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Analisis Media Pembelajaran Lingkaran Hari dalam Meningkatkan Minat Belajar Anak Berkebutuhan Khusus di SLB Negeri 2 Bantul Lovandri Dwanda Putra; Aulya Ade Primasta Sugiarto; Siti Aisyah; Lulu Rizqi Novianti; Catur Hakim Setiawan
Journal on Education Vol 6 No 3 (2024): Volume 6 Nomor 3 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i3.5158

Abstract

Penelitian ini bertujuan untuk menganalisis media pembelajaran lingkaran hari untuk memberikan terapi bagi siswa supaya siswa dapat belajar mengenal hari dengan mudah, serta dapat meningkatkan minat belajar siswa. Subjek dalam penelitian ini adalah 11 siswa berkebutuhan khusus kelas 1 di SLB N 2 Bantul. Penelitian ini menggunakan metode penelitian kualitatif dengan observasi dan wawancara. Observasi dan wawancara dilakukan untuk mengumpulkan data secara langsung di lapangan. Pengumpulan data dilakukan pada natural setting (kondisi yang alamiah), sumber data primer dan teknik pengumpulan data lebih banyak pada observasi berperan serta (participant observaction), wawancara mendalam (in depth interview), dan dokumentasi. Hasil penelitian setelah menggunakan media lingkaran hari, siswa berkebutuhan terlihat antusias menggunakan media pembelajaran yang mengakomodir keterbatasan indra pendengarannya, melalui penyajian teks pada media lingkari untuk mengilustrasikan sebuah angka, gambar, nama hari.
Development Canva-based Interactive Learning Multimedia of English Subject for 3rd Grade in Elementary School Rosa Rahayu Mintarsih; Lovandri Dwanda Putra
Indonesian Journal of Primary Education Vol 7, No 2 (2023): Indonesian Journal of Primary Education : December 2023
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ijpe.v7i2.65004

Abstract

Learning media is a supportive tool in the teaching and learning process. Through learning media, it is hoped that motivation can be provided to students to enhance their interest in learning English material. Interactive learning media can be a solution in selecting the appropriate learning media to present English material in elementary school students. This research aimed: 1) to produce an interactive learning multimedia product based on Canva; 2) to know a product quality by the experts; and 3) to know product effectiveness by teacher and students responses. This RD research employed the Borg and Gall research and development model. However, considering time and resource limitations, it was only tested in one school at SD Muhammadiyah Noyokerten in Yogyakarta with 40 research subjects. Therefore, the execution of this research only extended to the seventh stage. That stage consists of Research and Information Collecting, Planning, Develop Preliminary Form a Product, Preliminary Field Testing, Main Product Revision, Main field Testing, and Operational Product Revision. The last stage is results final product after involved refining the product in the primary field testing. The data analysis techniques used consisted of qualitative and quantitative analyses based on product assessment questionnaire sheets. Based on the research, data was obtained on Canva-based interactive learning multimedia of English subject for 3rd grade in elementary school demonstrates very good quality and is suitable for implementation. This is proven by results of obtained average scores from media expert, material expert, learning expert, teacher, and students of 89,67 get in “Very Good” category.
PEMANFAATAN MULTIPLICATION BOARD GAME INTERAKTIF UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA KELAS IV SDN 11 TULANG BAWANG UDIK Lovandri Dwanda Putra; Anggun Liana Dewi; Alif Fathul Zahra; Maya Tri Aprillia
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 3 (2024): Volume 10 No. 3 September 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i3.3641

Abstract

Mathematics is an important subject and its applications are widely used in everyday life. However, many students find it difficult to learn mathematics, including elementary school students. This research aims to implement gamification elements in the multiplication board game which is used to help students understand the concept of multiplication in mathematics learning for class IV students at SDN 11 Tulang Bawang Udik. There are many gamification elements such as: points, badges, leaderboards, challenges, competitions, feedback, time pressure and rewards. However, generally the gamification elements that are often used are points, challenges and time pressure. These gamification elements are related to the use of multiplication board games, such as challenges that require students to be able to solve questions correctly, the time given at each level varies, namely 45 and 60 seconds at certain levels, students who can solve questions correctly and on time. will get a reward in the form of points. Gamification increases students' interest in mathematics learning by making the learning experience interactive and fun, as demonstrated by the application of this open media. In conclusion, gamification can help increase student motivation in learning mathematics.
Development Canva-based Interactive Learning Multimedia of English Subject for 3rd Grade in Elementary School Rosa Rahayu Mintarsih; Lovandri Dwanda Putra
Indonesian Journal of Primary Education Vol 7, No 2 (2023): Indonesian Journal of Primary Education : December 2023
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ijpe.v7i2.65004

Abstract

Learning media is a supportive tool in the teaching and learning process. Through learning media, it is hoped that motivation can be provided to students to enhance their interest in learning English material. Interactive learning media can be a solution in selecting the appropriate learning media to present English material in elementary school students. This research aimed: 1) to produce an interactive learning multimedia product based on Canva; 2) to know a product quality by the experts; and 3) to know product effectiveness by teacher and students responses. This RD research employed the Borg and Gall research and development model. However, considering time and resource limitations, it was only tested in one school at SD Muhammadiyah Noyokerten in Yogyakarta with 40 research subjects. Therefore, the execution of this research only extended to the seventh stage. That stage consists of Research and Information Collecting, Planning, Develop Preliminary Form a Product, Preliminary Field Testing, Main Product Revision, Main field Testing, and Operational Product Revision. The last stage is results final product after involved refining the product in the primary field testing. The data analysis techniques used consisted of qualitative and quantitative analyses based on product assessment questionnaire sheets. Based on the research, data was obtained on Canva-based interactive learning multimedia of English subject for 3rd grade in elementary school demonstrates very good quality and is suitable for implementation. This is proven by results of obtained average scores from media expert, material expert, learning expert, teacher, and students of 89,67 get in “Very Good” category.
PENERAPAN METODE GAME BASED LEARNING SEBAGAI MEDIA PEMBELAJARAN SISWA KELAS 5 DI SDN 1 IMOGIRI Cindy Nur'aini Wulandari; Isyara Mabda Kirana; Lovandri Dwanda Putra; Meutya Devi Arumsari; Najwa Sulthania
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01, Maret 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.11763

Abstract

Learning in elementary schools requires the use of teaching methods that can enhance students’ activeness, motivation, and understanding of learning materials. One method considered effective in addressing these needs is Game-Based Learning (GBL), a learning approach that utilizes games as instructional media to achieve learning objectives. This study aims to describe the implementation of the Game-Based Learning method as a learning medium and to analyze its impact on the activeness and learning outcomes of fifth-grade students at SDN 1 Imogiri. This research employs a qualitative approach using a case study design. The research subjects consist of fifth-grade students and a classroom teacher, while the research object is the implementation of Game-Based Learning in the learning process. Data were collected through observation, interviews, and documentation, and then analyzed using data reduction, data presentation, and conclusion drawing techniques. The results indicate that the implementation of Game-Based Learning increases students’ learning motivation, encourages active participation in learning activities, and helps students better understand the learning materials. The learning atmosphere becomes more enjoyable, interactive, and less monotonous, leading to higher student enthusiasm during the learning process. Therefore, Game-Based Learning is proven to be an effective, innovative, and enjoyable alternative learning medium for elementary school students.