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Development of a Comic System for Human Digestive Education to Improve Critical Thinking Abilities Pangesti, Yuli Dwi; Andriani, Aldina Eka
Jurnal Pijar Mipa Vol. 19 No. 4 (2024): July 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.v19i4.7156

Abstract

The use of technology-based learning media in stories and pictures has not been optimally used by teachers, which causes students' critical thinking skills to be low. This study aims to describe the development design and test the feasibility and effectiveness of Education Comic for the human digestive system to improve the critical thinking skills of SDN Patemon 02 Semarang grade V students. This type of research is research and development (R&D) with the ADDIE model. The stages of ADDIE are as follows: (1) Analyze, (2) Design, (3) Development, (4) Implementation, (5) Evaluation. Data collection techniques used were Test (pretest and post-test) and Non-test (interview, observation, questionnaire, and document data). The research subjects were 20 students in SDN Patemon 02 Semarang class V. The data analysis technique uses normality, t-tests, and N-gain tests. The study results show that (1) The development design of the educational comic uses the Adobe Photoshop CS3 application and Clip Studio Paint with components consisting of a cover, character introduction, reading instructions, materials, and evaluation. (2) The feasibility results of education comics from material experts with 90% of the category are very feasible, media experts are 90% of the category very feasible with the results of the questionnaire responses of students and teachers of 98.56%, 90.55%, and 96.67% respectively with the category of very feasible. (3) the effectiveness of the Education comic is shown from the t-test results obtained a significance value of 0.00, which means <0.05, then the hypothesis is accepted. The improvement in critical thinking skills is shown from the results of the N-gain test of 77.64% with the high category. The conclusion of this study shows that the Human Digestive System Education Comic has been successfully developed, feasible, and effective in improving the critical thinking skills of grade V students of SDN Patemon 02 Semarang.
Optimalisasi Pemanfaatan Media Pembelajaran Berbasis Fun AI, AR, dan VR untuk Mendukung Pembelajaran Berdiferensisasi di Sekolah Guru Kiptiyah, Siti Maryatul; Purwati, Panca Dewi; Trimurtini, Trimurtini; Siroj, Muhammad Badrus; Andriani, Aldina Eka
Instructional Development Journal Vol 6, No 2 (2023): IDJ
Publisher : Universitas Islam Negeri Sultan Syarif Kasim Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24014/idj.v6i2.25558

Abstract

Masalah yang dihadapi guru KKG Gugus Drupadi dalam pembelajaran saat ini adalah masih mendominasinya pembelajaran konvensional, rendahnya kompetensi guru dalam penguasaan teknologi informasi, serta minimnya penggunaan media pembelajaran berbasis IT terutama yang cocok untuk mengakomodir keragaman karakteristik dan kebutuhan belajar siswa (pembelajaran berdiferensiasi). Kondisi tersebut dilatarbelakangi oleh beberapa hal antara lain yaitu (1) rendahnya semangat dan kesadaran guru dalam melakukan inovasi pembelajaran  berbasis IT, (2) sebagian besar guru sudah nyaman dengan pembelajaran teacher centered, (3) belum terbiasa mengimplementasikan pembelajaran yang mengakomodir keragaman learning profile siswa, (4) masih terbatasnya kegiatan pelatihan dan workshop bagi guru. Masalah tersebut dapat diatasi salah satunya dengan memfasilitasi kegiatan pelatihan dan pendampingan berbasis flipped workshop, di mana peserta diberikan kesempatan untuk memperlajari materi dan melaksanakan asesmen diagnostik terlebih dahulu.. Kegiatan utama pengabdian tersebut meliputi aktivitas sebagai berikut  (1) sebelum pelatihan, peserta belajar secara mandiri melalui LMS dan melakukan asesmen diagnostik siswa serta mengisi form pretest (2) pelatihan, praktik, dan pendampingan secara luring mengenai pemanfaatan media pembelajaran berbasis Fun Artificial Intelligence (AI), Virtual Reality (VR), dan Augmented Reality (AR) yang mendukung pembelajaran berdiferensiasi, (3) penugasan dan pendampingan, (4) postest dan evaluasi, untuk melihat hasil praktik yang telah dilakukan oleh peserta. Adapun hasil dari kegiatan pegabdian yang dilaksanakan pada 2-12 Agustus 2023 tersebut yaitu (1) wawasan pengetahuan tentang pentingnya pemahaman dan penerapan pembelajaran berdiferensiasi pada guru di KKG Gugus Dupradi Kecamatan Gunungpati Kota Semarang meningkat, (2) peserta mendapatkan tambahan keterampilan dalam mengembangkan media pembelajaran berbasis fun AI, AR, dan VR untuk mendukung pembelajaran berdiferensiasi di sekolah, (3) peserta workhsop merasa puas dengan penyelenggaraan kegiatan pengabdian tersebut.
Using Multimedia Interactive Web Blog Science Virtual Laboratory to Improve Students' Critical Thinking and Concept Mastery Andriani, Aldina Eka; Sulistyorini, Sri; Sunarso, Ali
Edunesia : Jurnal Ilmiah Pendidikan Vol. 5 No. 1 (2024)
Publisher : research, training and philanthropy institution Natural Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51276/edu.v5i1.704

Abstract

The presence and condition of laboratories are critical factors in the success of learning activities through practical work, thereby improving student motivation and interest in learning. This research aims to determine the utilization of a virtual laboratory in improving critical thinking skills and mastery of science concepts for Elementary School Teacher Education (PGSD) students. The research used an experimental method utilizing a quasi-experimental design, specifically a nonequivalent control group design. Purposive sampling was the chosen sampling technique, and the research sample comprised 42 second-semester students from the Elementary School Teacher Education Department enrolled in the Elementary School Science Laboratory course. The samples were intentionally divided into two groups: Group K, the experimental group, and Group O, the control group. A multiple-choice test served as the data collection instrument. The collected data were analyzed using the N-Gain formula and t-test. The N-Gain results for concept mastery in the experimental group are 0.5%, and in the control group, it is 0.3%. Meanwhile, the average score for critical thinking skills in the experimental group is 80.77, and the average score for the control group is 76.31. Therefore, using a virtual laboratory affects students' mastery of concepts and critical thinking skills in Natural Science.
Pengembangan E-Book Berbasis Problem Based Learning untuk Meningkatkan Hasil Belajar IPA Siswa Kelas V Kristi, Danu; Andriani, Aldina Eka
Jurnal Penelitian Pendidikan IPA Vol 9 No SpecialIssue (2023): UNRAM journals and research based on science education, science applic
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9iSpecialIssue.6505

Abstract

This research aims to develop and test the validity and effectiveness of e-books based on Problem-based Based Learning to improve science learning outcomes for class V students. The type of research used is Research and Development with the Borg and Gall research model. The subjects in this study were 26 Class V students. The data collection technique used test techniques (pretest and posttest); and non-test techniques (observation, interviews, and questionnaires). Data analysis techniques include initial data with normality and homogeneity tests; and final data analysis using the t and N-gain tests. The research results show: (1) Problem-Based Learning-based e-books were developed using the book creator application with cover components, KD, indicators, learning objectives, instructions for use, concept maps, single and mixed substance material, learning evaluation, developer biography, and bibliography ; (2) the validity test results of material experts, media experts, teachers and students are in the very appropriate category; (3) effectiveness is seen from the results of the analysis of posttest and pretest scores. The t-test results obtained a sig value. Equal to 0.000 > 0.05. The N-gain test result was 0.69 in the medium category. The conclusion from this research is that the development of an e-book based on Problem-Based Learning has been successfully developed, and is very feasible and effective for improving the science learning outcomes of class V students.
Development of Learning Evaluation Based on Automatic Assessment through Quizizz Paper Mode to Improve Students' Natural and Social Sciences Learning Outcomes Balqis, Ayssyiyah Sintha; Andriani, Aldina Eka
Jurnal Penelitian Pendidikan IPA Vol 10 No 6 (2024): June
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i6.7251

Abstract

Class IV teachers have not implemented technology-based learning evaluation. This research aims to develop, test the feasibility and effectiveness of Automatic Assessment-based learning evaluation through Quizizz Paper Mode to improve the cognitive learning outcomes of class IV students. The type of research used is Research and Development with the Borg and Gall model. The subjects of this research were 20 class IV students. Data collection techniques use technical tests (pretest and posttest); and non-test techniques (observation, interviews, questionnaires). Initial data analysis technique with normality test; final data analysis using the T test and N-Gain test. The results of this research show: Evaluation of learning based on Automatic Assessment via Quizizz Paper Mode with components of questions, answers, question stimuli (images, videos, audio and tables), scores and duration of work with MOTS and HOTS cognitive levels; The results of the feasibility test for material experts and media experts are in the very feasible category; Effectiveness is seen from the pretest and posttest results. The T test results show Sig. (2-tailed) 0.000 <0.05. N-Gain score is 0.70 in the high category. The conclusion of this research is that the development of learning evaluation based on Automatic Assessment through Quizizz Paper Mode has been successfully developed, is very feasible, and is effective in improving the cognitive learning outcomes of class IV students.
Pengembangan Multimedia Interaktif berbasis Problem Based Learning untuk Meningkatkan Hasil Belajar IPAS Adhana, Husna Maulida; Andriani, Aldina Eka
Jurnal Penelitian Pendidikan IPA Vol 10 No 9 (2024): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i9.7588

Abstract

This research is an R&D (Research and Development) study with the Borg and Gall model. This research is motivated by the fact that teachers have not been optimal in using technology-based learning media and innovative learning models. This causes the low learning outcomes of grade V students on the material of the human digestive system. This research aims to develop media design, test the feasibility, and test the effectiveness of interactive multimedia based on problem-based learning. The techniques used in data collection are tests and non-tests (observation, interviews, questionnaires, and documentation). The results showed that (1) interactive multimedia was developed using the Canva application with components including cover, main menu, instructions, problem-based learning-based material, games, evaluation, and developer profile; (2) product feasibility from media experts 93.75%, material experts 92.5%, student responses 97.27%, and teacher responses 98.75% with very feasible criteria; (3) effectiveness seen from the increase in learning outcomes of 19.4948 and sig. (2-tailed) value of 0.000 which shows there is a significant difference in students before and after using interactive multimedia. The N-Gain test obtained was 0.4911 which showed medium criteria. The conclusion of this study states that interactive multimedia based on problem-based learning has been successfully developed, feasible, and effective in improving the learning outcomes of human digestive system IPAS of fifth-grade students of SD N 1 Ngadirejo Temanggung.
Pengembangan Media Pembelajaran Mobile Learning berbasis Problem Solving untuk Meningkatkan Hasil Belajar IPAS Tsaniyyati, Luthfi; Andriani, Aldina Eka
Jurnal Penelitian Pendidikan IPA Vol 10 No 9 (2024): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i9.7757

Abstract

Teachers have not optimally used technology learning media and have not implemented problem solving learning models, causing low student learning outcomes. The research objective is to develop, test feasibility, and measure effectiveness of Mobile Learning based on Problem Solving to improve IPAS learning outcomes for class V. This type of research is Research and Development with the Borg & Gall model. The research subjects were 21 class V students at SDN 02 Jatipurwo Karanganyar. Data collection techniques use tests (pretest, posttest) and non-tests (observation, interviews, questionnaires). Data analysis was carried out using normality test techniques, t test, and N-Gain test. The research results show: Mobile Learning based on Problem Solving was developed using the canva application containing a cover, learning outcomes, instructions for use, developer profile, references, accompanied by learning objectives, concept maps, materials and evaluation questions; the feasible of the media is shown from the validity test of material experts, media experts, teachers and students who receive a very feasible category; and effectiveness is shown from the analysis of pretest and posttest scores. The t test results get a sig value. (2-tailed) 0.000 < 0.005. The N-Gain test result is 0.4234 in the medium category. The conclusions in this research show that the development of Mobile Learning based on Problem Solving has been successfully developed, is very feasible, and is effectively used to improve the science and science learning outcomes of class V students at SDN 02 Jatipurwo Karanganyar
Development of Interactive Multimedia Based on Appy Pie to Improve Learning Outcomes of Elementary School Students Setiadi, Zikri Wildan; Andriani, Aldina Eka
Jurnal Penelitian Pendidikan IPA Vol 10 No 7 (2024): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i7.8121

Abstract

This research aims to develop, test the feasibility and effectiveness of interactive multimedia based on Appy Pie to improve the cognitive learning outcomes of students in grade V of SD Negeri Kemijen 02, Semarang City. This type of research is development research (R&D) using the ADDIE model. The subjects of the study were 27 students in grade V of SD Negeri Kemijen 02. Data collection techniques include non-test and test. The data analysis technique uses normality test, homogeneity test, t-test, and N-Gain test. The results showed that the Appy Pie-based interactive multimedia development included covers, instructions for use, concept maps, learning competencies, materials, videos, discussion pages, AI chatbots, and evaluations. The feasibility results of media experts are 97.91% "very feasible", material experts are 89.28% "very feasible". The effectiveness of multimedia is proven through the t-test which shows a significance value of 0.000 (<0.05) with an N-gain value of 0.68 in the medium category. This study concludes that Appy pie-based interactive multimedia has been successfully developed with a very feasible and effective category to improve the learning outcomes of IPAS for grade V students of SD Negeri Kemijen 02 Semarang City.
Development of Interactive Edugame Learning Evaluation Assited by Wordwall to Improve IPAS Learning Outcomes Prameswari, Avina; Andriani, Aldina Eka
Jurnal Penelitian Pendidikan IPA Vol 10 No 8 (2024): August
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i8.8224

Abstract

Teachers are less than optimal in conducting a variety of technology-based learning evaluations, this is supported by learning evaluations that are still conventional, causing low students learnig outcomes. Purpose of this research is to develop a design, test the feasibility and effectiveness of interactive edugame learning evaluation assisted by wordwall to improve IPAS learning outcomes. Type of research is Research and Development (RnD) using the Borg and Gall model. The subjects of this study were 25 fourth grade students of SDN Harjosari 01. Data collection techniques used tests and non-tests. Technical data analysis using normality test, homogeneity test, t test and N-gain test. The results showed: (1) the design of this interactive edugame learning evaluation uses wordwall and canva applications with  cover, learning objectives, learning flow, and learning evaluation; (2) the feasibility of  learning evaluation is shown from the validation results of media experts, material experts, student responses, and teacher responses with a very feasible category; (3) the effectiveness of learning evaluation is shown from the results of the analysis of pretest and posttest scores. The t-test results obtained a sig value. 0,000> 0,05. N - gain test results 0.43 with moderate criteria. The conclusion of this study is the development of interactive edugame learning evaluation assisted by wordwall successfully developed, very feasible, and effective to improve the learning outcomes of IPAS fourth grade students of SDN Harjosari 01
Implementasi Habituasi dalam Pembinaan Profil Pelajar Pancasila pada Dimensi Gotong Royong Siswa Kelas 5 SD Negeri Ngaliyan 05. Najwa Fauzia, Inha Wafda; Andriani, Aldina Eka; Adinesa, Azhara Eka; Musyarofah, Lailatul Eka; Istawa, Tasya Muhaima; Sidiq, Syahrir Muhaima
Jurnal Ilmiah Wahana Pendidikan Vol 11 No 11.D (2025): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The objective of this study is to describe the implementation of habituation in strengthening the character of fifth-grade students at SD Negeri Ngaliyan 05 through the aspect of mutual cooperation (gotong royong) in the Pancasila Student Profile. This research employs a descriptive qualitative approach and collects data through observation, interviews, and documentation. The findings indicate that habituation is implemented through routine programs such as Clean and Healthy Fridays, classroom duty schedules, student patrols, and waste donation (sodaqoh sampah). These activities have proven effective in instilling values of cooperation, responsibility, social awareness, and empathy among students. Minor challenges, such as jealousy among students, can be minimized through teacher role-modeling and intensive communication with parents. In conclusion, habituation is an ideal strategy for developing the character of mutual cooperation in students and can serve as a model for other primary schools in supporting the sustainable implementation of Pancasila values.