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The effectivity of science manipulative based smart class virtual laboratory to improve science process skill Andriani, Aldina Eka; Ary, Deasylina Da; Asih, Sri Sami
Jurnal Ilmiah Pendidikan Dasar Vol 11, No 1 (2024): Jurnal Ilmiah Pendidikan Dasar
Publisher : Prodi PGSD FKIP Universitas Islam Sultan Agung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30659/pendas.11.1.84-97

Abstract

This study aims to determine the effectiveness of using a smart class virtual laboratory based on Science Manipulative Learning with the dimensions of the Pancasila student profile through PhET Simulation and OLABS on the science process skills of PGSD students. This research is an experimental study with a research design of a nonequivalent control group design and sampling technique by purposive sampling. The sample in the study was PGSD students in semester 2 of the SD Science Laboratory course in Group J and M totaling 50 people. Data collection techniques used tests and non-tests. Tests are used to measure science process skills through Pre-test and Post-test. Non-test is used to observe student activities during learning using a smart class virtual laboratory based on science manipulative learning through PhET Simulation with observation sheets and questionnaires. Data analysis techniques use the Normality Test of gain (Normalized-Gain), Homogeneity Test, Test the effect between variables using a Paired Sample T-test, and the effect between variables using an Independent T-test. The results and analysis can conclude that the application of Smart Class Virtual Laboratory Based on Science Manipulative Learning Dimensioned Pancasila Student Profile Through PhET Simulation and OLABS effectively improves science process skills. This is evidenced by the pretest and posttest N-Gain test values, which obtained a score of 0.64 with a moderate increase in the category.
Peningkatan Literasi Digital Pada Kompetensi Sosial Emosional melalui Pembuatan Media Pembelajaran Interatif Berbasis Nearpod Bagi Guru Sekolah Dasar Andriani, Aldina Eka; Sulistyorini, Sri; Kiptiyah, Siti Maryatul
Prosiding Seminar Nasional Pemberdayaan Masyarakat (SENDAMAS) Vol 3, No 1 (2023): Desember 2023
Publisher : UniversitasAl Azhar Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36722/psn.v3i1.2468

Abstract

Guru perlu memanfaatkan teknologi dalam mengkomunikasikan materi pelajaran kepada siswa melalui media pembelajaran berbasis Teknologi Informasi dan Komunikasi (TIK) di ruang kelas agar dapat mendukung berbagai preferensi belajar siswa. Meskipun demikian, guru seringkali mengalami tantangan atau kendala dalam menggunakan media pembelajaran berbasis TIK. Tujuan kegiatan pengabdian yang dilakukan untuk memberikan wawasan pengetahuan dan meningkatkan literasi digital bagi guru melalui pelatihan dan pendampingan penggunaan. Pendekatan yang diadopsi mencakup penyampaian materi melalui ceramah dan sesi diskusi aktif. Dari pelaksanaan kegiatan pengabdian, capaian yang pertama adalah tercapainya tujuan dari workshop berupa pemberian wawasan pengetahuan dan peningkatan literasi digital. Kedua, pencapaian yang memuaskan terhadap materi yang telah direncanakan secara umum. Ketiga, peningkatan signifikan dalam pemahaman literasi digital terkait pembuatan media pembelajaran interaktif berbasis Nearpod, khususnya dalam implementasi kompetensi sosial emosional pada kurikulum merdeka. Hal ini dapat dilihat dari nilai rata-rata pretest dan posttest, yang meningkat dari 53,42% menjadi 83,14% pada Guru Sekolah Dasar yang terlibat dalam Komunitas Kegiatan Guru (KKG) Gugus Wijaya Kusuma.Kata kunci: Literasi Digital; Kompetensi Sosial Emosional; Nearpod; Intelligence Tutoring System
Development of a smart articulate storyline using teaching at the right level based learning tools to improve teaching skills Andriani, Aldina Eka; Sulistyorini, Sri; Tyas, Dewi Nilam
Journal of Research in Instructional Vol. 5 No. 1 (2025): Journal of Research in Instructional
Publisher : Univeritas Papua

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30862/jri.v5i1.567

Abstract

Developing high-quality lesson plan requires a meticulous and systematic process, considering several key aspects. This study aims to describe the development design, assess the feasibility, and evaluate the effectiveness of smart class articulate storyline through the development of lesson plan based on teaching at the right level (TaRL) to improve the teaching skills of pre-service teacher professional education (PPG Prajabatan) students in the elementary school teacher education study program within the context of differentiated learning. This research used a research and development (R&D) approach, using the ADDIE model. The strength of this research lies in developing materials focusing on basic teaching skills through the TaRL approach, complemented by instructional practice videos and lesson plan that could be accessed anytime. The study results indicate that the smart class articulate storyline is categorized as highly feasible, with evaluations from media and content experts each scoring 95% in the "highly feasible" category. Additionally, the smart class articulate storyline, developed through TaRL-based lesson plan, is found to be effective based on pretest and posttest results, indicating a significant improvement in the ability to understand basic teaching skills.
Development of Interactive E-Books Based on Problem-Based Learning on the Material of the Earth's Surface Layers Lutfiani, Firda Dian; Andriani, Aldina Eka
Jurnal Pijar Mipa Vol. 20 No. 1 (2025)
Publisher : Department of Mathematics and Science Education, Faculty of Teacher Training and Education, University of Mataram. Jurnal Pijar MIPA colaborates with Perkumpulan Pendidik IPA Indonesia Wilayah Nusa Tenggara Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jpm.v20i1.8196

Abstract

Limited sources of interactive electronic-based teaching materials can result in low cognitive learning outcomes for students, especially in science learning. This study aims to describe the development design and test the feasibility and effectiveness of Interactive E-Books based on Problem Based Learning in improving science learning outcomes in grade V students of SDN Ngijo 01 Semarang City. This research and development (RnD) study uses the Borg and Gall model. Data collection techniques are tests and non-tests, tests with (pre-test and post-test), and non-tests in the form of observations, interviews, questionnaires, and documentation. Data analysis was carried out using normality tests, t-tests, and N-Gain. The results of the study indicate that the development design of Interactive E-Books based on Problem Based Learning was successfully developed with the Canva and Flipbook applications, its components such as the main page, foreword, advantages of e-books, table of contents, instructions for use, activity instructions, achievement indicators, concept maps, materials based on Problem-Based Learning syntax, interactive learning videos, LKPD, educational games, and developer profiles. The feasibility of the interactive e-book from material and media experts is very feasible, supported by teacher and student assessments, which also show a very feasible category. The novelty of this study lies in the presentation of material that applies the syntax of the Problem-Based Learning model, which includes stimulus variations, grouping, presentation of results, and reflection, as well as the integration of interactive elements such as images, videos, and sounds. There are interactive edugames to facilitate understanding of the concept of the earth's surface layers. The effectiveness of the E-Book is shown by an increase in value of (15.25) supported by the results of the t-test (0.001) and the N-Gain score of (0.50) in the medium category. The research that has been conducted shows that the conclusion of this study shows that the Interactive E-Book based on Problem Based Learning has been successfully developed, is very feasible, and effective in improving the science learning outcomes of grade V students of SD N Ngijo 01 Semarang City on the material of the earth's surface layers.
Development of Interactive Multimedia Based on Problem-Based Learning to Improve Learning Outcomes of Light Properties Material Selviana, Selviana; Andriani, Aldina Eka
Jurnal Pijar Mipa Vol. 20 No. 1 (2025)
Publisher : Department of Mathematics and Science Education, Faculty of Teacher Training and Education, University of Mataram. Jurnal Pijar MIPA colaborates with Perkumpulan Pendidik IPA Indonesia Wilayah Nusa Tenggara Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jpm.v20i1.8206

Abstract

The use of technology in science learning media is not optimal, causing low learning outcomes for students. This study aimed to develop a design and test the feasibility and effectiveness of interactive multimedia based on Problem-Based Learning to improve the learning outcomes of fifth-grade students of SDN Pesantren Semarang City. The type of research is Research and Development (R&D) using the Borg and Gall model. The research subjects were 26 fifth-grade students of SDN Pesantren. Data collection techniques using non-test techniques (observation, interviews, questionnaires, and documentation) and test techniques (pre-test and post-test). Data analysis techniques used normality test, t-test, and N-Gain test. The results showed that the design of Problem-Based Learning-based interactive multimedia development using the Canva application contains the main page, main menu, instructions for use, concept map, Problem-Based Learning-based learning materials, virtual laboratories (Dynamic Labs), learning videos, interactive quizzes (Genially), and developer profiles; the feasibility of Problem-Based Learning-based interactive multimedia from material experts 93.75% very feasible criteria and media experts 92.18% very feasible criteria. The results of the teacher response questionnaire are 100% very feasible criteria and 96.80% student response with very feasible criteria; the effectiveness of interactive multimedia based on Problem-Based Learning is shown from the increase in pre-test and post-test scores by 33.65, paired sample t-test results show the significance value (2-tailed) is <0.001 which based on the criteria the value is below 0.05, and the N-gain test results are 0.6913 medium criteria. This study concludes that interactive multimedia based on Problem-Based Learning was successfully developed, very feasible, and effective in improving the learning outcomes of the properties of light material for fifth-grade students of SDN Pesantren Semarang City.
Development of Interactive Edugame Learning Media Based on Quartet Cards on Material on Changes in the State of Matter Purwaningsih, Ratna Chandra; Andriani, Aldina Eka
Jurnal Pijar Mipa Vol. 20 No. 1 (2025)
Publisher : Department of Mathematics and Science Education, Faculty of Teacher Training and Education, University of Mataram. Jurnal Pijar MIPA colaborates with Perkumpulan Pendidik IPA Indonesia Wilayah Nusa Tenggara Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jpm.v20i1.8445

Abstract

Teachers have not been optimal in varying interactive and concrete Edugame-based technology learning media. This study aims to describe the development design and test the feasibility and effectiveness of Quartet Card-based Interactive Edugame learning media for grade IV students of SDN Pesantren, Semarang City. This type of research is Research and Development (RnD) with the Borg and Gall model. The subjects of the study were 30 grade IV students of SDN Pesantren. Data collection techniques used tests (pretest and posttest) and non-tests (observation, interviews, questionnaires and document data). Data analysis techniques used normality tests, t-tests, and N-Gain tests. The results of the study showed: (1) Quartet Card-based Interactive Edugame Learning Media was developed using the Canva application with Kuartet Card box components, instructions for using Kuartet Cards containing the competencies achieved, main cards inserted with barcodes and modified cards in the form of boom cards containing questions as rewards and punishments; (2) The results of the feasibility of the material experts were 92.5%, media experts were 90%, teacher responses were 100% and student responses were 100% in the very feasible category; (3) The effectiveness of the Quartet Card-based Interactive Edugame learning media was shown by an increase in pretest and posttest results of 36.79%, supported by the results of the paired sample t-test with a sig. value. (2-tailed) <0.001<0.05, which means there is a significant difference, and the results of the N-Gain test were 0.778 in the high category. The conclusion of this study shows that the Quartet Card-based Interactive Edugame learning media was successfully developed, feasible, and effective in improving the learning outcomes of class IV students of SDN Pesantren Semarang City on the material of changes in the state of matter.
Development of Interactive Multimedia Based on Articulate Storyline for Force Material to Improve Learning Outcomes Nurkhalimah, Adinda Inka; Andriani, Aldina Eka
Journal of Educational Sciences Vol. 9 No. 2 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.2.p.907-926

Abstract

This study aims to describe the development, feasibility, and effectiveness of interactive multimedia based on Articulate Storyline to improve fourth-grade students' learning outcomes at SDN Purwoyoso 01, Semarang. The research follows the Research & Development (R&D) method using the Borg and Gall model. Data collection techniques include tests (pre-test and post-test) and non-test methods (observation, interviews, questionnaires, and documentation). Data analysis involves normality tests, t-tests, and N-Gain tests. The developed multimedia consists of a main page, guidelines, learning materials, instructional videos, a virtual laboratory (PhET Simulation), interactive quizzes (Quizizz), and student worksheets (Live Worksheets). Feasibility assessments showed high validity from material experts (93.75%), media experts (93.33%), teacher responses (100%), and student responses (98.80%), categorizing it as highly feasible. The effectiveness was demonstrated by a 26.40% increase in pre-test and post-test scores, a paired sample t-test significance value < 0.001, indicating a significant difference, and an N-Gain score of 0.728 (high category). In conclusion, the interactive multimedia was successfully developed, deemed feasible, and proven effective in enhancing fourth-grade IPAS students' learning outcomes on force material at SDN Purwoyoso 01, Semarang.
Development of Interactive E-Modules Based on Problem Based Learning on the Material of Human Sight and Hearing Senses Berliana, Chyntia; Andriani, Aldina Eka
Jurnal Pijar Mipa Vol. 20 No. 3 (2025)
Publisher : Department of Mathematics and Science Education, Faculty of Teacher Training and Education, University of Mataram. Jurnal Pijar MIPA colaborates with Perkumpulan Pendidik IPA Indonesia Wilayah Nusa Tenggara Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jpm.v20i3.8937

Abstract

The limited variety of stimuli and problem-solving activities in teaching materials causes low learning outcomes for students. This study aims to describe the development design, test the feasibility and effectiveness of Interactive E-Modules based on Problem-Based Learning to improve student learning outcomes on the material of the senses of human vision and hearing in class IV SDN Kalibanteng Kidul 03 Semarang City. The type of research used is Research and Development (R&D) with the Borg and Gall model. The research subjects were fourth-grade students of SDN Kalibanteng Kidul 03, which amounted to 23 students. Data collection techniques using tests (pretest and posttest) and non-tests (observation, interviews, questionnaires and document data). Data analysis techniques used normality test, t-test, and N-Gain test. The results showed that the development design of interactive E-Modules based on Problem Based Learning using the Canva application consisted of the main page, instructions for use and activities, table of contents, learning outcomes and objectives, concept maps, learning materials based on Problem Based Learning syntax, visual media in the form of 3D images using (Assemblr EDU), learning videos, glossary, interactive quizzes (Wordwall), bibliography and developer profile. The feasibility of interactive E-Modules based on Problem-Based Learning from material experts, 92.5% of the criteria are very feasible, and media experts, 90% of the criteria are very feasible, supported by the results of the teacher response questionnaire, 95% with very feasible criteria and 100% of student responses with very feasible criteria. The effectiveness of interactive E-Modules based on Problem Based Learning is shown from the increase in pre-test and post-test scores by 39.3, this result is supported by the results of the t-test showing a significance value (2-tailed) <0.000 which based on the criteria the value is below 0.05 and the results of the N-gain test of 0.6706 medium criteria. The conclusion of this study shows that the interactive E-Module based on Problem-Based Learning was successfully developed, very feasible, and effective for improving the learning outcomes of the material of the senses of vision and human hearing in fourth-grade students of SDN Kalibanteng Kidul 03, Semarang City.
Development of the Augmented Reality Book on the Material of the Sense of Smell and Taste to Improve Learning Outcomes Wardah, Triana Novita; Andriani, Aldina Eka
Jurnal Pijar Mipa Vol. 20 No. 4 (2025): Special Issue
Publisher : Department of Mathematics and Science Education, Faculty of Teacher Training and Education, University of Mataram. Jurnal Pijar MIPA colaborates with Perkumpulan Pendidik IPA Indonesia Wilayah Nusa Tenggara Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jpm.v20i4.9047

Abstract

Teachers have not been optimal in preparing teaching materials for technology-based sense of smell and taste materials, causing low cognitive learning outcomes for students. This study aims to describe the development design, test the feasibility and effectiveness of the Augmented Reality Book to improve the learning outcomes of IVA class students of SDN Kalibanteng Kidul 03, Semarang City. The type of research is Research and Development (R&D) with the Borg and Gall model. The research subjects were IVA class students of SDN Kalibanteng Kidul 03, Semarang City, totalling 21 students. Data collection techniques used tests (pre-test and post-test) and non-tests (observation interviews, questionnaires, and documentation). Data analysis techniques used normality test, t-test, and N-Gain test. The results showed that the Augmented Reality Book development design used Assemblr EDU, Canva and Heyzine applications with main page components, instructions for use, activity instructions, intended competencies, Project-Based Learning syntax-based materials, AR barcodes containing visual media in the form of 3D images using Assemblr EDU, LKPD, and evaluation using Wordwall. The feasibility of Augmented Reality Book from material experts is 91.25% and media experts are 92.18% which are very feasible criteria, supported by the results of the analysis of teacher response questionnaires of 95% and student response questionnaires of 99.3% which are also very feasible criteria. The effectiveness of the Augmented Reality Book is shown by an increase in pre-test and post-test of 28.4, supported by the results of the t-test, 0.001, and the N-Gain score of 0.6595, medium criteria. The conclusion of this study shows that Augmented Reality Book material successfully develops the sense of smell and taste, is very feasible, and effective in improving the science learning outcomes of IVA class students SDN Kalibanteng Kidul 03 Semarang City on the material sense of smell and taste.
Development of Augmented Reality Book to Improve IPAS Learning Outcomes Armia, Naja Izza; Andriani, Aldina Eka
Jurnal Pijar Mipa Vol. 20 No. 4 (2025): Special Issue
Publisher : Department of Mathematics and Science Education, Faculty of Teacher Training and Education, University of Mataram. Jurnal Pijar MIPA colaborates with Perkumpulan Pendidik IPA Indonesia Wilayah Nusa Tenggara Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jpm.v20i4.9116

Abstract

Teachers have not been optimal in using technology-based teaching materials, causing the learning outcomes of fourth-grade students of Purwoyoso 04 State Elementary School in Semarang City on IPAS subjects, especially photosynthesis material, to be low. This study aims to describe the development design, test the feasibility, and effectiveness of the Augmented Reality Book to improve student learning outcomes. This type of research is Research and Development (R&D) with the Borg and Gall model. Data were collected through tests (pre-test and post-test) and non-tests (observation, interview, and questionnaire), then analyzed using a normality test, t-test, and N-gain. The results showed that the development design using Assemblr Edu and Canva applications produced an interactive and innovative Augmented Reality Book with components of instructions for use, CP and TP, concept maps, Problem-Based Learning-based materials, 3D content, interactive learning videos, student worksheets, and quizzes. The feasibility of the product from material experts is 92.5% and material experts are 89% very feasible criteria, supported by the results of the analysis of teacher and student response questionnaires of 100% very feasible criteria. The effectiveness of the product is shown by an increase in pre-test and post-test by 22%, supported by a t-test showing the value of Sig. (2-tailed)=0.001< 0.05, which means there is a significant difference between learning outcomes before and after using the product, as well as an N-gain score of 0.64 in the medium category. The conclusion of this study shows that the Augmented Reality Book was successfully developed, feasible and effective in improving learning outcomes of photosynthesis material in IPAS learning class IV SD Negeri Purwoyoso 04 Semarang City.