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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 Pop-Up Book berbasis Augmented Reality Materi Bangun Ruang Meningkatkan Self Efficacy Siswa Kelas V SDN Sumberdiren 01 Kabupaten Blitar Alifa Putri Sasmita Hadi Wijono; Cindya Alfi; Mohamad Fatih
Jurnal Simki Pedagogia Vol 7 No 2 (2024): Volume 7 Nomor 2 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jsp.v7i2.714

Abstract

The goal of this project is to improve the self-efficacy of 5th grade students through the development of augmented reality-based pop-up book learning materials and building spaces. Research and development (R&D) methodology is used in this project. The data was collected using surveys and interviews with instruments assessed by language, media, and material experts. The assessment from language experts received a score of 82.5%, meaning "very valid", the assessment from media experts received a score of 100%, meaning "very valid", and the product validity test from material experts received a score of 100%, meaning "very valid". With a score of 97.5% on the media attractiveness scale, it is classified in the "very interesting" category. Meanwhile, the increase in students' Self Efficacy was rated "high" with a score of 0.81. So it is concluded that the Augmented Reality-based Pop Up Book media is able to increase student self-efficacy.
Pengembangan Game KEBAL berbasis Web App sebagai Penguatan Sikap Toleransi Siswa Kelas 4A SDIT Al-Akbar Kabupaten Blitar Latifatul Munawaroh; Cindya Alfi; Mohamad Fatih
Jurnal Simki Pedagogia Vol 7 No 2 (2024): Volume 7 Nomor 2 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jsp.v7i2.719

Abstract

This study aims to determine how the validity, feasibility of KEBAL media based on Web App and also the strengthening of tolerance attitudes of 4A class students of SDIT Al Akbar Blitar Regency. This research uses the Borg and Gall development model with trials at SDIT Al Akbar Blitar Regency. The data collection techniques used are interviews, questionnaires and documentation. The validation results show that the Web App-based KEBAL product has a very high level of validity and feasibility. The validity of this product was assessed by media experts and material experts while the feasibility of the product was assessed by the class teacher through a questionnaire. The product trial was carried out with 2 stages, namely small scale and large scale and obtained a score of 90% and 92% with a very tolerant category. Thus the product that has been made can be used without revision.
Desain LinTar materi Daerahku dan Kekayaan Alamnya meningkatkan Adversity Quotient & Self Management Kelas IV SD Plus Sunan Pandanaran Frika Trisetya N.; Mohamad Fatih; Cindya Alfi
Jurnal Simki Pedagogia Vol 7 No 2 (2024): Volume 7 Nomor 2 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jsp.v7i2.729

Abstract

The purpose of this study was to determine whether there was an increase in fourth grade students of SD Plus Sunan Pandanaran Blitar district regarding Adversity Quotient and Self Management skills. Research and Development (RnD) was used as the method in this study with waterfall as the model. Questionnaires, interviews and documentation were used to collect research data. Media, Material and Language experts acted as media validity testers. The assessment from the media expert scored 96.1% in the "Very Valid" category, 100% was obtained from the material expert and the linguist scored 97.7% in the same category. With a score of 92.5% the product was declared feasible by the class teacher. As for the increase in students' Adversity Quotient, it obtained an n-gain score of 0.9 in the "High" category as well as the results of increasing students' Self Management with a score of 0.8 in the "High" category. So it is concluded that Lintar media on the material of my region and its natural wealth is valid and able to increase the ability of Adversity Quotient and Self Management of fourth grade students of SD Plus Sunan Pandanaran.
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): ARemBeN 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
Pengembangan Traditional Game Congklak pada Materi Penjumlahan dan Pengurangan untuk Meningkatkan Kemampuan Berhitung Siswa Kelas 1 siti maysaroh; Cindya Alfi; Mohamad Fatih
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.v7i1.2162

Abstract

This research originates from the results of preliminary observations and interviews conducted with elementary school teachers at SDIT Al-Firdaus Semen. The learning process was found to be problematic, due to a lack of various teaching materials. The limited variety of media results in a lack of engagement among students, leading to boredom and distraction during arithmetic lessons. Students often stray off course, engaging in conversations with peers or immersing themselves in other activities in the classroom. To answer this problem, the traditional congklak game was introduced as a pedagogical tool to improve the numeracy skills of first grade students at SDIT Al-Firdaus Semen. Using the ADDIE research model, this study involved a total of 15 participants. The Research and Development method or commonly referred to as RnD is guided by the ADDIE model which consists of five stages, namely analysis, design, development, implementation, and evaluation. The tools used in this process include material expert sheets, media experts, user experts (teachers), as well as pretest and posttest assessments. The purpose of this study was to improve the numeracy skills of first grade students at SDIT Al-Firdaus in addition and subtraction. The results showed that media experts rated the results of the assessment at 82.5% (very feasible), material experts at 90% (very feasible), and user experts (teachers) at 100% (very feasible). Together, these assessments show that the traditional congklak game media is very suitable for improving the arithmetic addition and subtraction skills of grade 1 SDIT Al-Firdaus students. Congklak Traditional Game Media not only improves students' numeracy skills but also provides valuable data through pretest and posttest scores which are then calculated using N-Gain. The average N-Gain value obtained is 81.38%, indicating a high level of improvement. Based on this, it can be concluded that the use of Congklak Traditional Game media is highly recommended and effective in improving students' numeracy skills.
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.
PENGEMBANGAN MODUL BERBASIS SCAN BARCODE SEBAGAI MEDIA PEMBELAJARAN PADA MATERI BAGIAN TUMBUHAN DAN FUNGSINYA (Kelas IV UPT SD Negeri Resapombo 05 Kecamatan Doko Kabupaten Blitar) Sindi Ratika; Mohamad Fatih; Cindya Alfi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 2025 Progres
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.23136

Abstract

The availability of adequate learning media can facilitate the teaching and learning process effectively and efficiently. The provision of media and the application of dynamic, conducive, and interactive learning methods are very important to optimize the development of students' potential. Many fourth grade students still have difficulty fully understanding the content delivered by their teachers. As a result, some students are less active because they are less interested in the material. Through the use of media in the form of barcode scan-based modules, researchers provide solutions that help teachers incorporate technology into the teaching and learning process, including the use of mobile phones. The Research and Development (R&D) approach was used in this study. The ADDIE model is used to describe the phases involved in implementing research and development activities. This stage includes analysis, design, development, implementation, and assessment. Data collection in this study was carried out using interview and questionnaire techniques. The validity of the material expert media was 67%, media experts were 92%. language experts were 78%. thus, this module can be used without the need for major revisions. The practicality of this barcode scan-based module was assessed by a grade IV teacher at UPT SD Negeri Resapombo 05, Doko District, Blitar Regency, with a percentage result of 80%, student evaluations showed that the image & color display received the highest score (88%), followed by aspects of instructions, language, and time allocation which each received 86%. Meanwhile, the material aspect received a score of 84%, which indicates that there is room for improvement in the presentation of content.