Claim Missing Document
Check
Articles

Found 25 Documents
Search

Pengembangan Media Fun Thinkers Book Berbasis Scientific Materi Keragaman Budaya Indonesia Untuk Meningkatkan Self Regulation Pada Siswa Kelas IV UPT SDN Kebonduren 01 Kabupaten Blitar Latifa Dewi Masyitho; Mohamad Fatih; Cindya Alfi
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 7 No. 1 (2024)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v7i1.2165

Abstract

This study aims to produce development products in the form of teaching materials for class IV,namely the Scientific Based Fun Thinkers Book,material on Indonesia cultural diversity to improve student self regulation in this study using the development method (Research&Development) with the ADDIE development model ,Analysis (analysis), Design(design), Development(development), Implementation (Implementation) and Evaluation (evaluation).The data source in this study consisted of primary data obtained from the research environment,namely UPT SDN Kebonduren 01 Blitar Regency,with 18 class IV students as research subjects.the result showed that the development of scientific based fun thinkers book media on Indonesia cultural diversity material was carried out through the stages of observation,validation by media experts and material experts,linguists as well as field trials with fourth grade students at SDN kebonduren 01.The validity test was carried out by experts show valid result with percentages showing more than 91 %.while the increase in self regulation proved to increase by category with the result t count for self regulation of 8.5.
Pengembangan Media Flipbook Berbasis Augmented Reality Materi Keragaman Budaya Untuk Meningkatkan Self Efficacy Siswa Kelas IV Mufidatul Khusna; Mohamad Fatih; Cindya Alfi
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 7 No. 1 (2024)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v7i1.2168

Abstract

Self-efficacy is the ability of students to believe in their abilities. One way to improve students' self-efficacy skills at school is to use instructional media. One of the learning media that can be developed is augmented reality-based flipbook media in IPAS matter. The media was developed with the ADDIE development model. Interviews and questionnaires are data collection techniques used by researchers. Validation from media experts got a score of 87%, material experts got a score of 100% and language experts got a score of 82%. This means that the media developed by the researcher is included in the valid category and can be used for research. the results of increasing students' self-efficacy abilities after learning using flipbook media based on augmented reality are calculated using the N-Gain formula and get a score of 0.5122. These results are included in the moderate category. Thus, it can be concluded that the use of flipbook media can help increase students' self-efficacy and make learning more interesting than previous learning.
Implementation of the Hybrid Flexible-Station Rotation Learning Model on Critical Thinking and Creativity Skills in Elementary Schools in Blitar Cindya Alfi; Mohamad Fatih
Jurnal Penelitian Pendidikan IPA Vol 11 No 7 (2025): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i7.9304

Abstract

This study aims to evaluate the effectiveness of the Hybrid Flexible-Station Rotation learning model in enhancing critical thinking and creative abilities in elementary school students. The subjects were 133 class V students in Blitar Regency, divided into two groups: an experimental group using the Hybrid Flexible-Station Rotation model and a control group with conventional learning. The research instruments included pretests and posttests to measure critical thinking and creativity on topics such as stucture of the earth’s layers, water cycles, and shapeof the earth’s surface. The results showed a significant improvement in the experimental group compared to the control group, with an average post-test score of 72.07 for the experimental group and 70.06 for the control group. Paired t-test analysis confirmed a significant difference between the two groups. These findings affirm that the Hybrid Flexible-Station Rotation model is more effective in developing students' critical thinking and creative skills. The study recommends adopting this learning model as an innovative strategy in digital era education.
Pelatihan Penyusunan Perangkat Pembelajaran Kurikulum Merdeka pada Komunitas Belajar Guru Kelas III Sekolah Dasar di Kota Blitar Mohamad Fatih; Cindya Alfi; Fernadiksa Rastra Putra P
ARembeN Jurnal Pengabdian Multidisiplin Vol. 2 No. 1 (2024): Edisi Juni
Publisher : CV. Ro Bema

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69688/aremben.v2i1.70

Abstract

Pelatihan penyusunan perangkat kurikulum merdeka berdasar pada permasalahan yang dihadapi komunitas guru kelas III yakni belum menguasai konsep implementasi kurikulum merdeka secara menyeluruh. Berdasar permasalahan tersebut maka diperlukan pelatihan penyusunan perangkat ajar yang bertujuan meningkatkan kemampuan pengetahuan dan keterampilan dalam Menyusun dan mengimpelementasikan kurikulum merdeka. Pelatihan tersebut diikuti oleh 63 peserta.  Pelaksanaan pelatihan ini meliputi beberapa kegiatan 1) penjelasan konsep  kurikulum merdeka meliputi Capaian pembelajaran (CP), tujuan Pembelajaran (TP ) dan Alur tujuan pembelajaran (ATP) 2) pelatihan penyusunan modul ajar berdiferensiasi, dan 3) pelatihan menyusun Lembar kerja siswa (LKPD). Hasil dari pelatihan yakni penguasaan dan peningkatan pengetahuan tentang implementasi kurikulum merdeka serta keterampilan dalam menyusun perangkat pembelajaran
Penguatan Karakter Guna Mengembangkan Berfikir Kreatif Melalui Aktif Learning Bersama Darul Hikmah Mandiri Fernadiksa Rasta Putra Pratama; Cindya Alfi; Mohamad Fatih
ARembeN Jurnal Pengabdian Multidisiplin Vol. 3 No. 1 (2025): Edisi Juni
Publisher : CV. Ro Bema

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69688/aremben.v3i1.111

Abstract

Pendidikan karakter adalah sebuah usaha untuk menerapkan nilai-nilai agama, moral, etika pada peserta didik melalui ilmu pengetahuan, dibantu oleh orang tua, guru, serta masyarakat yang sangat penting dalam pembentukan dan perkembangan karakter peserta didik.Setiap anak memiliki potensi yang baik sejak lahir, namun potensi tersebut harus terus diasah dan disosialisasikan dengan baik agar karakter setiap anak terbentuk dan berkembang secara maksimal. Pada penelitian ini kami memfokuskan pada pengembangan pendidikan karakter ranah berfikir kreatif melalui pendekatan aktif learning di Keluarga Besar Darul Hikmah Mandiri Bendogerit Kota Blitar. Pendidikan karakter sangat penting untuk diterapkan bagi setiap peserta didik khususnya jenjang sekolah dasar sampai menengah atas. Permasalahan yang dikaji dalam penelitian ini adalah tingkat berfikirnya anak kurang kreatif dan cenderung berpusat pada pembimbing pada saat aktivitas berlangsung dan terdapat beberapa anak yang kurang memahami makna kerjasama bersama teman sejawatnya. Penelitian ini merupakan penelitian kualitatif dengan pendekatan secara deskriptif. Analisis data yang dilakukan bersifat induktif berdasarkan fakta-fakta yang ditemukan di lapangan. Dari hasil penelitian menunjukkan bahwa terdapat hubungan antara pembelajaran active lerning melalui desain perlombaan mewarnai, menanam pohon dan game dengan pengembangan karakter kreatif pada peserta didik yang terdapat di Keluarga Besar Darul Hikmah Mandiri Bendogerit Kota Blitar.
Science Learning Game (SLG) Berbasis Augmented Reality untuk Meningkatkan Kemampuan Literasi Sains dan Berfikir Kritis Siswa Kelas VI SD Mohamad Fatih; Cindya Alfi; Mohammad Afifuddin Muqtafa
Jurnal Penelitian Pendidikan IPA Vol 10 No 2 (2024): February
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i2.6107

Abstract

Science literacy is the ability of individuals to understand, evaluate, and apply scientific knowledge in everyday problem-solving, while critical thinking is the ability to analyze, evaluate, and make decisions based on evidence and logic. This research is based on several issues in SDN Sentul2 Kota Blitar in grade 6 post-Covid 19. This research aims to produce a product used as a learning tool in Grade 6, namely Science Learning Game (SLG) Media based on Augmented Reality to Improve Science Literacy and Critical Thinking Skills in Grade 6 Students in Kota Blitar. This research and development (R&D) study uses the ADDIE (analysis, design, development, implementation, and evaluation) model. The instrument used is a questionnaire. The research data analysis results show that the developed media can improve critical thinking skills, as evidenced by comparing the Pre-test results at 72.21% with the Post-test results at 93.57%. This media can also enhance science literacy, as indicated by the increase between the Pre-test results at 74.28% and the Post-test results at 92.14%. The implication is that the science literacy and critical thinking abilities of students in Indonesia still need improvement, which can be achieved by considering the use of instructional media. With positive results in pre-test and post-test scores, this media has the potential to enhance science literacy and critical thinking skills in students.
Pengembangan Flipbook Berbasis Augmented Reality melalui Model PjBL untuk Meningkatkan Literasi Sains Siswa Kelas V Sekolah Dasar Santi Asfiyatul Abdiyati; Mohamad Fatih; Khoirul Wafa
JGK (Jurnal Guru Kita) Vol. 10 No. 3: Juni 2026
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jgk.v10.i3.73862

Abstract

Rendahnya kemampuan literasi sains siswa pada materi cahaya dan sifatnya menunjukkan perlunya media pembelajaran yang interaktif dan mampu memvisualisasikan konsep secara konkret. Penelitian ini bertujuan untuk meningkatkan literasi sains siswa kelas V melalui pengembangan flipbook berbasis augmented reality dengan model project based learning pada materi tersebut menggunakan metode Research and Development dengan model ASSURE serta pendekatan mixed methods. Hasil validasi menunjukkan media termasuk kategori sangat valid berdasarkan ahli materi (95%), ahli media (98%), dan ahli bahasa (83%), serta sangat layak berdasarkan penilaian guru (90%). Hasil uji Paired Sample t-Test menunjukkan peningkatan literasi sains siswa, sedangkan uji Independent Sample t-Test menunjukkan adanya perbedaan signifikan antara kelas kontrol dan eksperimen (0,006 < 0,05). Dengan demikian, flipbook berbasis augmented reality melalui model PjBL dinyatakan valid, layak, dan efektif dalam meningkatkan literasi sains siswa pada materi cahaya dan sifatnya.
PENGEMBANGAN FLASHCARD BERBANTUAN WORDWALL MENGGUNAKAN MODEL PBL UNTUK MENINGKATKAN HARGA DIRI SISWA KELAS III SEKOLAH DASAR KABUPATEN BLITAR Aulia Rizka Fariani; Mohamad Fatih; Khoirul Wafa
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.698

Abstract

The purpose of this study was to develop Wordwall-integrated flashcard materials to enhance IPAS learning and raise third-grade students' self-esteem at SDN 3 Candirejo, Blitar Regency. The researcher used a mixed-approaches approach, combining a quantitative methodology with research and development (R&D) directed by the ASSURE model. After the development process, a media prototype was created and verified by media and subject matter experts. Questionnaires, interviews, and observation were used to collect data, which were then subjected to descriptive quantitative analysis. A 95% score from content experts indicated a high level of validity, and an 85.71% score from media experts indicated a similarly high level of validity. The control group's significant values were less than 0.007 according to the Paired Sample T-test.
PENGEMBANGAN MEDIA PAPAN BILANGAN BERBASIS NUMERASI MATERI OPERASI HITUNG PENJUMLAHAN MATEMATIKA SISWA KELAS II UPT SDN KEBONDUREN 01 Binti Khasanah; Cindya Alfi; Mohamad Fatih
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.704

Abstract

This research helps grade II students of SDN Kebonduren 01, Blitar Regency, to better understand the addition calculation process, this project intends to create numeracy literacy-based number board media. Through the stages of analysis, design, development, implementation and evaluation, the ADDIE paradigm is applied in research and development (R&D). By using easily available materials and equipped with a rotating number wheel, colorful ornaments, and number cards, the developed media was made interesting and interactive. With validation scores above 87%, the validation results from material, media, and language experts show that this media is very valid and practical to use. Implementation in the classroom showed an increase in students' motivation, understanding, and engagement in learning the material. Positive responses from teachers and students show that this media is effective in supporting basic math learning. Thus, the developed literate numerical analysis-based number board media can be an innovative solution to improve operational analysis learning outcomes in primary schools.
PERANCANGAN DAN APLIKASI PETA CERITA E-LEARNING MATERI KEBERAGAMAN BUDAYA GLOBAL UNTUK MENINGKATKAN LITERASI DIGITAL SISWA KELAS IV SEKOLAH DASAR Zumrotul Ngafifah; Cindya Alfi; Mohamad Fatih
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.705

Abstract

The purpose of this study is to explore ways to improve students' digital literacy skills in elementary schools by utilizing story maps in the online learning process. In designing this e-learning story map, the researcher applied the Research and Development method. The development process follows the ASSURE model, which consists of six stages: student analysis, target determination, selection of methods, media, and materials, implementation of media and materials, encouraging student participation, and finally evaluation and revision. The topic and source of this study were fourth-grade students at SDN Tumpang 02 in Blitar Regency. Interviews, recordings, and surveys from experts in the media and materials sector were used to collect information. Validation is important for the effectiveness of improving digital literacy. The validation process in this development involved two validators representing both fields, resulting in a media expert validator obtaining a percentage of 91% and a material expert validator with a percentage of 97%, and both results are included in the "very valid" category. The result of the increase in digital literacy is 0.8258 which is included in the "High" category.