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UJI KEPRAKTISAN INSTRUMEN EVALUASI BERORIENTASI HIGHER ORDER THINKING SKILL (HOTS) MELALUI MEDIA EDUCAPLAY Roro Diah Pamungkas; Ina Agustin; Badri Atul Fikriyah
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.v10i02.28336

Abstract

This study aims to measure the practicality of Higher Order Thinking Skills (HOTS)-based evaluation instruments developed through the Educaplay platform in IPAS learning for fifth-grade elementary school students. In the digital era and with the implementation of the Merdeka Curriculum, teachers are required to provide evaluations that not only measure basic knowledge but also stimulate students' critical and analytical thinking skills. Educaplay was chosen because it offers interactive exercise features that can support the creation of engaging and easily accessible HOTS questions. This study employs a quantitative descriptive approach with data collection techniques through a practicality questionnaire administered to teachers and students. The practicality test results showed that the instrument was rated as very practical by teachers at 94% and by students at 91%, with an overall average of 92%. These findings indicate that the HOTS-based evaluation instrument using the Educaplay platform is easy to use, efficient in implementation, and engaging and adaptive for users in the elementary school environment. In conclusion, the Educaplay media has a very good level of practicality and can be an alternative digital evaluation media that meets the demands of 21st-century learning. This media has the potential to support student engagement in evaluation and facilitate teachers in managing competency-based assessment.
EFEKTIVITAS MEDIA GAME EDUKASI WORDWALL DALAM MENINGKATKAN HASIL BELAJAR PESERTA DIDIK KELAS V SEKOLAH DASAR Yessyka Fitrian Hardiana; Ina Agustin; Badri Atul Fikriyah
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.v10i02.28584

Abstract

The digital revolution in education demands learning innovations that can adapt to the characteristics of the digital generation of students. This study analyses the impact of implementing the educational game platform Wordwall on the academic achievement of primary school students. The study was conducted using a descriptive quantitative approach with 16 fifth-grade students at UPT SDN Bejagung 2 Tuban as the research subjects. Data collection was conducted through pre- and post-intervention evaluations using test instruments. The effectiveness analysis used the N-Gain formula to measure changes in students' understanding before and after the use of the digital media. The findings showed significant progress in learning outcomes, with the average score increasing from 58 points to 83 points. The N-Gain calculation yielded a value of 64%, categorising this media as ‘moderately effective’ in supporting the learning process. The most notable transformation was observed in the aspect of learning completion, where the majority of participants (92%) achieved the minimum standards set after using this platform. The research results confirm that educational game technology can be a beneficial learning tool for enhancing student engagement and academic performance in primary schools, although further optimisation is still needed to achieve maximum effectiveness.
PENGEMBANGAN MEDIA VIDEO ANIMASI UNTUK MENINGKATKAN HASIL BELAJAR MATEMATIKA KELAS I SD NEGERI PULOGEDE 1 Siti Rohmah; Ina Agustin
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.v10i02.30216

Abstract

Research conducted on mathematics education at SD Negeri Pulogede 1 shows that the implementation of learning is not optimal. Student learning outcomes have not reached the KKTP. The purpose of this study was to improve student learning outcomes by using animated video media. Specifically, this study aims to determine the validity, practicality, and effectiveness of animated video media on student learning outcomes. This research was conducted at SDN Pulogede 1. The data source consisted of 11 first grade students of SDN Pulogede 1. This research is research and development (R&D). The findings of this study indicate an increase in learning outcomes of first grade students at SDN Pulogede 1, which is indicated by an increase in practical skills and cognitive outcomes. This improvement was achieved through the integration of animated video media in the learning process. The final results showed that 100% of students achieved mastery in the second cycle. Animated video media can provide real-life experiences that can foster independent learning activities among students.
PENGEMBANGAN MEDIA FLASHCARD BERBASIS QR-CODE UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS V SEKOLAH DASAR Itsna Inayatul Hilmi; Ina Agustin
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.v10i02.30369

Abstract

This study utilised a research and development (R&D) approach with the ADDIE model comprising five stages, namely Analysis (analysis), Design (design), Development (development), Implementation (implementation), and Evaluation (evaluation). The subjects were 21 fifth-grade students at SDN Bancar 02, totaling 21 students. Data collection techniques include interviews, observations, questionnaires, and test sheets. This research is motivated by issues arising in classroom learning where there is insufficient support for learning media in the classroom, leading to students lacking concentration in learning and resulting in their learning outcomes to decline and their motivation to learn to decrease. The objective of this study is to improve students' learning outcomes through QR code-based flashcard learning media, which is expected to improve low student learning outcomes, particularly in the subject of environmental studies on environmental issues that threaten life. From the data analysis, obtained, the QR-code-based Flashcard media meets the criteria for feasibility, as evidenced by the final validation score of 86.6%, subject matter expert validation of 82.6%, and language expert validation of 88.8%. Additionally, in the practicality test, the teacher response questionnaire scored 98% and the student response questionnaire scored 96.19%, while the effectiveness test using test sheets yielded a result of 0.70 or 70.2%, which is moderately or sufficiently effective.
PENGEMBANGAN MEDIA FLASHCARD BERBASIS QR-CODE UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS V SEKOLAH DASAR Itsna Inayatul Hilmi; Ina Agustin
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.v10i02.29184

Abstract

This study utilised a research and development (R&D) approach with the ADDIE model comprising five stages, namely Analysis (analysis), Design (design), Development (development), Implementation (implementation), and Evaluation (evaluation). The subjects were 21 fifth-grade students at SDN Bancar 02, totaling 21 students. Data collection techniques include interviews, observations, questionnaires, and test sheets. This research is motivated by issues arising in classroom learning where there is insufficient support for learning media in the classroom, leading to students lacking concentration in learning and resulting in their learning outcomes to decline and their motivation to learn to decrease. The objective of this study is to improve students' learning outcomes through QR code-based flashcard learning media, which is expected to improve low student learning outcomes, particularly in the subject of environmental studies on environmental issues that threaten life. From the data analysis, obtained, the QR-code-based Flashcard media meets the criteria for feasibility, as evidenced by the final validation score of 86.6%, subject matter expert validation of 82.6%, and language expert validation of 88.8%. Additionally, in the practicality test, the teacher response questionnaire scored 98% and the student response questionnaire scored 96.19%, while the effectiveness test using test sheets yielded a result of 0.70 or 70.2%, which is moderately or sufficiently effective.
Peningkatan Pemahaman Guru Pendamping Khusus pada Metode Pembelajaran DIR Floortime untuk Siswa Autis: Pengabdian Ina Agustin; Ifa Seftia Rakhma Widiyanti; Cacik, Sri
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 2 (2025): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 2 (October 202
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i2.3101

Abstract

This community service is in partnership with the Kelompok Kerja Guru (KKG) 04 Bima Jaya which includes 6 Elementary Schools, namely SDN Sidorejo 1, SDN Sidorejo 2, SDN Sidorejo 3, SDN Doromukti, SDIT Al Uswah, and SDI Insan Kamil. The number of teachers in KKG 04 Bima Jaya is 108 teachers and 4 autistic children. The target of this community service is the teachers in KKG 04 Bima Jaya. Through this activity, it is hoped that teachers in KKG 04 Bima Jaya will gain increased abilities and skills in the DIR Floortime learning method, so that it can be implemented in students. Autistic students who receive the DIR Floortime learning method are expected to experience improvements in communication and social interaction skills. The results of community service show that teachers in KKG 04 Bima Jaya have increased abilities and skills in the DIR Floortime learning method. Partners will be provided with assistance in developing learning tools using the DIR Floortime learning method for autistic students.
ANALISIS VALIDITAS PENGEMBANGAN MIWALL (MEDIA INTERAKTIF BERBASIS WORDWALL) UNTUK MENINGKATKAN HASIL BELAJAR IPAS SISWA KELAS IV SD Kartika Ningsih; Ina Agustin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.29564

Abstract

This study aims to analyze the validity of the development of MIWALL (Wordwall-Based Interactive Media) as a learning media to improve the learning outcomes of fourth grade elementary school students in science. The method used is research and development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Validation instruments in the form of assessment sheets from material experts, media experts, and practitioners (teachers) are used to assess the quality of the media. The validation results show that MIWALL obtained an average score of 89% from all validators, which is included in the "very valid" category. These findings indicate that MIWALL is suitable for use as an interactive learning media in science subjects to increase student engagement and understanding of concepts in a fun way. The use of MIWALL is expected to be an innovative alternative in the thematic learning process in elementary schools
PENGEMBANGAN MEDIA EDUKATIF WORDWALL UNTUK MENINGKATKAN HASIL BELAJAR MATERI MENJAGA KESEHATAN MATA KELAS II UPT SDN JAROREJO I Devy Ruvaida; Ina Agustin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 3 September 2025 In Order
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31511

Abstract

Penelitian ini bertujuan untuk mengembangkan media game edukatif berbasis Wordwall guna meningkatkan hasil belajar siswa kelas II SD pada materi Bahasa Indonesia tentang menjaga kesehatan mata. Berdasarkan hasil observasi dan wawancara, ditemukan permasalahan seperti perbedaan tingkat kemampuan siswa, rendahnya konsentrasi, serta kurangnya media pembelajaran yang menarik. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahapan Analyze, Design, Develop, Implement, dan Evaluate. Media Wordwall dikembangkan dalam bentuk kuis interaktif "open the box" yang berisi materi menjaga kesehatan mata dan jenis-jenis olahraga. Hasil validasi oleh ahli media, materi, dan bahasa menunjukkan bahwa media dinyatakan sangat valid, dengan persentase masing-masing 95%, 91%, dan 91%. Respon guru dan siswa terhadap kepraktisan media juga sangat tinggi, yaitu masing-masing 94% dan 90%. Hasil belajar siswa menunjukkan bahwa 13 dari 15 siswa (86,67%) mencapai nilai di atas KKTP. Dengan demikian, media game edukatif Wordwall terbukti valid, praktis, dan efektif dalam meningkatkan hasil belajar siswa pada pembelajaran Bahasa Indonesia kelas II.