Fita Asri Untari, Mei
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PENGEMBANGAN DESAIN PERMAINAN BERBASIS ADVENTURE EDUCATION DALAM KEMAMPUAN KOMUNIKASI DI KELAS 5 SEKOLAH DASAR Sri Aprilia, Arifina; Ardiyanto, Asep; Fita Asri Untari, Mei
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.v9i4.17144

Abstract

Adventure is an interesting and challenging activity, such as engaging in explorative activities that uncover new things never previously discovered. Education is a learning process aimed at developing students' potential and improving the learning process. Communication skills refer to a process of interaction or reciprocal relationships between individuals who send and receive messages from one another. Based on this research, after students received an adventure-education-based game design, they became more interested in enhancing their communication skills. SDN 2 Cepokomulyo achieved a 90% interest rate, SDN 2 Triharjo reached 94%, and SDN 1 Sojomerto reached 95%. From this, it can be concluded that these elementary students are highly interested in learning activities developed using adventure-education-based games, making this approach highly effective.
Pengembangan Media Puzzle Bangun Datar Untuk Meningkatkan Pemahaman Konsep Materi Bangun Datar Siswa Kelas II Sekolah Dasar RAHAYU, RISKA; ARDHI SAPUTRO, BAGUS; FITA ASRI UNTARI, MEI
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.v10i03.32489

Abstract

Low conceptual understanding in geometry, particularly in recognizing and classifying two-dimensional shapes, remains a challenge for many elementary school students. Traditional instructional methods often lack interactive elements that stimulate active learning, thereby limiting students’ engagement and retention. This study aims to develop and validate a two-dimensional shape puzzle learning media as an innovative approach to strengthen concept mastery. Using the ADDIE development model comprising analysis, design, development, implementation, and evaluation the research involved a purposive sample of 30 second-grade students from SD Negeri 07 Purwoharjo. Data were collected through expert validation sheets, student response questionnaires, and learning achievement tests. Validation results from material and media experts indicated a “very feasible” category, with high scores in both content accuracy and visual appeal. Classroom implementation demonstrated a significant improvement in students’ understanding, reflected in higher post-test scores compared to pre-test results, and N-Gain values ranging from medium to high. These findings highlight the effectiveness of puzzle-based learning media in fostering engagement, supporting active exploration, and enhancing conceptual comprehension in elementary geometry education.
PENGEMBANGAN BUKU SUPLEMEN CERITA BERGAMBAR MATERI WATAK DAN TOKOH PADA PEMBELAJARAN BAHASA INDONESIA SISWA KELAS IV SEKOLAH DASAR Desi Puspitasari, Salsa; Priyanto, Wawan; Fita Asri Untari, Mei
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.47534

Abstract

This study is motivated by the low level of understanding among fourth-grade elementary school students regarding character traits and figures in Indonesian language learning, which is caused by the use of textbooks that contain minimal illustrations and are less engaging. This research aims to develop a supplementary illustrated storybook that is feasible and practical to be used as a supporting teaching material. The method employed is Research and Development (R&D) using the ADDIE model, which consists of the stages of Analysis, Design, Development, and Evaluation, with 26 fourth-grade students of SD Negeri Pandean Lamper 05 Semarang as the research subjects. Data collection techniques include observation, interviews, questionnaires, and documentation, with research instruments consisting of material expert validation sheets, media expert validation sheets, and teacher and student response questionnaires. The results show that the developed book is highly feasible, with material expert validation reaching 99.34% and media expert validation reaching 98.95%, and highly practical, as indicated by teacher responses of 100% and student responses of 85.40%. Therefore, the book can be used as a creative, innovative, and engaging supporting teaching material in Indonesian language learning. Keywords: Character Traits and Figures, Illustrated Story, Indonesian Languange, Suplementary Book