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Pengembangan Media E-card Interaktif dalam Pelajaran IPAS Kelas III Sekolah Dasar Negeri 33 Cakranegara Izzati Khairunnisa; Muhammad Tahir; Muhammad Sobri
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 2 (2026): May
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i2.1925

Abstract

This study aimed to develop an interactive e-card media based on Augmented Reality (AR) for the science subject on “Vertebrate and Invertebrate Animals” for third-grade students at SDN 33 Cakranegara and to examine its feasibility in terms of validity and practicality. This study employed a Research and Development (R&D) approach using the ADDIE development model (Analyze, Design, Develop, Implement, and Evaluate). The research was conducted at SDN 33 Cakranegara with third-grade students as the research subjects. Data sources were obtained from material experts, media experts, teachers, and students. Data collection techniques included validation questionnaires, response questionnaires, and observation sheets. The data were analyzed descriptively using quantitative methods by converting percentage scores into feasibility categories. The interactive e-card media was developed through the five stages of the ADDIE model. The validation results showed a validity percentage of 95% from material experts and 93% from media experts, both categorized as highly valid. The practicality test results indicated teacher responses of 97% and student responses of 95%, supported by field observation data of 95%, all categorized as highly practical. Based on these findings, it can be concluded that the interactive e-card media is feasible for use as a learning medium in science education for third-grade elementary school students. Future studies are recommended to conduct effectiveness testing to measure the impact of the media on students’ learning outcomes.
Meningkatkan Keterampilan Motorik Halus melalui Bermain Origami pada Kelompok B di TK DWP DIKPORA Ampenan Malbitasari Zannatul Abbas; I Made Suwasa Astawa; Muhammad Tahir; Baiq Nada Buahana
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.1949

Abstract

This study aimed to improve children's fine motor skills through origami play activities in Group B at DWP Dikpora Ampenan Kindergarten. The study was motivated by the insufficient development of children's fine motor skills, as reflected in their difficulties in performing directed movements such as folding paper, pressing fold lines, and coordinating hand and eye movements. To address this issue, origami play activities were implemented as an engaging and educational learning medium. This study employed a Classroom Action Research (CAR) design conducted in two cycles, consisting of the stages of planning, implementation, observation, and reflection. The participants of this study were 17 children in Group B. Data were collected through observation and documentation and analyzed using a quantitative descriptive approach. The findings indicated a gradual improvement in children's fine motor skills across each cycle, increasing from 53.46% in the pre-cycle stage to 65.22% in Cycle I and further to 87.76% in Cycle II, which was categorized as a highly developed level of fine motor skills. Therefore, origami play activities can improve children's fine motor skills and may serve as an alternative learning activity to support fine motor development in early childhood education.
Pengaruh Model Discovery Learning dengan Media Video Animasi terhadap Pemahaman Konsep IPAS Siswa Kelas III pada Materi Sumber Energi di Sekitar Kita di SDN 1 Aikmel Lilis Rizkiya Amanda; Muhammad Tahir; Ni Made Yeni Suranti
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 2 (2026): May
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i2.1970

Abstract

The low level of conceptual understanding in IPAS learning among third-grade elementary school students remains a significant challenge, especially on the topic of energy sources in the surrounding environment. This study aimed to examine the effect of the Discovery Learning model assisted by animated video media on students’ conceptual understanding. The research employed a quantitative approach with a quasi-experimental design involving an experimental class and a control class. Data were collected using pretest and posttest instruments administered to both groups. The experimental class received instruction through the Discovery Learning model integrated with animated video media, while the control class was taught using conventional learning methods. The findings revealed that the average score of the experimental class increased significantly from 24.81 in the pretest to 81.71 in the posttest. Meanwhile, the control class showed an increase from 25.84 to 69.56. The results indicate that students in the experimental class experienced greater improvement in conceptual understanding compared to those in the control class. Therefore, the application of the Discovery Learning model assisted by animated video media was proven effective in improving students’ conceptual understanding in IPAS learning, particularly on the topic of energy sources in the surrounding environment.
Pengembangan Media Kartu Uno Berbasis Kearifan Lokal dalam Materi Tanda Baca untuk Murid Kelas IV di SD Negeri 3 Suranadi Sutrisna Jumhari; Muhammad Tahir; Syarifuddin
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 2 (2026): May
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i2.1983

Abstract

The mastery of punctuation material among fourth-grade elementary school students is often hindered by monotonous learning media and less meaningful learning processes. This condition requires innovative learning media that can facilitate student engagement and integrate local wisdom to create contextual and meaningful learning experiences. This study aimed to develop a local wisdom-based Uno card learning media for punctuation material and to examine its quality in terms of validity, practicality, and effectiveness. The research employed the Research and Development (R&D) method using the ADDIE model. The research subjects consisted of expert validators, 33 fourth-grade students, and the fourth-grade homeroom teacher of SD Negeri 3 Suranadi. Data collection instruments included validation sheets, student and teacher response questionnaires, and tests. The data analysis techniques used were descriptive validity analysis, descriptive practicality analysis, normality test, Paired Sample T-Test, and N-gain test. The results showed that the Uno card media and supporting books were successfully developed, with material validity reaching 92.5%, language validity 82%, and media validity 92.8%, all categorized as Very Valid. The study also indicated that the media was highly practical, with student response percentages reaching 89.6% and teacher responses 95%. The N-gain test result obtained a percentage of 60.67%, categorized as Moderately Effective. Therefore, the local wisdom-based Uno card media is considered very valid, highly practical, and moderately effective for learning activities.
Pengaruh Metode KWL (Know, Want, Learned) Berbantuan Media Kartu Kata terhadap Keterampilan Membaca Pemahaman Siswa Kelas IV di Sekolah Dasar Rita Septiana; Muhammad Tahir; Lalu Wira Zain Amrullah
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 2 (2026): May
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i2.1986

Abstract

This study aims to determine the effect of the KWL (Know, Want, Learned) method assisted by word card media on the reading comprehension skills of fourth-grade elementary school students. This research is a quantitative study using a Quasi-Experimental approach with a Nonequivalent Control Group design. The research subjects consisted of 60 fourth-grade students from SDN 34 Ampenan and SDN 12 Ampenan. Data collection techniques were conducted through reading comprehension skill tests and observation sheets to measure the implementation of learning. The obtained data were analyzed using inferential statistical tests, namely normality and homogeneity tests, which indicated that the data were normal and homogeneous, as well as the Independent Sample T-test. The results show that there is a significant difference after the KWL method assisted by word card media was applied. This is indicated by the higher average posttest score of the experimental class compared to the control class, as well as the T-test results conducted at a 5% significance level, which obtained a sig (two-sided p) value of 0.001 < 0.05, indicating a significant difference. Thus, it can be concluded that the KWL method assisted by word card media influences the reading comprehension skills of fourth-grade elementary school students.
Penerapan Teknik Bercerita Dua Arah (Two-Way Storytelling) untuk Meningkatkan Kemampuan Menyimak Anak Kelompok B di TK PGRI 07 Aikmel Fadila Sadida; Muhammad Tahir; Baiq Nada Buahana; Fahruddin
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.1999

Abstract

This study aimed to improve the listening skills of Group B children at TK PGRI 07 Aikmel through the implementation of the two-way storytelling technique. The study was motivated by the low listening skills demonstrated by the children, as reflected in their limited attention during storytelling activities, difficulties in answering questions related to the story, and inadequate ability to comprehend and retell information in a sequential manner. This research employed Classroom Action Research (CAR) based on the Kemmis and McTaggart model, consisting of two cycles involving planning, action, observation, and reflection stages. The participants were Group B children of TK PGRI 07 Aikmel. Data were collected through observation and documentation using an assessment instrument covering attention focusing, story comprehension, question answering, relevant responses, and following sequential instructions. The data were analyzed using descriptive qualitative and quantitative techniques, with a classical success criterion of at least 85%. The findings revealed a continuous improvement in children’s listening skills across the cycles. The percentage increased from 64.48% in the pre-cycle to 75.71% in Cycle I and reached 86.06% in Cycle II, exceeding the predetermined success criterion. These findings indicate that the implementation of the two-way storytelling technique is effective in improving the listening skills of early childhood learners. Furthermore, the study highlights the pedagogical value of interactive storytelling in promoting active participation, language development, and meaningful learning experiences among young children.
Efektivitas Komik Digital Berbasis Folklor Cupak Gurantang terhadap Peningkatan Literasi dan Internaliasi Nilai Karakter Siswa Sekolah Dasar Gozin Najah Rusyada; Irfan Hidayat; Muhammad Tahir; Nurul Kemala Dewi
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 3 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i3.5614

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This study aims to analyze the effectiveness of using digital comics based on the Cupak Gurantang folklore in improving reading literacy and the internalization of character values among elementary school students. The study employed a quantitative approach using a quasi-experimental design with a pretest-posttest control group. The research subjects were 30 fifth-grade students at SDN 1 Jenggala, North Lombok Regency, who were divided into an experimental group and a control group. The research instruments included a reading literacy test, a character values questionnaire, and a student engagement observation sheet. The data were analyzed using descriptive statistics, an independent samples t-test, and N-Gain calculations. The results showed that the experimental group experienced a higher increase compared to the control group. The results of the study indicate that the experimental group showed a greater improvement than the control group. The average reading literacy score increased from 62.40 to 85.13 (N-Gain 0.72; high category), while that of the control group increased from 61.87 to 73.27 (N-Gain 0.38; moderate category). In terms of character values, the experimental group improved from 69.33 to 87.20 (N-Gain 0.70; high category), while the control group improved from 68.93 to 76.07 (N-Gain 0.35; moderate category). Statistical test results showed a significant difference (p < 0.05), and student engagement in the experimental group was in the high category. These findings confirm that the Cupak Gurantang folklore-based digital comic is effective in improving reading literacy and the internalization of character values among elementary school students
Pengembangan Media Pembelajaran Diorama Berbasis Augmented Reality (AR) Pada Materi Ekosistem Untuk Siswa Kelas V SDN 14 Mataram Aina Tajria; Muhammad Tahir; Ilham Handika
Journal of Classroom Action Research Vol. 8 No. 2 (2026): May 2026
Publisher : Program Studi Magister Pendidikan IPA, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jcar.v8i2.15249

Abstract

Rendahnya pemahaman siswa kelas V SDN 14 Mataram terhadap materi ekosistem disebabkan oleh keterbatasan media pembelajaran yang masih didominasi oleh penjelasan lisan dan gambar dua dimensi, sehingga konsep terasa kurang konkret dan keterlibatan siswa menurun. Penelitian ini bertujuan untuk mengembangkan media pembelajaran diorama berbasis Augmented Reality (AR) serta mengetahui tingkat validitas dan kepraktisannya pada materi ekosistem. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Teknik pengumpulan data dilakukan melalui observasi, wawancara, dan angket, sedangkan analisis data menggunakan uji validitas dan kepraktisan dengan skala Likert. Hasil penelitian menunjukkan bahwa media diorama berbasis AR memperoleh skor validasi 91% dari ahli media dan 90% dari ahli materi dengan kategori sangat valid. Uji kepraktisan pada kelompok kecil memperoleh skor 97,33% dari siswa dan 96% dari guru, sedangkan uji kelompok besar memperoleh skor 94% dengan kategori sangat praktis. Berdasarkan hasil tersebut, disimpulkan bahwa media pembelajaran diorama berbasis Augmented Reality (AR) dinyatakan sangat valid dan sangat praktis digunakan dalam pembelajaran materi ekosistem untuk siswa kelas V SDN 14 Mataram. Implikasi dari penelitian ini adalah bahwa integrasi teknologi AR ke dalam media fisik diorama dapat menjadi solusi inovatif bagi guru untuk menghadirkan pengalaman belajar yang lebih konkret, interaktif, dan menarik, serta dapat diadaptasi pada materi IPAS lain yang bersifat abstrak.
PENGEMBANGAN MEDIA POP-UP BOOK MATERI AKTIVITAS KEBUGARAN JASMANI KELAS VI SDN 1 TETEBATU SELATAN Widi Agus Loreti; Prayogi Dwina Angga; Muhammad Tahir
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 8 No. 03 (2023): Volume 08 No. 3 Desember 2023
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v8i3.10864

Abstract

This research aims to develop pop-up book learning media on PJOK learning content material for class IV physical fitness at SDN 1 Tetebatu Selatan. This type of research is the R&D (Research and Development) ADDIE development model with stages of analysis, design, development, implementation and evaluation. Data collection techniques in this research are interviews and questionnaires. Data analysis in this research uses qualitative and quantitative analysis techniques. Qualitative data in this research was obtained from input from validators at the validation stage, input from material experts and media experts. Meanwhile, quantitative is data that describes the results of product development in the form of pop-up book learning media. The pop-up book that has been developed has very feasible criteria with a percentage of 88% based on media validation test results and 89% for material expert validation. Meanwhile, based on the results of product trials that have been developed, the percentage obtained was 87% in small-scale trials, 89% in large-scale trials and 91% based on teacher assessment. This pop-up book on physical fitness activity material is very suitable and very practical in supporting PJOK learning and making it easier for students to understand the physical fitness activity material.
Keefektifan Model Pembelajaran Project Based Learning (PjBL) terhadap Kreativitas Siswa pada Pelajaran SBdP Kelas V SDN 3 Mamben Lauk Nur Oktapiani; Muhammad Tahir; Muhammad Syazali
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2230

Abstract

This study aims to determine the effectiveness of the Project Based Learning (PjBL) model on students' creativity in Arts, Culture, and Crafts (SBdP) learning for fifth-grade students at SDN 3 Mamben Lauk. Creativity is an important ability that needs to be developed through learning activities that encourage students to express ideas and create meaningful works. The application of innovative learning models is needed to create an active, creative, and student-centered learning process. This research used a quantitative approach with a quasi-experimental design using a nonequivalent control group design. The research subjects consisted of two classes, namely the experimental class and the control class, each consisting of 25 students. Data collection techniques were carried out through performance tests, observations, and documentation. The research instruments were validated through expert judgment and declared feasible for use. The data analysis was conducted using normality, homogeneity, and hypothesis tests. The results showed that the data were normally distributed and homogeneous. The hypothesis test results showed a significance value of p < 0.05, indicating that H₀ was rejected and Hₐ was accepted. This means there was a significant difference between the experimental class and the control class. Therefore, it can be concluded that the Project Based Learning (PjBL) model is effective in improving students' creativity in SBdP learning for fifth-grade students at SDN 3 Mamben Lauk.
Co-Authors A. Hari Witono Abdul Kadir Jaelani Ade Irfan Maulana Ahmad Wilyan Pratama Aina Tajria Aisa Nikmah Rahmatih Alfina Alfina Anggi Septiana Dewi Ashar Pajarungi Anar Asri Fauzi Asriani Asriani Asrin Asrin Aulia Dwi Amalina W. Aulia Hasibatun Abkariah Awal Nur Kholifatur Rosyidah Ayu Diana Ayu Rosanti Baik Nilawati Astini Baiq Nada Buahana Baiq Niswatul Khair Dandi Kharisma Putra Dita Faradillah Dyah Indraswati Efi Liani Ekawulan Lestari Erika Oktaviani Prasetyo Fadila Sadida Fahruddin Fahruddin Fahruddin Faizah Pramiswari Fida Hariani Filsa Era Sativa, Agil Al Idrus, Gito Hadiprayitno Fiqri Insani Firda Devianti Komalasari Fitri Nurafifah Fitri Puji Astria Gendis Shoha Zakhia Gozin Najah Rusyada Gunarti Dwi Lestari Hamdani Hamdani Hasnawati Hasnawati Heri Hadi Saputra Heri Setiawan Hikmah Ramdhani Putri Hulaemi Umar Husniati Husniati Husnun Niswati I Ketut Widiada I Made Suwasa Astawa I Nyoman Suarta I Nyoman Sudika Ibrahim Ida Bagus Kade Gunayasa Ida Ermiana Ilham Handika Ilham Syahrul Jiwandono Indah Nur Fitriana Intan Dita Komalasari Irfan Hidayat Irma Suryani Itsna Oktaviyanti Ityam Wani Izzati Khairunnisa Jaharia Husain Juli Hikmayani Juliana Juliana juliani juliani Khairun Nisa Kiki Rizki Mardiah Lale Inggit Kasturi Lalu Hamdian Affandi Lalu Wira Zain Amrullah Laura Rinjani Lilis Rizkiya Amanda Lulu' Qolbuani M. Ihsan Kadafi Maela Saskia Putri Mahyudi, Johan Malbitasari Zannatul Abbas Mansur Hakim Mardiana Mardiana Mariatun Ibtiah Masita Masita Maulawi Majid Abdul Aziz Mauly Rizki Andiniati Mia Safitri Moh Ridwan Moh. Irawan Zain Mohammad Archi Maulyda Morina Anas Tasya Mudrika Lutfiah Muh Fahrizal Rosidi Muh. Alwi Muhammad Erfan Muhammad Fadlullah Muhammad Makki Muhammad Sobri Muhammad Sobri Muhammad Syazali Nais Kusma Dewi Nanda Hadiah Tullah Ni Made Yeni Suranti Novitasari Novitasari Nur Oktapiani Nuraeni Nuraeni Nurfitriah Nurhasanah Nurhasanah Nursaptini Nursaptini Nurul Aulia Nurul Kemala Dewi Prayogi Dwina Angga Putu Dina Wedayanti Rachmayani, Ika Radiusman Radiusman Raudatul Jannah Rita Septiana Rohana Oktaviana Rosmarlina Rosmarlina Safruddin Safruddin Sarilah Sarilah Sasi Kirana Al Jupri Septian Ananda Saputri Setiani Novitasari Sirwi Norma Dewi Siti Istiningsih Sri Haspiani Agustini ST. Hur'ien Assyifa ST. Rahmatia Putri Sudirman Sudirman Sudirman Sukma Dewi Sulastri Sutisna, Deni Sutrisna Jumhari syarifuddin Tia Safira Ulfa Mardiana Umar Umar Wahida Nursoba Widi Agus Loreti Widodo, Arif Wiwik Rosiana Wiwin Januarti Wiwin Yulianingsih Yeni Wardatul Insani Yuyun Hartita Yuyun Sumbawati Zulfikar Selang