Adnan, Evita
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PENGEMBANGAN MEDIA POCKET BOOK DIGITAL BERBASIS PROBLEM BASED LEARNING PADA PEMBELAJARAN PPKN TEMA 7 KELAS IV SD Widiastuti, Tri; Hidayat, Otib Satibi; Adnan, Evita
Educational Technology Journal Vol 4 No 2 (2024): Volume 4 Nomor 2, Oktober 2024
Publisher : Universitas Negeri Surabaya

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Abstract

This research and development aims to produce a media product in the form of a PBL-based digital pocket book for Civics learning Theme 7 The Beauty of Diversity in My Country in grade IV of elementary school.  This study uses the ADDIE development method which has five stages, namely Analysis, Design, Development, Implementation and Evaluation.  Product validation trials in this study involved three experts, namely material experts, linguists and media experts.  In addition to these three experts, this development involved fourth grade students and teachers at SDIT Cendekia Islamic School Bekasi in product validation trials.  The collection of information in this study was obtained based on the results of observations and interviews with teachers and fourth grade students and questionnaires.  The validation results of material experts were 77.8%, linguists 85.4%, and media experts 88.75%.  So as to obtain the overall results of expert test validation with an average of 83.98%.  The results of product trials on One To One were 81.3%, Small Groups were 86%, and Field Tests were 91.3%, as well as teacher validation results were 91%.  Thus, this shows that PBL-based digital pocket book media is feasible to be used as an additional learning media for fourth grade elementary school students.
PENGEMBANGAN MEDIA PERMAINAN PUZZLE BERBASIS ANDROID UNTUK MATERI PECAHAN KELAS III SD Fauziah, Jihan Nur; Sarifah, Iva; Adnan, Evita
Educational Technology Journal Vol 4 No 2 (2024): Volume 4 Nomor 2, Oktober 2024
Publisher : Universitas Negeri Surabaya

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Abstract

This research and development aims to produce a product and determine the feasibility of an Android-based puzzle game media for fractional material for grade III elementary school. This research was conducted in the researcher's home environment, namely, RW 001, Jakamulya Village, South Bekasi District, Bekasi City. The research method used is the research and development (R&D) method with the ADDIE development model (Analysis, Design, Development, Implementation and Evaluation). Data collection techniques using observation, interviews, and questionnaire. The data were analyzed using the Miles and Huberman analysis model. Respondents in this development are one material expert lecturer, one media expert lecturer, one language expert lecturer and third grade students in RW 001, Jakamulya Village, South Bekasi District, Bekasi City. The test results for developing Android-based puzzle game media to three experts (expert review) obtained an average value of 88% or the media was in the very good category. In addition, the results of the One to One trial stage are 95% and the Small Group is 98%. Referring to the results of data analysis of the Miles and Huberman model, the puzzle game media based on Android is a valid product and is suitable for use in learning mathematics in grade III Elementary School.
Need Analysis of Story Book based on Ecopedagogy in Supporting Environmental Literacy in Elementary School Hasanah, Uswatun; Edwita, Edwita; Adnan, Evita; Imaningtyas, Imaningtyas; Januar, Ahmad
Literasi: Jurnal Ilmu Pendidikan Vol 16, No 3 (2025)
Publisher : Universitas Alma Ata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21927/literasi.2025.16(3).342-353

Abstract

Environmental literacy needs to be developed from an early age because early it can foster awareness and responsible behavior towards nature. Based on observation, public concern for the environment is currently a concern for many parties. This is evidenced by the large amount of garbage scattered in the surrounding environment, one of which is in the school environment. This causes learning to become uncomfortable because of polluted air and dirty environmental conditions. This study aims to analyze students' needs for the development of ecopedagogy-based storybook media. The study used a survey with a phenomenological approach to find out the reality in the field related to the condition of the elementary school environment. The respondents of this study were 20 elementary school teachers from three different schools in Setiabudi District, South Jakarta to provide information about the potential for student environmental literacy issues and the use and acceptance of current media in supporting students' environmental concerns. In addition, 100 students were also involved to measure their environmental literacy. Each school has different characteristics according to the facilities and conditions of the school. The findings show that environmental literacy possessed by students tends to be only cognitive in nature where the knowledge score is 75.5, the cognitive skills score is 63.78, the attitude score towards the environment is 60.08, while the behavior score towards the environment is only 54.76. The results prove that the students' knowledge score is higher than the students' attitudes and behavior towards the environment. On the other hand, based on observations and interviews, 80% of students and teachers strongly agree with the development of ecopedagogy-based story books. This media is a solution to stimulate students' environmental literacy. Therefore, ecopedagogy-based story book products need to be developed to improve students' environmental literacy.Keywords: environmental literacy; story books; ecopedagogy; elementary school