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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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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.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF MENGGUNAKAN GENIALLY PADA MATA PELAJARAN ILMU PENGETAHUAN ALAM DAN SOSIAL Melati Putri, Indah; Mulyawati, Yuli; Saeful Zen, Dendy
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10 Nomor 1, Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.23383

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This research uses the Research and Development (R&D) method with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). This research involved one lecturer each of media experts, linguists, material experts, and involved one teacher. The subjects in this study were fifth grade teachers and fifth grade students of SDN Sirnagalih 03 Bogor Regency in the academic year 2023/2024 with a total of 27 students. From the results of this study it can be concluded that interactive learning media using genially is suitable for use in learning. This is based on the results of validation conducted by validators obtained the final results of validation of media experts by 88%, language experts by 100%, lecturer material experts by 100%, and teacher material experts by 87% with an average result of 93% which is included in the "Worthy" criteria. As well as based on the results of the student participant response questionnaire which obtained a result of 96% and the teacher who obtained 100%, both of which were classified as "Feasible" criteria applied in learning.
PENGEMBANGAN EVALUASI PEMBELAJARAN MENGGUNAKAN WORDWALL GAME SHOW QUIZ PADA MATERI BAGAIMANA BENTUK INDONESIAKU Asysyifa, Anita Nur; Mulyawati, Yuli; Zen, Dendy Saeful
Akademika Vol 14 No 01 (2025): Akademika : Jurnal Teknologi Pendidikan
Publisher : Akademika : Jurnal Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34005/ak.v14i01.4479

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Abstract: Anita Nur Asysyifa (037120070) Development of learning evaluation using wordwall game show quiz on the material of how my Indonesia looks like. The evaluation tool used on the material of how my Indonesia looks like for grade V students is still not interesting. This study aims to develop and find out the feasibility of evaluation using the wordwall website how my Indonesia looks like. This study is a Research and Development (R&D) study with the ADDIE method (Analysis, Design, Development, Implementation, Evaluation). This study involved three lecturers from Pakuan University as material experts, media experts, and language experts, as well as one teacher from SDN Cipaku Perumda as a material expert on how my Indonesia looks like. The material expert gave a validation score of 96% including the very feasible category, the media expert gave a score of 84% including the feasible category, and the language expert got a score of 100% with the very feasible category. The results of the pretest were 62% and the results of the posttest were 80.5 with the feasible category from the two tests conducted, getting an N-gain of 0.54 and can help students actively in conducting learning evaluations. It can be concluded that the development of learning evaluation using the wordwall website is suitable for use by teachers and grade V students.
The Effects of Using Snake and Ladder Media towards Elementary School Students’ Learning Outcomes Mulyawati, Yuli; Windiyani, Tustiyana
JOURNAL OF TEACHING AND LEARNING IN ELEMENTARY EDUCATION (JTLEE) Vol. 3 No. 2 (2020): August 2020
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/

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The purpose of this study was to determine the effect of using snake and ladder learning media towards students’ learning outcomes. This study used an experimental research method with a one-group pretest-posttest design. The research was conducted 34 fourth grade students from SDN Katulampa 1 Bogor in odd semester of 2020/2021 academic year. The analysis technique used is the analysis prerequisite test which includes the normality and homogeneity test. The research hypothess is carried out using the t-test. The results of experiment 1 showed that the scores of students’ learning outcomes increased from an average pretest score of 50.00 to 80.00 of posttests with N-Gain 60.00. While, the experiment 2 with the effect of using snake and ladder learning media resulted in an average pretest score of 53.43, posttest of 85.29, and N-Gain 68. Based on the results of the research, it can be concluded that there is an effect of the use of snake and ladder learning media towards elementary school students’ learning outcomes.
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 (JTLEE) Vol. 6 No. 2 (2023): August 2023
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/

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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.
Optimalisasi Kompetensi Guru Melalui Penerapan Culturally Responsive Teaching Berbasis Digital Dengan Aplikasi Seesaw di SDN Bhayangkari Kota Bogor Anjaswuri, Fitri; Mulyawati, Yuli; Hikmah, Nur; Pratama, Muhamad Alif; Sitompul, Regina Angelina
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 6 No. 2 (2025): Jurnal Pengabdian kepada Masyarakat Nusantara Edisi April - Juni
Publisher : Lembaga Dongan Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jpkmn.v6i2.6220

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Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kompetensi guru dalam menerapkan Culturally Responsive Teaching (CRT) berbasis digital dengan menggunakan aplikasi Seesaw di SDN Bhayangkari Kota Bogor. Metode yang digunakan meliputi pelatihan klasikal, praktik langsung, serta pendampingan daring dengan pendekatan partisipatif-edukatif yang mencakup tiga tahap utama: persiapan, pelaksanaan, dan evaluasi. Sebanyak 65 guru menjadi peserta dalam program ini, dan data dikumpulkan melalui pre-test, post-test, observasi, wawancara, serta penilaian produk ajar digital. Hasil menunjukkan nilai rata-rata pemahaman guru meningkat dari 64,2 menjadi 92, dan 85% guru berhasil membuat tugas digital berbasis budaya menggunakan Seesaw. Temuan penting lainnya mencakup peningkatan signifikan dalam kepercayaan diri guru, kemampuan mendesain modul ajar berbasis CRT, serta keterlibatan siswa yang lebih tinggi karena pembelajaran yang mencerminkan latar belakang budaya mereka. Simpulan dari kegiatan ini adalah bahwa integrasi antara pendekatan CRT dengan teknologi digital seperti Seesaw terbukti efektif dalam meningkatkan kapasitas profesional guru serta mendukung pembelajaran yang lebih inklusif, personal, dan kontekstual.
PENGEMBANGAN SOAL TES EVALUASI PEMBELAJARAN MENGGUNAKAN WORDWALL PADA MATERI KERAGAMAN BAHASA DAERAH DI INDONESIA Siti Yunaryah, Nur Najmi Hashifah; Mulyawati, Yuli; Mirawati, Mira
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.27980

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Development of Evaluation Test Questions Using Wordwall on the Material of Regional Language Diversity in Indonesia. This research uses a Research and Development (R&D) approach using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). This research aims to develop, test the feasibility and test the effectiveness of the product. This research was conducted at SDN Cijujung 01 in class IV-A, totaling 32 students with the learning year in the even semester of 2024/2025. This research conducted a needs analysis by making observation instrument sheets, interviews, questionnaire assessments from media experts, linguists, material experts by lecturers, material experts by class teachers, teacher response questionnaires and student response questionnaires. The results showed that the learning evaluation test questions using wordwall in class IV-B SDN Cijujung 01 based on the average validation assessment of media experts obtained 100%, language experts obtained 96%, material experts by lecturers obtained 94% and material experts by teachers obtained 97% which was included in the “very feasible” category. The results of the student response questionnaire obtained 94% in the “very good” category and the average N-Gain score value obtained 0.66 in the moderate category. Based on the above results, it shows that the learning evaluation test questions using wordwall were developed to make learning more interesting and can improve student learning outcomes so that this learning is very feasible to use in schools. Keywords: Development, Learning Evaluation, Wordwall
PENGEMBANGAN E-LKPD BERBANTUAN WIZER.ME PADA MATERI KEUNIKAN KEBIASAAN MASYARAKAT DI SEKITARKU Nida Nur Adiilah; Sukmanasa, Elly; Mulyawati, Yuli
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.27988

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This research uses a Research and Development (R&D) approach. The research subjects are 35 fourth-grade students at SDN Sukatani Elementary School in Bogor District, conducted during the second semester of the 2024/2025 academic year. This study uses the ADDIE model (Analysis, Development, Implementation, and Evaluation). Data collection was conducted through observation, interviews, validation tests with media experts, language experts, subject matter experts, and the completion of teacher and student response questionnaires. The validation results by media experts were 96% with the criterion of “Very Suitable,” language experts were 98% with the criterion of “Very Suitable,” subject matter expert 1 by lecturers was 93% with the criterion of “Very Suitable,” and subject matter expert 2 by teachers was 96% with the criterion of “Very Suitable.” The student response questionnaire results were 93% with the category “Very Suitable,” the teacher response questionnaire was 86% with the category “Very Suitable,” and the average N-Gain learning outcome score was 0.70 with the criterion “High.” These results indicate that the development of E-LKPD assisted by Wizer.me on the topic of “Unique Customs of the Community Around Me” is highly suitable for use in the learning process and highly effective in improving student learning outcomes Keywords: E-LKPD, Wizer.me, ADDIE, RnD
THE EFFECTIVENESS OF GENTA EDUCATIONAL GAMES IN OPTIMIZING THE POTENTIAL OF CHILDREN WITH SPECIAL NEEDS: A STUDY ON TEACHERS AT SDN JULANG Sukmanasa, Elly; Mulyawati, Yuli; Maeysa, Aries
PROCEEDING OF INTERNATIONAL CONFERENCE ON EDUCATION, SOCIETY AND HUMANITY Vol 2, No 2 (2024): Third International Conference on Education, Society and Humanity
Publisher : PROCEEDING OF INTERNATIONAL CONFERENCE ON EDUCATION, SOCIETY AND HUMANITY

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This study aims to enhance the competencies of SDN Julang teachers in optimizing the potential of students with special needs (ABK) through the Game and Educational Tool for Talent Development (GENTA). Using a participatory action research approach, 52 participants (teachers and parents) were trained via workshops and mentoring. Pre- and post-test results showed a 40.7% improvement in understanding ABK concepts, a 56.6% increase in digital media use, and a 63.6% enhancement in implementing GENTA. Qualitative data indicated that 90% of teachers found GENTA effective in increasing ABK students’ motivation. Additionally, students exhibited significant progress in focus and social engagement. This program demonstrates the efficacy of integrating educational games to foster inclusive education and highlights the need for ongoing training to ensure sustainability.
PENGEMBANGAN BAHAN AJAR FLIPBOOK BERBANTUAN APLIKASI ANYFLIP MATERI PERUBAHAN ENERGI DI SEKITAR KITA Rizkika, Nabila; Yuli Mulyawati; Ade Wijaya
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 03 (2024): Volume 09 No. 03 September 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i03.16984

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Nabila Rizkika. 037120131. This research aims to determine the development of the Flipbook assisted by the Anyflip Application on the Material of Energy Changes Around Us which was created for class IV students at SDS Islam Nurul Iman and to determine the feasibility of the Flipbook assisted by the Anyflip Application for the learning process at school. This research uses the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) method. Validation tests were carried out on media experts, language experts and material experts to develop and perfect the Flipbook assisted by the Anyflip Application for students and questionnaires, pre-test and post-test questions were distributed to students as well as to determine the suitability of the Flipbook assisted by the Anyflip Application in learning. The results of the validation test showed that media experts with a percentage of 98% met very feasible criteria, language experts with a percentage of 98% met very feasible criteria, and material experts with a percentage of 80% met very feasible criteria. These results show that Flipbook is very suitable to be developed for students and is very suitable to be used as teaching material in learning
Co-Authors Abdul Gani, Resyi Abdul Gani Ade Wijaya Agustiani, Tini Anggara, Yasmine Anjaswari, Fitri Asysyifa, Anita Nur Az Zahra, Putri Wihelmi Christine, Citra Citra Christine Dadang Kurnia Deas Maharani, Nurafifah Deddy Sofyan, Deddy Dendy Saeful Zen Destiana, Dita Dewi Astuti Diani Ranti Edwita Edwita Elly Sukmanasa Eri Sarimanah Feby Melaniawati Feby Melaniawati Fithriyani, Ifith Fitri Anjaswuri Fitri siti Sundari1 Fitri siti Sundari1, Fitri siti Fitria, Tiara Indah Ganeswara, M. Ginanjar Gani, Resyi A Handayani, Pitri Harahap, Layli Putri Arfianti Hardani, Amanda Laiqa Hidayat, Nada Syifa Indriani, Rini Sri Maeysa, Aries Meira Erawati Meira Erawati Melati Putri, Indah Mira Mirawati Miranti, Alin Mirawati, Mira Mubarock, Wildan Fauzi muhajang, tatang Mulyawati, Tustiyana Nabila Rizkika, Nabila Nadhira Nur Hidayati Nanda Nurohmah Neneng Saidah Nida Nur Adiilah Nur Hikmah Nuryana, Anita Pratama, Muhamad Alif Putri Nabil Rabiatul Adawiah Pulungan Raden Mohamad Herdian Bhakti Rahmadina, Lailani Rais Hidayat Resyi A Ghani Rita Istiana Rita Istiana, Rita Rostikawati, R. Teti Rukmini Handayani, Rukmini Sandi Budiana Santa . Saputri, Novia Sarah Rahayu Sari, Lusti Indah Seful Zen, Dendy Siti Yunaryah, Nur Najmi Hashifah Sitompul, Regina Angelina Sri Elvira Stella Talitha Sumardi Sumardi Sundari, Fitri Siti Tustiana Windiyani TUSTIYANA WINDIYANI Wardah Aqila Widiya Wahyu Wijaya, Ade Windiyani , Tustiyana Yudhie Suchyadi Yunita Damayanti YUYUN ELIZABETH PATRAS, YUYUN ELIZABETH Zulela Ms