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Pengembangan Media Pembelajaran Monertif Berbasis QR Code untuk Melatih Kemandirian Siswa Kelas III Sekolah Dasar Rahmawati, Novi; Winahyu, Sri Estu; Untari, Esti
Metodik Didaktik Vol 19, No 2 (2024): Metodik Didaktik Januari 2024
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/md.v19i2.61934

Abstract

     Penggunaan media pembelajaran di SD belum banyak, ditandai dengan kurang variasi media pembelajaran. Proses belajar mengajar yang cenderung bukan mengarah pada student centeredmengakibatkan siswa pasif dalam proses belajarnya. Dengan demikian diperlukan media pembelajaran yang dekat dengan kehidupan siswa agar siswa merasa tertarik untuk belajar. Tujuan penelitian dan pengembangan ini adalah mengembangkan produk yang layak menurut ahli materi, ahli media, praktis menurut guru, serta menarik dan melatih kemandirian belajar siswa kelas III sekolah dasar. Penelitian dan pengembangan ini menggunakan Model ADDIE dengan teknik pengumpulan data melalui wawancara, observasi, Email penulis: angket, dan dokumentasi. Analisis angket ahli materi, ahli media, dan angket kepraktisan guru menggunakan skala Likert. Sedangkan angket respon dan angket kemandirian siswa menggunakan skala Guttman. Berdasarkan hasil angket ahli materi dan ahli media, produk Media Monertif dinyatakan layak digunakan tanpa revisi. Berdasarkan angket kepraktisan guru, media Monertif dinyatakan valid dengan persentase 100%. Media Monertif dinyatakan dapat melatih kemandirian siswa berdasarkan angket kemandirian siswa.  
Pengembangan Media Pembelajaran Game Siceria pada Materi Sistem Pencernaan Manusia dengan Penguatan Karakter Mandiri di Kelas V SDN Wonorejo IV Sabillah, Faridah Sal; Winahyu, Sri Estu; Untari, Esti
Wahana Sekolah Dasar Vol 32, No 2 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um035v32i22024p86-100

Abstract

Tujuan penelitian ini yaitu mengembangkan produk media pembelajaran game Siceria pada materi sistem pencernaan manusia dengan penguatan karakter mandiri yang valid menurut ahli materi, ahli media, dan guru sebagai pengguna; praktis menurut guru sebagai pengguna; menarik bagi peserta didik; serta mampu menguatkan karakter mandiri pada peserta didik. Metode yang digunakan dalam penelitian ini yaitu research and development (R&D). Model yang digunakan dalam penelitian ini yaitu Model ADDIE (analyze, design, development, implementation, evaluation). Hasil penelitian menyatakan bahwa media pembelajaran game Siceria valid menurut ahli materi, ahli media, dan guru sebagai pengguna. Media pembelajaran mendapatkan skor validitas 100% dari ahli materi, 96,87% dari ahli media, dan 100% dari pengguna. Media pembelajaran juga dinyatakan praktis menurut pengguna dengan skor 100% dari pengguna. Media pembelajaran dinyatakan menarik menurut peserta didik dengan skor 99,72%. Media pembelajaran juga dinyatakan dapat menguatkan karakter mandiri dengan skor 100%. Berdasarkan skor yang telah didapat, dapat disimpulkan bahwa media pembelajaran game Siceria dinyatakan valid menurut ahli materi, ahli media, dan guru sebagai pengguna; praktis menurut pengguna; menarik menurut peserta didik; dan menguatkan karakter mandiri pada peserta didik.
Implementasi Model Pembelajaran Project Based Learning dalam Meningkatkan Hasil Belajar Bahasa Indonesia pada Siswa Kelas 1 SD Rofiqoh, Hefi Yuli Aida Nur; Winahyu, Sri Estu
Journal of Language Literature and Arts Vol. 5 No. 1 (2025)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um064v5i12025p63-73

Abstract

Penelitian ini bertujuan untuk mengkaji implementasi Model Pembelajaran Project Based Learning (PBL) dalam meningkatkan hasil belajar Bahasa Indonesia pada siswa kelas 1 di SDN Kiduldalem 2 Kota Malang. Fokus utama dari penelitian ini adalah untuk mengetahui sejauh mana penerapan PBL dapat meningkatkan keaktifan, semangat, dan partisipasi siswa dalam pembelajaran Bahasa Indonesia. Dengan menggunakan pendekatan kualitatif, penelitian ini mengamati bagaimana PBL dapat merangsang keterlibatan aktif siswa dalam proses belajar, serta pengaruhnya terhadap peningkatan pemahaman mereka dalam aspek linguistik, seperti membaca dan menulis. Melalui pengamatan langsung, wawancara, dan pengumpulan data dari kuesioner, peneliti mengevaluasi perkembangan siswa dalam mencapai kompetensi bahasa yang telah ditentukan dalam kurikulum. Hasil penelitian diharapkan memberikan wawasan yang mendalam mengenai manfaat konkret penerapan PBL, khususnya dalam meningkatkan hasil belajar Bahasa Indonesia siswa kelas 1. Selain itu, penelitian ini juga diharapkan dapat memberikan dasar yang kuat bagi pengembangan metode pembelajaran inovatif yang dapat diterapkan di sekolah dasar, untuk menciptakan lingkungan belajar yang lebih aktif, kreatif, dan menyenangkan bagi siswa.
The Effectiveness of Educational Game Learning Media “APAN” on Learning Outcomes of 5th Grade Elementary School Students Tazkiyah, Riska Aida; Utama, Candra; Winahyu, Sri Estu
Proceedings Series of Educational Studies 2024: International Conference of Research Innovation and Technology on Elementary Education (ICRITE
Publisher : Universitas Negeri Malang

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Abstract

Research on the effectiveness of educational game learning media “APAN” on the learning outcomes of fifth grade elementary school students has been carried out and tested on 46 fifth grade students of SDN Kalirejo, using a Quasi Experimental Design research design and research design using Nonequivalent Control Group Design. The population in this study amounted to 66 students spread over 3 parallel classes and the research sample amounted to 46 students taken with simple random sampling technique. Data collection through tests. Data analysis used the Paired Samples t-Test and Independent Samples t-Test tests which had been tested for the prerequisite assumptions of normality and homogeneity of the data. The results of the Paired Samples t-Test test obtained a p-value
EFFECTIVENESS OF INTERACTIVE MULTIMEDIA BASED ON ISPRING SUITE 9 METAMORPHOSIS MATERIAL ON STRENGTHENING INDEPENDENT CHARACTER OF ELEMENTARY SCHOOL STUDENTS Shofiani, Reghina Rizky; Utama, Candra; Winahyu, Sri Estu
Proceedings Series of Educational Studies 2024: International Conference of Research Innovation and Technology on Elementary Education (ICRITE
Publisher : Universitas Negeri Malang

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Abstract

The study was conducted to test the effectiveness of interactive multimedia based on ispring suite 9 on students' independent character. The research design was one group pretest-posttest conducted on one group only by providing a pre-questionnaire and post-questionnaire of independent character. The population used was 33 students with a saturated sampling technique. The variables in the study were the use of interactive multimedia ispring suite 9 as the independent variable and students' independent character as the dependent variable. The results of the effectiveness test using the Paired Samples t-Test with a sig. value. (2-tailed) of 0.000
The Effectiveness Of Digital Media Mari Belajar On Human Movement System Material To Foster Curiosity Of Grade VI Elementary School Students Anggraeni, Isnaeny Nurdiana; Utama, Candra; Winahyu, Sri Estu
Proceedings Series of Educational Studies 2024: International Conference of Research Innovation and Technology on Elementary Education (ICRITE
Publisher : Universitas Negeri Malang

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Abstract

This study aims to assess the effectiveness of digital learning media "Mari Belajar" in increasing the curiosity of grade VI elementary school students on the material of the human motion system. The method used was quantitative with a one-group pre-test and post-test experimental design, and saturated sampling technique involving 25 students. The research instruments included pre-test and post-test questionnaires and observation sheets. The results showed that this media was very valid with an Aiken index of 0.992188. The paired sample t-test produced a p-value of 0.00, which showed a significant difference before and after using the media. Observations showed a high level of student curiosity, with an average of 90% on the indicators of asking questions and actively seeking information, and 91% on enthusiasm. In conclusion, the "Mari Belajar" media proved effective in increasing students' curiosity, improving learning quality, and motivating students to learn more actively.
PENDAMPINGAN PENGENALAN MEDIA AUGMENTED REALITY PEMBELAJARAN IPA DI SDN MADYOPURO 02 KOTA MALANG Sri Estu Winahyu; Esti Untari; Reka Taufiqul Hakim; Khotibul Umam; Fina Zulfa Mustafidah; Salsa Nur Fadila
Konferensi Nasional Pengabdian Masyarakat (KOPEMAS) #5 2024 Konferensi Nasional Pengabdian Masyarakat (KOPEMAS) #5
Publisher : Konferensi Nasional Pengabdian Masyarakat (KOPEMAS) #5 2024

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Abstract

Teknologi di era digital memiliki peran yang sangat penting di bidang pendidikan, khusunya dalam menunjang proses belajar mengajar. Tekonologi yang dapat diimplementasikan ke dalam pembelajaran adalah Augmented Reality (AR). Teknologi yang disebut Augmented Reality (AR) merupakan salah satu teknologi yang menggabungkan objek dunia nyata dengan objek virtual atau maya secara real-time. Subjek pendampingan pengenalan media AR (Augmented Reality) ini adalah guru-guru di SDN Madyopuro 02 Kota Malang yang berjumlah 20 orang. Jumlah Augmented Reality berbasis barcode menggunakan website Assemblr edu yang telah dihasilkan berjumlah 10 dengan materi IPA. Pendampingan Pengenalan Media Augmented Reality Untuk Pembelajaran IPA pada SDN Madyopuro 2 Kota Malang terlaksana dengan baik. Peserta yang mengikuti pelatihan sebanyak 20 yang terdiri dari guru sekolah dasar dan mahasiswa. Kegiatan pelatihan menghasilkan 10 Augmented Reality berbasis barcode yang dapat digunakan untuk meningkatkan potensi diri dan karir guru dalam kegiatan pembelajaran.
Development of Pop-Up Book Media for Science Learning Content for Grade V Students in Elementary School Fazrin, Khamellisa Qobrina; Winahyu, Sri Estu; Untari, Esti
Journal of Education for Sustainability and Diversity Vol. 2 No. 1 (2023)
Publisher : Angstrom Centre of Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57142/jesd.v2i1.91

Abstract

This study aims to produce Pop-Up Book media which are declared valid from the assessment of material experts and media experts as well as interesting learning media according to teachers and students. The need to produce media is to make it easier for teachers to deliver material using media so that the student learning atmosphere is more enjoyable. This research and development were carried out using the reference of the ADDIE model which went through several stages, the first was analysis, the second was design, the third was development, the fourth was implementation, and the last was evaluation. Collecting data researchers used observations in elementary schools, teacher and student interviews, material expert questionnaires, media, teachers, and students. The results obtained from media validation were 98.07% which were categorized as very valid, material validation was 91.34% which were categorized as very valid, teacher validation was 98.07% which was categorized as very practical and interesting, and student attractiveness test was 96. 25% which is categorized as very interesting, and making Pop-Up Book media can be used to assist teachers in delivering material in class.
Influence Of Problem Based Learning Model on Study Results of Science Students Class V Elementary School in SDIT Lentera Hati Ponorogo Hanifah, Wafa Dani; Sukamti, Sukamti; Winahyu, Sri Estu
Journal of Education for Sustainability and Diversity Vol. 2 No. 1 (2023)
Publisher : Angstrom Centre of Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57142/jesd.v2i1.99

Abstract

This study is intended to identify the influence of the use of the Problem Based Learning model on the science learning outcomes of grade V elementary school students. The approach used is quantitative with quasy experimental design methods. The results showed that the PBL model positively affected student science learning outcomes. Proven based on the average science learning outcomes of experimental classes that were given treatment using the PBL model had a difference of 12.75 superior to control classes that did not use the PBL model in their learning activities. Through the results of the independent sample t-test hypothesis test, it was also found that the value of Sig. 0.001 < 0.05. It can be concluded that Ha is accepted so that there is a positive influence on the implementation of the Problem Based Learning model on the results of learning science for grade V students at SDIT Lentera Hati.
The Development of Augmented Reality Learning Media for Human Blood Circulatory System Materials to Strengthen the Motivation of Elementary School Students Magfiroh, Kholishotul; Winahyu, Sri Estu; Thohir, M.Anas
Caruban: Jurnal Ilmiah Ilmu Pendidikan Dasar Vol 7 No 1 (2024)
Publisher : UNIVERSITAS SWADAYA GUNUNG JATI

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Abstract

Augmented Reality (AR) media is a future media to connect something abstract into be real. However, it is rarely used in elementary schools, especially the science content of human circulatory system material. This research aims to produce AR-based learning media products that are valid according to media experts, valid according to material experts, practical according to practitioners (teachers) and users (students), and effective in strengthening student learning motivation. The research and development (R&D) method of the ADDIE model was used in this research and development. The assessment results from various parties show that augmented reality learning media can be used in learning. The average result of expert validation received a score of 90% with a very valid category based on the assessment of media validators , media validators 2,and material validators. The practicality test obtained an average score of 93.8% with a very practical category based on practitioners and users in small group trials and field trials. The effectiveness test results were obtained at 94% (observer) with a very effective category. The results of the effectiveness of the pre-test and post-test of the student motivation questionnaire get an average percentage from 48.8% to 90.6% which shows very effective. The N-Gain test obtained 2.77 with a very effective category. Thus, augmented reality learning media on human circulatory system material is suitable to use in strengthening the learning motivation of grade V elementary school students.