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QR Code-Based Monopoly: An Example of The Fun of Gamification in Learning at Elementary School Mulyawati, Yuli; Destiana, Dita; Zen, Dendy Saeful; Sari, Lusti Indah
PrimaryEdu : Journal of Primary Education Vol. 8 No. 1 (2024): Volume 8, Number 1, Februari 2024
Publisher : Institut Keguruan dan Ilmu Pendidikan Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/pej.v8i1.4608

Abstract

Digital media innovation is a way to empower 21st-century critical thinking skills in elementary school students. One of the innovations that can be used is QR code-based Monopoly Gamification in learning. The purpose of this research is the development and testing of monopoly QR code-based media. This gamification research design uses the ADDIE model which consists of the stages of analysis (issue analysis), design (product design), development (development), implementation (implementation), and evaluation (assessment). This research involved media experts, linguists, and subject matter experts to provide judgments, and students as media users. The results of this study came in the form of monopoly QR code-based media that received validation of media suitability aspects based on ISO 9126 quality at 83.63%, linguistic aspects by linguists at 100%, and material aspects by subject matter experts at 96.36%. The QR code-based proprietary learning media received positive responses from 33 students with a percentage of 90.8% in the "excellent" category. Based on this description, QR code-based proprietary media is applicable in teaching and learning activities in my country's enrichment subject in fourth-grade elementary school. The Monopoly game can be integrated into learning so that learning becomes more fun
Development of monopoly media based on QR-Code on the theme of rich my country Sari, Lusti Indah; Mulyawati, Yuli; Mirawati, Mira
Journal Of Teaching And Learning In Elementary Education Vol 6, No 2 (2023)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, FKIP, Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jtlee.v6i2.8044

Abstract

This study aims to design and develop QR Code-based monopoly media on the subject matter of my rich country in Class IV SDN Sindang Barang 2 Bogor City. This research method is used to produce several products and to test the effectiveness of these products. The design of this study uses the ADDIE model which consists of the stages of Analysis (Problem Analysis), Design (Product Design), Development (Development), Implementation (Implementation), and Evaluation (Evaluation). This study involved media experts, linguists, and material experts to provide assessments as well as students as media users. The results of this study are that monopoly media based on QR Code has received eligibility validation on the aspect of media suitability based on ISO 9126 quality with a percentage of 83.63%, linguistic aspects by linguists with a percentage of 100%, and material aspects for the sake of material experts with a percentage of 96.36%.. Monopoly learning media based on the QR Code also received a positive response from 33 students with a percentage of 90.8% in the "Very Good" category. Based on this description, QR Code-based monopoly media is very feasible and can be implemented for teaching and learning activities with the theme Kaya Negeriku Class IV SD.
Pengaruh Penerapan Model Discovery Learning Terhadap Hasil Belajar Subtema 2 Pentingnya Udara Bersih Bagi Pernafasan Hardani, Amanda Laiqa; Windiyani, Tustiyana; Mulyawati, Yuli
Pedagogia: Jurnal Ilmiah Pendidikan Vol 15, No 1 (2023): Pedagogia: Jurnal Ilmiah Pendidikan
Publisher : FKIP UNIVERSITAS PAKUAN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55215/pedagogia.v15i1.8447

Abstract

Pendekatan yang diambil adalah eksperimen quasi desain dua grup di SDIT Al Muhajirin Depok  yang terdiri dari 68 Siswa, penelitian ini dilakukan pada semester gasal tahun pelajaran 2021/2022. Hasil penelitian menunjukan bahwa terdapat pengaruh “Pengaruh Penerapan Model Discovery Learning Terhadap Hasil Belajar Subtema 2 Pentingnya Udara Bersih Bagi Pernafasan. Hal ini terlihat dari N-Gain pada kelompok kelas eksperimen sebesar 81, sedangkan kelompok kelas kontrol mendapatkan nilai N-Gain sebesar 74. Ketuntasan hasil belajar yang diperoleh kelompok eksperimen sebesar 91% sedangkan pada kelompok kelas kontrol sebesar 71%. Serta hasil pengujian hipotesis bahwa H0 ditolak dan Ha diterima karena thitung (2,3522) lebih besar dari ttabel (1,9966). Dengan ini dapat disimpulkan bahwa penelitian memiliki pengaruh positif dan signifikan antara “Pengaruh Penerapan Model Discovery Learning Terhadap Hasil Belajar Subtema 2 Pentingnya Udara Bersih Bagi Pernafasan”. Hasil penelitian ini diharapkan dapat memberikan pengetahuan baru mengenai penerapan model pembelajaran yang inovatif sehingga dapat meningkatkan hasil belajar serta membuat proses pembelajaran menjadi lebih efektif dan efesien.
Pengembangan Media Pembelajaran Powtoon Materi Tema 8 Lingkungan Sahabat Kita Subtema 2 Perubahan Lingkungan Pembelajaran 3 Fitria, Tiara Indah; Istiana, Rita; Mulyawati, Yuli
Jurnal Sains dan Teknologi Vol. 5 No. 2 (2023): Jurnal Sains dan Teknologi
Publisher : CV. Utility Project Solution

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Abstract

Media pembelajaran adalah salah satu unsur penting pada kegiatan pembelajaran di dalam kelas serta memudahkan guru dan peserta didik dalam belajar. Oleh sebab itu, peserta didik perlu adanya pengembangan media pembelajar agar kegiatan pembelajaran menjadi lebih kreatif dan menarik. Penelitian ini bertujuan untuk menghasilkan produk media pembelajaran tema 8 subtema 2 perubahan lingkungan pembelajaran 3 di kelas V SDN Nanggewer 04 Kabupaten Bogor dengan jumlah peserta didik 33 orang. Pengembangan ini menggunakan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Penelitian diawali dengan analisis kebutuhan, membuat desain media pembelajara, kemudian melakukan pengembangan media pembelajaran, selanjutnya melakukan validasi oleh ahli, merevisi produk, setelah itu melakukan uji coba terbatas (mengimplementasikan) media pembelajaran Powtoon pada responden yang telah ditentukan. Hasil penelitian dari validasi aspek materi, media, dan bahasa menunjukkan bahwa media pembelajaran valid sangat layak digunakan dengan peroleh presentase 77%, sedangkan untuk uji keefektifan penggunaan media pembelajaran Powtoon medapatkan skor 0,71 yang termasuk dengan kategori Tinggi. Selain itu unuk hasil respon peserta didik mendapatkan 88,2% dan respon guru mendapatkan sekor 90%. Berdasarkan hasil penelitian dapat disimpulkan bahwa media pembelajaran yang dikembangkan dalam penelitian ini terbukti valid, mudah untuk digunakan, menarik dan sangat layak untuk digunakan peserta didik untuk belajar.
Pengembangan Bahan Ajar E-book Berbasis Flipbook Pada Subtema 2 Perubahan Lingkungan Damayanti, Yunita; Rostikawati, Teti; Mulyawati, Yuli
Jurnal Sains dan Teknologi Vol. 5 No. 2 (2023): Jurnal Sains dan Teknologi
Publisher : CV. Utility Project Solution

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Abstract

Penelitian ini bertujuan untuk mengembangkan bahan ajar E-book berbasis flipbook agar layak digunakan sebagai media pembelajaran yang bervariatif, kreatif, dan inovatif pada tema 8 subtema 2 perubahan lingkungan pembelajaran 1 di kelas V SDN Menteng. Pengembangan bahan ajar E-book berbasis flipbook membuat peserta didik lebih tetarik dan aktif dalam proses pembelajaran di dalam kelas. Metode penelitian yang dilakukan oleh penulis yaitu dengan menggunakan penelitian Research and Development (R&D) dengan menggunakan penelitian dan pengembangan dengan metode ADDIE (Analysis, Design, Development, Implementation, Evaluation). E-book berbasis flipbook yang telah dikembangkan dan diuji melalui validasi ahli media dengan penilaian sebesar 97,33% dikategorikan sangat layak, validasi ahli Bahasa 94,54% dinyatakan sangat layak, dan ahli materi sebesar 92% dengan kategori sangat layak dan hasil dari N-Gain sebesar 0,72 yang artinya peserta didik dapat mengikuti dan menyelesaikan proses pembelajaran dengan baik. Dari hasil penelitian dapat disimpulkan bahwa pengembangan bahan ajar E-book berbasis flipbook layak digunakan dalam proses pembelajaran di kelas V SDN Menteng materi subtema 2 perubahan lingkungan.
Pengaruh Model Problem Based Learning Berbantuan Media Video Animasi Terhadap Hasil Belajar IPAS Fithriyani, Ifith; Rostikawati, Teti; Mulyawati, Yuli
Jurnal Sains dan Teknologi Vol. 5 No. 2 (2023): Jurnal Sains dan Teknologi
Publisher : CV. Utility Project Solution

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Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh hasil belajar Bagian Tubuh Tumbuhan melalui Penerapan Model Problem Based Learning. Penelitian ini menggunakan pendekatan eksperimen quasi desain dua grup di Sekolah Dasar Negeri Pajajaran. Subyek penelitian siswa kelas IV A dan IV b Sekolah Dasar Negeri Pajajaran Kota Bogor yang terdiri dari 50 siswa, penelitian dilakukan pada semester ganjil tahun pelajaran 2023/2024. Hasil penelitian menunjukan bahwa terdapat pengaruh penerapan model Problem Based Learning berbantuan media video animasi terhadap hasil belajar bagian tubuh tumbuhan. Hal ini terlihat dari nilai N-Gain pada kelompok kelas eksperimen sebesar 56,7 sedangkan kelompok kelas kontrol mendapatkan skor N-Gain sebesar 45. Ketuntasan hasil belajar yang diperoleh kelompok kelas eksperimen sebesar 84%, sedangkan pada kelompok kelas kontrol sebesar 72%. Serta pengujian hipotesis bahwa Ho ditolak dan Ha diterima karena thitung (2.11044) > ttabel (1,67722). Dengan demikian dapat disimpulkan bahwa penelitian ini memiliki pengaruh positif dan signifikan terhadap hasil belajar Bagian Tubuh Tumbuhan melalui penerapan Model Problem Based Learning Berbantuan Media Video Animasi.
The Effect of Applying the Mentimeter Media Assisted Problem Based Learning Model on Mathematics Learning Outcomes in Data Presentation Materials Harahap, Layli Putri Arfianti; Mulyawati, Yuli; Sukmanasa, Elly
International Research-Based Education Journal Vol 5, No 1 (2023)
Publisher : Faculty of Education Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um043v5i1p128-139

Abstract

This research aims to determine the effect of the problem based learning model assisted by note taking on mathematics learning outcomes in data presentation material. The type of research used was quasi-experimental with a nonequivalent control group design. This research was conducted at SDN 1 Lawanggintung, Bogor City, Classes VA and VB as the experimental class and control class. The data from this research were analyzed using Microsoft Excel 2021. Data collection to obtain student learning outcomes tests was obtained using pretest and posttest. The data analysis technique in this research uses the t-test. Based on the results of data analysis from hypothesis testing using the t test, tcount = 4.29258, while ttable at the significant level /2 = 0.025 is 2.00324, then we get tcount > t table, namely 4.29258 > 2.00324 so that Ha is accepted or H 0 is rejected. Thus, there is an influence of the problem based learning model on the learning outcomes of fifth grade mathematics students at SDN Lawanggintung 1.
PENGARUH PENERAPAN MODEL PROBLEM BASED LEARNING BERMEDIA VIDEO PEMBELAJARAN TERHADAP HASIL BELAJAR SUBTEMA BERSYUKUR ATAS KEBERAGAMAN Sandi Budiana; Yuli Mulyawati; Feby Melaniawati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 3 (2023): Volume 09 No. 03 Juli 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i3.1619

Abstract

This study aims to determine the effect of the Problem Based Learning model with learning media on learning outcomes in the sub-theme of gratitude for diversity in fourth grade students of Nenggewer 01 State Elementary School, Cibinong District, Bogor Regency. This type of research is a quasi-experimental. The population consists of classes IV-A and IV-B consisting of 58 people. The research was conducted three times in each class group. Sampling was done by simple random sampling technique. Research data were collected using a pretest and a posttest. Data analysis was carried out with the n-gain test, normality test, and homogeneity test as a prerequisite test before testing the hypothesis (t test). the results of data analysis obtained t-count (4.907) > t-table (2.0034) for a significance of 5%. Based on the test criteria, then H0 is rejected and Ha is accepted. Based on the results of these studies, it can be concluded that there is an effect of the Problem Based Learning model on learning outcomes.
PENGEMBANGAN MEDIA ANIMASI BERBASIS APLIKASI EMAZE UNTUK MENINGKATKAN LITERASI MEMBACA SEKOLAH DASAR Windiyani , Tustiyana; Sarimanah , Eri; Abdul Gani, Resyi Abdul Gani; Mulyawati, Yuli; Karmilasari, Karmilasari; Agustiani, Tini
Jurnal Pendidikan Dasar Vol. 14 No. 01 (2023): Jurnal Pendidikan Dasar
Publisher : Pendidikan Dasar - Pascasarjana Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jpd.v14i01.40171

Abstract

Development of Emaze-Based Animated Media to Improve Reading Literacy of VI Students in the sub-topic My Friends Plants aims to (1) describe the process of developing Emaze-based animated video media to improve reading literacy; (2) describe the potential of Emaze-based animated video media to improve reading literacy. reading literacy and (3) describing student responses after using an Emaze-based animated video resource to improve reading literacy. The research methodology used is Research and Development with VI class students of SDN Pabuaran Cilendek Timur with the ADDIE model (Research, Design, Development, Implementation, Evaluation). The instruments used in this study were four experts, two interactive learning media experts, animation design media experts, EYD language experts and material experts, student and teacher response instruments, a questionnaire, and pre-test and post-test instruments. The validation results of the four experts produced an average of 97.3% with the criteria of "Very Good", the results of the pre-test and post-test evaluations with the criteria of "High" and the responses yielded an N-Gain score of 0.70. Of 30 students, 90% with the criteria of "Very Good", the teacher's response rate was 88% with "Excellent" criteria, and students' reading literacy increased to 85% with the "Very Good" criteria. My Friend's Plants Lesson 1 Meets the Good and Appropriate Criteria for Developing Animation Media Products using Emaze to promote reading literacy in elementary schools.
PENGEMBANGAN MEDIA E-ENSIKLOPEDIA PADA SUB TOPIK BAGAIMANA BERNAPAS MEMBANTUKU MELAKUKAN AKTIVITAS SEHARI-HARI Wardah Aqila; Rita Istiana; Yuli Mulyawati
JIP: Jurnal Ilmu Pendidikan Vol. 3 No. 3 (2025): Maret
Publisher : CV. Adiba Aisha Amira

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Abstract

This study develops an E-Encyclopedia for the sub-topic "How Breathing Helps Me Perform Daily Activities" within the IPAS subject to enhance interactive learning. Using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation), the research was conducted at SD Negeri Citeureup 03, Bogor, involving three experts as validators and 34 fifth-grade students. Data collection included observation, interviews, questionnaires, and documentation, with qualitative and quantitative analysis. Results showed significant improvement in students' understanding, with an N-Gain score of 67% and increased pretest (76) and posttest (93) scores. Expert validation confirmed the media's high feasibility, receiving positive feedback from teachers and students. The E-Encyclopedia effectively enhances the quality of science education by making learning more interactive and engaging.