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Model Pembelajaran Project Based Learning (PJBL) untuk Mengembangkan Kreatifitas Siswa Sekolah Dasar Inayah, Seni Siti; Marginingsih, Ria
Journal of Social Responsibility Projects by Higher Education Forum Vol 4 No 2 (2023): November 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/jrespro.v4i2.3191

Abstract

This service activity is carried out to improve and develop the creativity of 5th grade elementary school students at SDN 2 Handapherang. Online learning during the pandemic is enough to make students bored and limited in their efforts to develop themselves. Through the Project Based Learning (PJBL) learning model, it is hoped that it can spur students to think creatively in solving a problem. The activities carried out of course refer to the syntax of the Project Based Learning (PJBL) learning model, namely presenting problems, making plans & arranging schedules, monitoring project creation, assessment and evaluation. From the results of the program that has been carried out students are able to solve problems with different styles. This means that each student has his or her own way of determining a solution to the given problem. The assessment is carried out by taking into account the aspects of fluency, novelty and flexibility.
The Scientist Mila: Game Edukasi untuk Simulasi Sistem Pencernaan Azzahra, Warda; Inayah, Seni Siti; Sirojudin, Agus Rian; Junaeti, Enjun
Jambura Journal of Informatics VOL 5, NO 1: APRIL 2023
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v5i1.17509

Abstract

Nowadays, learning media are increasingly being developed in various forms by various parties with the aim of being a tool increasing students' understanding of learning. One type of media that can be implemented in learning is games. The use of games in the learning process has the potential to improve children's learning process. The purpose of this research is to develop learning media that can present interactive visualizations of human digestive system material in elementary school (SD). This study is a development research that uses the DDD-E model (Decide, Design, Develop, Evaluate). The reason for using this model is that, in this study, the development of novel visual games will be carried out where each time developing or adding features will be evaluated. The results showed that the developed media can be used as a learning medium for elementary school students on the subject of the human digestive system. The total percentage of the average value given by subject matter experts was 100%, media experts was 97.5%, and psychology experts was 87.5%. Therefore, the average overall score was 95%, with a very good category. Dewasa ini, media pembelajaran semakin banyak dikembangkan dalam berbagai bentuk oleh berbagai pihak dengan tujuan sebagai alat bantu peningkat pemahaman belajar siswa. Salah satu media yang dapat diimplementasikan dalam pembelajaran adalah game. Penggunaan game dalam proses pembelajaran dinilai berpotensi dalam meningkatkan proses belajar anak-anak. Tujuan penelitian ini adalah mengembangkan media pembelajaran yang dapat menyajikan visualisasi interaktif materi sistem pencernaan manusia di sekolah dasar (SD). Penelitian ini merupakan penelitian pengembangan yang menggunakan model DDD-E (Decide, Design, Develop, Evaluate). Alasan digunakannya model ini karena dalam penelitian ini akan dilaksanakan pengembangan game visual novel dimana setiap kali melakukan pengembangan atau penambahan fitur akan diadakan evaluasi. Hasil penelitian menunjukkan bahwa media yang dikembangkan dapat digunakan sebagai media pembelajaran siswa SD pada mata pelajaran sistem pencernaan manusia. Dimana persentase total nilai rata-rata yang diberikan ahli pelajaran sebesar 100%, ahli media sebesar 97,5%, dan ahli psikologi sebesar 87,5%. Jadi rata-rata skor keseluruhan adalah 95% dengan kategori Sangat Baik.