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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.
Desian Digital Crossword Puzzle Berbasis STEM Materi Pencernaan Manusia Untuk Meningkatkan Literasi Sains Siswa Kelas 5 SDN Kepanjenkidul 2 Kota Blitar Mohamad Fatih
BRILIANT: Jurnal Riset dan Konseptual Vol 11 No 2 (2026): Volume 11 Nomor 2, Mei 2026
Publisher : Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/briliant.v11i2.2299

Abstract

This study aimed to develop a STEM-based digital crossword puzzle learning media, assess its validity and feasibility, and determine its effectiveness in enhancing scientific literacy among fifth-grade elementary school students studying the human digestive system. The research adopted the ADDIE development framework, encompassing the stages of Analysis, Design, Development, Implementation, and Evaluation. Validation and practicality assessments involved media experts, content experts, teachers, and students. Data were collected using structured questionnaires and analyzed descriptively. The results indicated that the developed media achieved a validity score of 94% from media experts and 98% from content experts, both categorized as highly valid. Teacher evaluations yielded a feasibility score of 96%, demonstrating excellent practicality. In addition, the N-Gain score of 0.97 obtained from student responses reflected a high level of improvement in scientific literacy. These findings suggest that the STEM-based digital crossword puzzle is a valid, practical, and effective learning medium for fostering scientific literacy in elementary school education.
PENGEMBANGAN MEDIA COMIC STRIP DENGAN MODEL GUIDED WRITING UNTUK MENINGKATKAN BERPIKIR KREATIF DALAM PEMBELAJARAN MENULIS NARASI SEDERHANA DI KELAS V SD KOTA BLITAR Lailia Nur Azizah; Isna Khuni Mu'alimah; Mohamad Fatih
TANDA Vol 6 No 04 (2026): BAHASA DAN BUDAYA
Publisher : COMMUNITY OF RESEARCH LABORATORY SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69957/tanda.v6i04.2805

Abstract

Penelitian ini bertujuan untuk mengembangkan, menguji kelayakan, dan efektivitas penggunaan media comic strip dengan metode guided writing untuk meningkatkan kemampuan berpikir kreatif siswa kelas 5 SD di Kota Blitar dalam menulis cerita narasi. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation), data dikumpulkan melalui observasi, wawancara, dokumentasi, uji validasi, dan tes. Temuan penelitian membuktikan bahwa media yang dikembangkan masuk dalam kategori sangat valid, dibuktikan dengan perolehan skor 96% dari tim ahli dan 86% dari guru kelas. Di samping itu, kemampuan siswa mengalami peningkatan nyata, terlihat dari lonjakan rata-rata nilai dari 79 saat pretest menjadi 88 pada posttest, dengan indeks N-Gain sebesar 0,4574 (kategori sedang). Dengan demikian, dapat disimpulkan bahwa integrasi media comic strip dan metode guided writing teruji layak serta efektif dalam mengoptimalkan kemampuan berpikir kreatif siswa untuk menulis narasi.
Desain Media Tour The Zoo Melalui TGT pada Materi Ekosistem Meningkatkan Critical Thinking dan Problem Solving Siswa Kelas V SD Tsaniatul Muyassaroh; Mohamad Fatih; Cindya Alfi
Science and Education Journal (SICEDU) Vol 5 No 2 (2026): Science and Education Journal 2026
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/sicedu.v5i2.543

Abstract

This study aims to develop Tour The Zoo (TTZ) learning media through the Teams Games Tournament (TGT) model on ecosystem material to improve critical thinking and problem solving skills of fifth grade elementary school students. This study uses the Research and Development (R&D) method with the Borg and Gall model which is simplified into seven stages, namely research and data collection, planning, initial product development, initial field trials, product revision, main field trials, and operational product revisions. The research subjects were 17 fifth grade students at SDN 3 Kepanjenlor, Blitar City with data collection techniques in the form of observation, interviews, questionnaires, and pretest-posttest tests. Data analysis was carried out through validity tests, reliability tests, prerequisite tests, paired sample t-tests, and MANOVA. The results of the study showed that the percentage of media expert validation was 91% and material expert validation was 100%. The results of teacher responses also showed a percentage of 100% with a very feasible category. In addition, the results of the hypothesis test showed an increase in students' critical thinking and problem solving abilities after the use of TTZ media. The results of the MANOVA test show that TTZ media through the TGT model has a significant influence on increasing critical thinking and problem solving abilities simultaneously.