Adnan, Evita
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Journal : Educational Technology Journal

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.