriptive analysis and quantitative descriptive analysis. The results of this study indicate that (1) The validity test obtained a material validation score of 96% and a teaching material validation of 84%. The values obtained are included in the very valid category. (2) the practicality test obtained a teacher practicality score of 98%. The student practicality of the limited trial was 88% and the broad trial was 90%. The teacher's and student's practicality scores were then accumulated, resulting in a score of 93.5%. (3) The effectiveness test obtained a limited trial score of 87.5% and a broad trial score of 85.6%, categorizing it as highly effective. It can be concluded that the contextual learning-based digital module for the material on energy transformation processes for fourth graders at SDN Manggis 2 Puncu is highly valid, highly practical, and highly effective for use in classroom learning.
TEACHERS’ OBSTACLES IN ASSESSING STUDENTS’ ATTITUDES DURING THE ONLINE LEARNING PROCESS BASED ON THE CURRICULUM OF 2013 Silvia Auliya; Rizqi Wahyu Afanti; Rodeo Danu A; Rian Damariswara
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 12 No. 2 (2023): April
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v12i2.9297

Abstract

This paper discusses the teachers’ obstacles in giving attitude assessments to students from home. In addition, this paper also discusses the impact that is accused regarding the obstacle in giving attitude assessment to students and knows the solution that is used by the teacher to resolve the obstacle in giving attitude assessment. The research method used is a qualitative descriptive approach. The data collection used is an interview method. The research subject is the teachers at State Elementary School of Pelas 01 who are applying K-13 in classes 1 to 6. The research finding is that the teachers had obstacles during the learning process based on K-13. The obstacles faced by the teachers at State Elementary School ofPelas 01 who use K-13 are that the students had been late in collecting the tasks, students had not allowed Zoom Meetings, and students had not responded to their teachers. The impact of obstacles implies that teachers cannot assess the attitude through discipline, honesty, responsibility, and politeness to students. Thus, the teacher takes action to overcome these issues.