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Development of Augmented Reality Assisted Interactive Multimedia on Human Visual Sense Material to Improve Learning Outcomes of Elementary School Students Febriyanti, Intania Dinda; Andriani, Aldina Eka
Journal of Educational Sciences Vol. 9 No. 4 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.4.p.2347-2365

Abstract

This study aimed to describe development design, test the feasibility and effectiveness of AR assisted interactive multimedia on human visual sense material to improve learning outcomes of fifth grade students at SDN Kuningan 04 Semarang City. This research procedure used Research and Development (RnD) method with Borg and Gall development model. Data collection techniques involved test methods (pre-test and post-test) and non-test methods (observation, interviews, questionnaires, and documentation). Data analysis used normality test, t-test, and N-Gain test. This study presents the design AR assisted interactive multimedia developed using Canva and Assemblr Edu consists of menu, usage instructions, material including text, images, animations, videos, AR to strengthen visual media, evaluation (Quizizz), and games (wordwall). The feasibility of AR assisted interactive multimedia is shown by the assessment of material experts by 95% and media experts by 95%, highly feasible category. Supported by response questionnaire from teacher 100% and students 100%, highly feasible category. The average pre-test score was 65.6, the average post-test increased to 85.9. The N-gain test results an average value 0.6 medium category. The conclusion of this study shows that AR assisted interactive multimedia on human visual sense material was successfully developed, feasible and effective for improving learning outcomes.
Analisis Penerapan Media Pembelajaran Berbasis Canva Terhadap Pemahaman Peserta Didik Kelas 3 Pada Pembelajaran IPAS Rais, Ghilman Fauzy; Nugroho, Winda Tri; Sahira, Alifia Fairus; Awalia, Rosanda Chika; Fadhilah, Rima; Andriani, Aldina Eka
Jurnal Penelitian Ilmu Pendidikan Indonesia Vol. 4 No. 2 (2025)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jpion.v4i2.397

Abstract

Konsep hakiki IPA bersifat abstrak sehingga diperlukan inovasi media pembelajaran untuk meningkatkan pemahaman konsep siswa. Penelitian ini bertujuan untuk menganalisis penerapan media pembelajaran berbasis Canva terhadap pemahaman konsep siswa kelas III Sekolah Dasar dalam pembelajaran IPA pada materi Pemerintahan di Daerahku. Metode yang digunakan adalah deskriptif kualitatif, dengan teknik pengumpulan data menggunakan observasi, angket, dan wawancara. Hasil penelitian menunjukkan bahwa penerapan Canva sebagai media pembelajaran berbasis teknologi mampu menghadirkan suasana belajar yang bermakna. Media Canva memudahkan pemahaman siswa dengan mengubah konsep visual yang abstrak menjadi lebih konkret melalui infografis, diagram, dan ilustrasi yang menarik. Penerapan media Canva juga mendorong partisipasi siswa secara aktif dan meningkatkan keterampilan komunikasi visual mereka. Hal ini ditunjukkan dengan keterlibatan siswa mencapai 82% (kategori sangat baik) dan keterampilan guru dalam memanfaatkan media Canva mencapai 70% (kategori baik). Penelitian ini menunjukkan bahwa penerapan media pembelajaran Canva terbukti efektif dalam meningkatkan pemahaman siswa terhadap materi IPA secara signifikan.
PENGEMBANGAN DIGITAL ARTSTEPS VIRTUAL EXHIBITION BERBASIS SETS APPROACH SEBAGAI MEDIA EDUCATION FOR SUSTAINABLE DEVELOPMENT Tyas, Dewi Nilam; Wulandari, Desi; Andriani, Aldina Eka; Sulistyorini, Sri
Joyful Learning Journal Vol. 14 No. 1 (2025): Joyful Learning Journal: Maret 2025
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v14i1.27949

Abstract

Kurangnya kemampuan ekoliterasi peserta didik merupakan permasalahan penting untuk segera diselesaikan. Penerapan pembelajaran berbasis ESD (Education for Sustainable Development) di mana pembelajaran langsung dengan lingkungan dan berkelanjutan dapat dijadikan sebagai alternative solusi mewujudkan masa depan yang berkelanjutan. Penelitian ini bertujuan untuk mengembangkan, melakukan uji kelayakan dan efektivitas penggunaan digital artsteps virtual exhibition berbasis SETS approach sebagai media Education for Sustainable Development (ESD). Penelitian R&D ini mengadaptasi 10 langkah berdasarkan model pengembangan Borg and Gall. Data kuantitatif dan kualitataif yang diperoleh dihimpun dengan teknik non tes dan tes menggunakan instrumen angket, observasi, wawancara dan soal pretest-post test yang selanjutnya dianalisis secara deskriptif dan inferensial. Media yang dikembangkan divalidasi oleh ahli media dan ahli materi yang menunjukkan kriteria sangat valid dengan persentase 92,5% dan 93 %. Hasil dari paired sample t-test uji menunjukkan nilai signifikansi 0,000 < 0,05 sehingga H0 ditolak dan Ha diterima yang bermakna bahwa produk yang dikembangkan efektif dalam meningkatkan ekoliterasi peserta didik. Hal ini didukung oleh uji N-Gain yang menunjukkan nilai 0,76 (kategori tinggi). Hasil angket respon guru dan peserta didik juga mendapatkan respon yang bagus. Dari hasil tersebut dapat disimpulkan bahwa digital artsteps virtual exhibition berbasis SETS approach sebagai media Education for Sustainable Development (ESD)  yang dikembangkan sangat layak serta efektif meningkatkan kemampuan ekoliterasi peserta didik kelas IV SD Negeri Purwoyoso 03, Kota Semarang.
Problem-based learning interactive multimedia to optimize elementary school natural and social sciences learning Praja, Insania Rizkyning; Andriani, Aldina Eka
Indonesian Journal of Science and Mathematics Education Vol. 8 No. 1 (2025): Indonesian Journal of Science and Mathematics Education
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ijsme.v8i1.26067

Abstract

Teachers have not yet optimally utilized technology-based learning media within the problem-based learning (PBL) model, resulting in low problem-solving abilities among students and poor academic achievement in natural and social sciences. This study aims to describe the development design, assess feasibility, and evaluate the effectiveness of PBL-based interactive multimedia in improving student learning outcomes. This research employed the research and development method using the ADDIE development model. Data collection techniques involved test and non-test methods, while data analysis included normality tests, t-tests, and N-Gain tests. The findings indicate that PBL-based interactive multimedia is highly feasible, with feasibility ratings of 95% from subject matter experts, 93.75% from media experts, 98.75% from teachers, and 95% from students. The effectiveness of this multimedia was supported by t-test results, which yielded Sig. (2-tailed) = 0.000 < 0.05, and an N-Gain score of 0.7350, classified as high. Thus, the developed PBL-based interactive multimedia is feasible and effective in enhancing learning outcomes for phase changes of matter among fourth-grade students at SDN Ngaliyan 05 Kota Semarang. This study implies the development of interactive multimedia, which enhances students’ problem-solving skills and facilitates teachers in integrating technology effectively into learning.
Development of Digital Education Comics on Style Around Us to Improve IPAS Learning Outcomes Rahman, Khoirunnisa Aulia; Andriani, Aldina Eka
Journal of Educational Sciences Vol. 9 No. 4 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.4.p.2950-2966

Abstract

This study aims to describe the development design, test the feasibility and effectiveness of Digital Education Comics to improve the learning outcomes of fourth-grade students at SDN Sadeng 03 Elementary School in Semarang City. The type of research used is Research & Development (R&D) with the Borg and Gall development model. The development design of the Digital Education Comic includes components such as the cover, preface, table of contents, learning outcomes, learning objectives, character introduction, reading instructions, content material, bibliography, and developer profile. The feasibility of the Digital Education Comic was assessed by subject matter experts (93.75%), media experts (90.63%), teacher responses (93.75%), and student responses (100%) with the criterion of highly feasible. The effectiveness of the Digital Education Comic is demonstrated by an increase in pretest and posttest results of 23.50%, the results of the paired sample t-test with a sig. value (2-tailed) < 0.001, indicating a significant difference, and the N-Gain test results of 0.663 with a moderate criterion. The conclusion of this study indicates that the Digital Education Comic has been successfully developed, is feasible, and effective in improving the learning outcomes of fourth-grade students at SDN Sadeng 03 Elementary School in Semarang on the topic of forces around us.
PENGARUH DESAIN PEMBELAJARAN PROBLEM BASED LEARNING DAN PROJECT BASED LEARNING TERHADAP HASIL BELAJAR IPAS Devyanti, Mutiara; Andriani, Aldina Eka
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 5 No. 3 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v5i3.6674

Abstract

The low levels of critical thinking skills, creativity, and curiosity among students at SDN Mustokoharjo have become a major issue that negatively affects their learning outcomes, particularly in the IPAS subject on the topic of the water cycle. This study was conducted to analyze the effect of Project Based Learning (PjBL) and Problem Based Learning (PBL) models on the IPAS learning outcomes of fifth-grade students at SDN Mustokoharjo. This research employed a quasi-experimental method with a nonequivalent control group design. The research sample consisted of 40 students, with 20 students in the experimental class who were taught using the PjBL model supported by media such as PowerPoint presentations, videos, images, and interactive games, and 20 students in the control class who were taught using the PBL model with media such as videos, images, and textbooks. The instruments used included observation sheets of learning activities and learning outcome tests in the form of multiple-choice questions administered through pretests and posttests. Data analysis was carried out using descriptive analysis and t-tests to determine differences in learning outcomes. This study aimed to determine whether there was a significant difference in IPAS learning outcomes between students taught using the PjBL and PBL models. Based on the t-test results on students' science learning outcomes, a significance level of 0.001 was obtained (0.001 < 0.05). The findings indicate that there is a significant difference in science learning outcomes among fifth-grade elementary school students between the experimental class using Project Based Learning and the control class using Problem Based Learning. ABSTRAKRendahnya kemampuan berpikir kritis, kreativitas, dan rasa ingin tahu peserta didik di SDN Mustokoharjo menjadi permasalahan utama yang berdampak negatif terhadap hasil belajar mereka, khususnya pada mata pelajaran IPAS materi siklus air. Penelitian ini dilakukan untuk menganalisis pengaruh model pembelajaran Project Based Learning (PJBL) dan Problem Based Learning (PBL) terhadap hasil belajar IPAS peserta didik kelas V SDN Mustokoharjo. Penelitian ini menggunakan metode quasi eksperimen dengan desain nonequivalent control group design. Sampel penelitian terdiri dari 40 peserta didik, dengan pembagian 20 peserta didik pada kelas eksperimen yang memperoleh pembelajaran menggunakan model PJBL didukung oleh media seperti PPT, video, gambar, serta permainan interaktif, dan 20 peserta didik pada kelas kontrol yang menerima pembelajaran dengan model PBL menggunakan media berupa video, gambar, dan buku. Instrumen yang digunakan berupa lembar observasi aktivitas belajar serta tes hasil belajar dengan soal pilihan ganda yang diberikan melalui pretest dan posttest. Analisis data dilakukan menggunakan analisis deskriptif dan uji-t untuk mengetahui perbedaan hasil belajar. Penelitian ini bertujuan untuk mengetahui apakah terdapat perbedaan signifikan hasil belajar IPAS antara peserta didik yang diajar dengan model PJBL dan PBL. Berdasarkan uji-t yang telah dilakukan pada kemampuan hasil belajar IPA peserta didik, menunjukkan bahwa taraf singnifikan sebesar 0,001 (0,001 > 0,05). Berdasarkan hasil penelitian dapat disimpulkan bahwa terdapat perbedaan yang signifikan hasil belajar IPA siswa sekolah dasar kelas V antara kelas eksperimen yang menggunakan project based learning dan kelas kontrol yang menggunakan model problem-based learning.
Perumusan Kembali Visi dan Misi Program Studi PGSD FIPP UNNES: Upaya Mewujudkan Pendidikan Cemerlang Fathurrahman, Moh.; Setyasto, Novi; Cahyaningtyas, Andarini Permata; Kiptiyah, Siti Maryatul; Andriani, Aldina Eka; Irvan, Moh. Farizqo
JURNAL MANAJEMEN PENDIDIKAN DAN ILMU SOSIAL Vol. 6 No. 5 (2025): Jurnal Manajemen Pendidikan dan Ilmu Sosial (Agustus-September 2025)
Publisher : Dinasti Review

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/jmpis.v6i5.5703

Abstract

UNNES berupaya mewujudkan tugas-tugas institusional secara berkelanjutan melalui pengembangan kurikulum. Kurikulum UNNES merupakan program pendidikan yang relevan, seimbang, dan responsif. Pengembangan kurikulum UNNES juga bertujuan untuk menyiapkan lulusan yang kompetitif secara global. Pihak pembuat kebijakan berupaya meningkatkan kualitas pendidikan dan pengajaran dalam sistem jaminan mutu pendidikan melalui akreditasi program studi. Faktanya, hasil audit mutu internal tahun 2022 menunjukkan bahwa PGSD UNNES tidak memiliki visi dan misi ilmiah yang jelas, sehingga diperlukan persiapan segera. Oleh karena itu, penelitian perlu dilakukan untuk menghasilkan visi dan misi ilmiah yang berkualitas. Jenis penelitian yang dilakukan adalah Penelitian dan Pengembangan (R&D). Desain yang digunakan adalah 4D (Define, Design, Develop, Disseminate). Hasil penelitian menunjukkan bahwa visi dan misi ilmiah program studi PGSD didasarkan pada kegiatan akademik di kampus dan kebutuhan masyarakat.
Strategi Penyusunan Perangkat Pembelajaran Inovatif Berbasis Learning Community Kiptiyah, Siti Maryatul; Purwanto, Edy; Ahmadi, Farid; Tyas, Dewi Nilam; Andriani, Aldina Eka
Jurnal Pengabdian Masyarakat Progresif Humanis Brainstorming Vol 6, No 2 (2023): Jurnal Abdimas PHB : Jurnal Pengabdian Masyarakat Progresif Humanis Brainstormin
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/japhb.v6i2.4289

Abstract

Strategi penyusunan perangkat pembelajaran yang inovatif sangat diperlukan bagi guru guna mencapai tujuan pembelajaran. Namun, fakta di lapangan menunjukkan bahwa sebagian besar guru lebih tertarik untuk menggunakan perangkat pembelajaran yang sudah ada tanpa perlu mengembangkannya. Penyelenggaraan Pelatihan Strategi Penyusunan Perangkat Pembelajaran Inovatif Berbasis Learning Community menjadi salah satu solusi permasalahan tersebut. Pendampingan dan pelatihan dilakukan melalui Workshop Pendampingan Strategi Penyusunan Perangkat Pembelajaran Inovatif Berbasis Learning Community Bagi Guru SMP PP Miftahul Huda Desa Ngroto Kecamatan Gubug Kabupaten Grobogan bertujuan untuk memberikan informasi dan peningkatan kompetensi yang memadai. Metode yang digunakan dalam kegiatan pengabdian masyarakat ini adalah pre-test dan post-test, ceramah, diskusi, pendampingan pelatihan pengembangan perangkat pembelajaran inovatif, penugasan, dan evaluasi. Hasil kegiatan ini yang juga merupakan program kemitraan berupa pengabdian masyarakat adalah sebagai berikut. Pertama, wawasan pengetahuan tentang pentingnya strategi penyusunan perangkat pembelajaran yang inovatif mengalami peningkatan. pada guru di SMP PP Miftahul Huda Desa Ngroto Kecamatan Gubug Kabupaten Grobogan. Kedua, peserta workshop mengalami peningkatan tentang strategi penyusunan perangkat pembelajaran yang inovatif. Ketiga, peserta workshop mengalami peningkatan wawasan pengetahuan mengenai model-model pembelajaran inovatif bagi guru.
Development of Interactive E-Module Based on Inquiry Learning to Enhance IPAS Learning Outcomes for Students Public Elementary School Ramadhani, Arum Ayu; Andriani, Aldina Eka
Jurnal Pijar Mipa Vol. 19 No. 2 (2024): March 2024
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.v19i2.6587

Abstract

The purpose of this study was to develop and test the feasibility and effectiveness of an Interactive E-Module based on Inquiry Learning teaching materials on improving the cognitive learning outcomes of IPAS for fourth-grade students of SD Negeri Tambahagung 03 Pati Regency. This type of development research is Research and Development (R&D) using the ADDIE development model. The novelty of this research is the development of material on the Human Sensory System in teacher books and student books based on an innovative learning model, namely Inquiry Learning, which includes interactive edugame evaluations. The results showed the feasibility of media experts with a score of 89.0635% in the very feasible category and material experts with a score of 91.23% in the very feasible category. This is supported by a teacher-response questionnaire of 97.5% and a student-response questionnaire of 93.73%. The effectiveness of Interactive E-Modules based on Inquiry Learning based on the cognitive learning outcomes of students has increased with a normality test analysis, which shows that pre-test and post-test data are typically distributed. The results of the T-test calculation show that there is a significant difference between the pre-test and post-test learning outcomes with the acquisition of a medium category average through the N-Gain test. The conclusion of the research on the development of inquiry learning-based interactive e-modules was successfully developed, and it was very feasible and effective for improving the cognitive learning outcomes of IPAS fourth-grade students of SD Negeri Tambahagung 03 Pati Regency.
Development of Interactive Edugame Learning Media Based on Snakes & Ladders to Improve IPAS Learning Outcomes Fatmawati, Erma; Andriani, Aldina Eka
Jurnal Pijar Mipa Vol. 19 No. 3 (2024): May 2024
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.v19i3.6668

Abstract

The use of learning media that is a game has never been developed by teachers, resulting in low learning outcomes of IPAS light and sound material. The purpose of this study was to develop, test the feasibility, and effectiveness of interactive edugame learning media based on snakes & ladders to improve the cognitive learning outcomes of IPAS for fifth grade students of SD Negeri Candi 01 Semarang City. The type of research used is Research and Development (R&D) research with the Borg and Gall development model. The subjects of this research were 24 fifth grade students of SD Negeri Candi 01 Semarang City. Data collection techniques used non-test techniques (observation, interviews, questionnaires, data and documentation) and test techniques (pretest and posttest). The data analysis technique begins with the normality test, then the T test and the N-Gain test to show the final results. The results of this study are as follows 1) Snakes & ladders-based interactive edugame learning media was developed using Canva and Genially applications in the form of a flipbook with components, namely cover, preface, table of contents, character introduction, concept map, learning outcomes, learning objectives, materials, games, LKPD, images, animations, experimental videos, and HOTS questions. 2) The results of the feasibility test from media experts obtained a score of 91% with a very feasible category and material experts obtained a score of 93% with a very feasible category. 3) The effectiveness of snakes & ladders-based interactive edugame learning media comes from the results of the pretest and posttest, based on the cognitive learning outcomes of students showing an increase in change, namely the normality test analysis shows that the data is normally distributed. The T test results obtained Sig. (2-tailled) 0.001 <0.05. The N-Gain test results were 0.84 with high criteria. The conclusion of the development of interactive edugame media based on snakes & ladders was successfully developed with very feasible and effective to improve the cognitive learning outcomes of IPAS fifth grade students of SD Negeri Candi 01 Semarang City.