Articles
Strategi Active Learning Tipe Turnamen Terhadap Hasil Belajar Pengukuran Sudut Kelas Iv Sekolah Dasar
Yunita Nurmala Sari;
Risda Amini
e-Journal Inovasi Pembelajaran Sekolah Dasar Vol 7, No 7 (2019): EJPI-JIPD
Publisher : Departemen of Elementary Teacher Education, Faculty of Education, Universitas Negeri Padan
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This study discusses active learning learning strategies for learning outcomes in the fourth grade of elementary school. This type of research is Quasi Experimental Design. The population in this study were fourth grade students of SD Cluster I Ampek Angkek Subdistrict Agam District who had used the 2013 curriculum. The simple random sampling technique was obtained by class IVB SDN 29 Koto Hilalang as a research group and class IVA SDN 29 Koto Hilalang as a control group. Based on the results of data analysis using the t-test, obtained tcount = 7,60 and Ttable = 2,021 at a significant level of 0.05 and dk = 40. This means that tcount> ttable, so H1 is accepted. Thus, there is a significant effect of participation type active learning strategies on the learning outcomes of angular measurements in grade IV of elementary school.
Pengaruh Strategi Active Learning Tipe Turnamen terhadap Hasil Belajar Volume Bangun Ruang di Sekolah Dasar
Sonia Loliza;
Risda Amini
e-Jurnal Inovasi Pembelajaran Sekolah Dasar Vol 8, No 3 (2020): (September-Desember) e-JIPSD
Publisher : Universitas Negeri Padang
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DOI: 10.24036/e-jipsd.v8i3.9154
This research aims to find out what the effect of using the tournament type active learning strategy on learning outcomes of the volume building in the fifth grade elementary school. The method used in this research is a quasi-experimental research design with nonequivalent control group design. The population of this research was all students of the fifth grade elementary school cluster IV, East Padang District, West Sumatera. The technique of collected data was simple random sampling, so elementary school 20 Air Camar was selected as the experiment class and elementary school 17 Parak Karakah as the control class. The instrument of the research was an essay test. The data analysis technique used the t-test. Based on the results of data analysis from hypothesis testing using t-test obtained tcount = 3.60 while ttable at a significant level of 0.05 and dk = 40 is 2.021, so H1 was accepted because tcount > ttable. Thus, there is a significant effect on the type of tournament active learning strategy on learning outcomes of the volume building in the fifth grade elementary school.
PENGEMBANGAN MEDIA GAME EDUCATION DALAM PEMBELAJARAN TEMATIK TERPADU BERBASIS ADOBE ANIMATE CC DI KELAS II SEKOLAH DASAR
Husni Wulandari;
Risda Amini
KOLONI Vol. 1 No. 3 (2022): SEPTEMBER 2022
Publisher : Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/koloni.v1i3.217
This research was motivated by the game education which was developed in previous studies, only specifically on one learning content. There are still few who develop it as an integrated thematic learning media. In this study, researchers developed education game adobe animate cc as an integrated thematic learning media in grade II Elementary School so that it can be used in the learning process in the 2013 curriculum. Therefore, the game education media based on adobe animate cc tested in the field to determine the validity and practicality of the media. This research is a Research & Development research. The development model used is the ADDIE model. With the stages of Analysis (Analysis), Design (Design), Development (Development), Implementation (Implementation) and Evaluation (Evaluation). Collecting data using validation sheets by validators and teacher response questionnaires. The trial subjects in this study were 10 students of class II SDI Sjech Djamil Djambek. The results of this study obtained a media game education on integrated thematic learning based on Adobe Animate cc in grade II Elementary School. The results of the overall validity test of the game education by three validators obtained an average value of 91.67% with very valid criteria. The results of the practicality test of game education by the teacher obtained a value of 95.38% with very practical criteria. Based on the results of the research that has been done, it can be concluded that the game education media as an integrated thematic learning media based on Adobe Animate cc in Grade II Elementary School is valid and practical to use in the integrated thematic learning process in Grade II Elementary School. Keywords: Media Game Education, Thematic, Adobe Animate CC, ADDIE
Validity of Kvisoft Flipbook Maker-Assisted PjBL-Based E-books for Elementary Schools
Feby Kharisna;
Risda Amini
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol 7, No 2 (2023)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/obsesi.v7i2.4205
The presence of Buku Sekolah Elektronik (BSE), an electronic textbook developed by the Ministry of Culture and Education, is one example of the application of TI in education. Observation and the requirements of instructors and students. The purpose of this research is to make and know the validity of a Project Based Learning-based e-book featured by a kvisoft flipbook maker in the third grade of elementary school. This research was conducted using Research and Development (RD) method and Model Pengembangan ADDIE. Researchers observed and interviewed teachers and third-grade students from each school as many as 3 people were selected for research. By using the data from observation and interviews, the researcher designed the product to fulfill the needs of those schools. In the 'development' session, the researcher developed the raw product so that it could be used by the teacher and students. During the "implementation" session, the students evaluated the product's efficacy. To create the ideal product, the absence of a product was remedied. This procedure is referred to as "assessment." Experts must examine the product's legitimacy before the efficacy of the product is evaluated. There is the issue of the images, substance, and language's legitimacy. The test's findings indicate that the product is quite legitimate in terms of both language and substance, while the results for the visuals are also reliable. It can be concluded that the product, an e-book, is very valid and it can be used as an alternative material in teaching
Pengembangan Lembar Kerja Peserta Didik pada Pembelajaran Tematik Terpadu Menggunakan Cartoon Story Maker Berbasis Networked di Sekolah Dasar
Erisa Wandriyati;
Risda Amini
Jurnal Basicedu Vol 6, No 6 (2022): December 2022
Publisher : Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/basicedu.v6i6.4876
Salah satu penunjang untuk mencapai tujuan pembelajaran yaitu denga menggunakan Lembar Kerja Peserta Didik (LKPD). Pengembangan ini bertujuan untuk mengembangkan Lembar Kerja Peserta Didik (LKPD) pada pembelajaran tematik terpadu menggunakan Cartoon Story Maker berbasis Networked di kelas III SD yang valid juga praktis yang dikembangkan menggunakan model ADDIE. Langkah ADDIE adalah analisis, perancangan, pengembangan, penerapan, dan evaluasi. LKPD pembelajaran tematik terpadu menggunakan Cartoon Story Maker berbasis Networked dilakukan uji validitas serta praktikalitas. Hasil uji validitas LKPD pada pembelajaran tematik terpadu mengunakan Cartoon Story Maker berbasis Networked di kelas III SD dilakukan validasi oleh validator materi, validator bahasa serta validator media dengan rata-rata 91,6% dengan kategori sangat valid. Sedangkan hasil uji praktikalitas LKPD pada pembelajaran tematik terpadu mengunakan Cartoon Story Maker berbasis Networked di kelas III SD di sekolah uji coba untuk respon guru amendapatkan 87,5% dan untuk respon peserta didik mendapatkan 92,95%. Hasil uji praktikalitas di sekolah penelitian untuk respon guru mendapatkan 90,6% dan untuk respon peserta didik mendapatkan 93,65%. Maka, penggunaan LKPD pada pembelajaran tematik terpadu mengunakan Cartoon Story Maker berbasis Networked di kelas III SD ini dinyatakan valid dan praktis untuk digunakan pada pembelajaran.
Pengembangan Media Pembelajaran Tematik Terpadu Menggunakan Smart Apps Creator Berbasis Pendekatan Saintifik di Kelas III SD
Desi Oktaviani;
Risda Amini
Jurnal Basicedu Vol 6, No 6 (2022): December 2022
Publisher : Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/basicedu.v6i6.4883
Penelitian ini dilatarbelakangi oleh penggunaan media pembelajaran yang kurang maksimal, dan media pembelajaran yangdigunakan pun kurang beragam dengan memperhatikan gambar yang hanya terdapat pada buku sumber. Tujuan penelitian ini adalah mengembangkan media pembelajaran tematik terpadu menggunakan Smart Apps Creator yang efektif dan praktis berbasis pendekatan saintifik Kelas III SD.Model pengembangan yang digunakan dalam penelitian ini adalah model PLOMP. Tahapan tersebut adalah penelitian pendahuluan, pengembangan produk, dan evaluasi. Media pembelajaran tematik yang diintegrasikan ke dalam Smart Apps Creator dengan pendekatan saintifik diperiksa kelayakannya menggunakan uji keefektifan dan kepraktisan.Validasi oleh ahli materi, ahli media dan ahli bahasa, hasil uji validasi dinyatakan sangat valid dengan rata-rata nilai validasi sebesar 93,8%. Nilai tes praktik di sekolah percontohan adalah 89,2% untuk guru dan 91,6% untuk siswa. Hasil tes praktik di sekolah penelitian adalah 92,8% untuk guru dan 93,6% untuk siswa. Oleh karena itu, penggunaan media pembelajaran tematik yang terintegrasi dengan Smart Apps Creator berbasis pendekatan saintifik SD Kelas III efektif dan praktis dalam proses pembelajaran.
Pengembangan Lembar Kerja Peserta Didik pada Pembelajaran Tematik Terpadu Menggunakan Cartoon Story Maker Berbasis Networked di Sekolah Dasar
Erisa Wandriyati;
Risda Amini
Jurnal Basicedu Vol 6, No 6 (2022): December 2022
Publisher : Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/basicedu.v6i6.4876
Salah satu penunjang untuk mencapai tujuan pembelajaran yaitu denga menggunakan Lembar Kerja Peserta Didik (LKPD). Pengembangan ini bertujuan untuk mengembangkan Lembar Kerja Peserta Didik (LKPD) pada pembelajaran tematik terpadu menggunakan Cartoon Story Maker berbasis Networked di kelas III SD yang valid juga praktis yang dikembangkan menggunakan model ADDIE. Langkah ADDIE adalah analisis, perancangan, pengembangan, penerapan, dan evaluasi. LKPD pembelajaran tematik terpadu menggunakan Cartoon Story Maker berbasis Networked dilakukan uji validitas serta praktikalitas. Hasil uji validitas LKPD pada pembelajaran tematik terpadu mengunakan Cartoon Story Maker berbasis Networked di kelas III SD dilakukan validasi oleh validator materi, validator bahasa serta validator media dengan rata-rata 91,6% dengan kategori sangat valid. Sedangkan hasil uji praktikalitas LKPD pada pembelajaran tematik terpadu mengunakan Cartoon Story Maker berbasis Networked di kelas III SD di sekolah uji coba untuk respon guru amendapatkan 87,5% dan untuk respon peserta didik mendapatkan 92,95%. Hasil uji praktikalitas di sekolah penelitian untuk respon guru mendapatkan 90,6% dan untuk respon peserta didik mendapatkan 93,65%. Maka, penggunaan LKPD pada pembelajaran tematik terpadu mengunakan Cartoon Story Maker berbasis Networked di kelas III SD ini dinyatakan valid dan praktis untuk digunakan pada pembelajaran.
Pengembangan Media Pembelajaran Tematik Terpadu Menggunakan Smart Apps Creator Berbasis Pendekatan Saintifik di Kelas III SD
Desi Oktaviani;
Risda Amini
Jurnal Basicedu Vol 6, No 6 (2022): December 2022
Publisher : Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/basicedu.v6i6.4883
Penelitian ini dilatarbelakangi oleh penggunaan media pembelajaran yang kurang maksimal, dan media pembelajaran yangdigunakan pun kurang beragam dengan memperhatikan gambar yang hanya terdapat pada buku sumber. Tujuan penelitian ini adalah mengembangkan media pembelajaran tematik terpadu menggunakan Smart Apps Creator yang efektif dan praktis berbasis pendekatan saintifik Kelas III SD.Model pengembangan yang digunakan dalam penelitian ini adalah model PLOMP. Tahapan tersebut adalah penelitian pendahuluan, pengembangan produk, dan evaluasi. Media pembelajaran tematik yang diintegrasikan ke dalam Smart Apps Creator dengan pendekatan saintifik diperiksa kelayakannya menggunakan uji keefektifan dan kepraktisan.Validasi oleh ahli materi, ahli media dan ahli bahasa, hasil uji validasi dinyatakan sangat valid dengan rata-rata nilai validasi sebesar 93,8%. Nilai tes praktik di sekolah percontohan adalah 89,2% untuk guru dan 91,6% untuk siswa. Hasil tes praktik di sekolah penelitian adalah 92,8% untuk guru dan 93,6% untuk siswa. Oleh karena itu, penggunaan media pembelajaran tematik yang terintegrasi dengan Smart Apps Creator berbasis pendekatan saintifik SD Kelas III efektif dan praktis dalam proses pembelajaran.
The Development of Networked-Based Teaching Materials Using Sevima Edlink in Elementary School
Marsen C;
Risda Amini
AL-ISHLAH: Jurnal Pendidikan Vol 15, No 2 (2023): AL-ISHLAH: Jurnal Pendidikan
Publisher : STAI Hubbulwathan Duri
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DOI: 10.35445/alishlah.v15i2.2176
This research aims to develop a teaching material Based Networked using Sevima Edlink In Elementary School theme heat and its transfer. Data analysis shows that teaching materials based on Networked using Sevima Edlink in Grade V Elementary School theme heat and its transfer effective and attractive in learning. This research method is Research and Development with the ADDIE model. Validity results teaching materials based networked using application Sevima Edlinks, theme heat and its transfer and their displacement show criteria very valid after validation by material, media, and language validating with average value 87 percent with the category very valid. Practical results of teaching materials based networked using Sevima Edlinks theme heat and its transfer show practical criteria after evaluation practicality by students with an average value 95 percent with category very practical. The effectiveness test results showed the pretest value is 69.6, and at the time posttest increased to 80.6 percent after using product teaching materials based networked application Sevima Edlinks, theme heat and its transfer in learning thematic integrated. This shows presence enhancement results study students after using developed teaching materials.
Development of Integrated Thematic Electronic Worksheets With RADEC Learning Model Using Nearpod
Vianes Muliza Putri;
Risda Amini
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol 7, No 2 (2023)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/obsesi.v7i2.4217
This research was motivated by that LKPD in schools is still in the form of handouts that are printed by teachers and distributed to students. The purpose of this research is to produce E-LKPD products using the RADEC-based Nearpod application. This type of research is development research with the ADDIE development model. Research instruments in the form of interviews, questionnaires, tests, and documentation. The research results obtained were Integrated thematic E-LKPD assisted by the RADEC-based Nearpod application in the elementary school stated in the very valid category. In the practicality questionnaire for the teacher's response score and the score for the student's practicality questionnaire in the very practical category. On the effectiveness used the N-Gain score percent test with the effective category. So, it can be concluded that the developed ELKPD has fulfilled the categories of valid, practical, and effective to improve student learning outcomes.