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Development of Canva-Based LowkE-Book Learning Media as a Companion to PjBL to Improve Student Learning Outcomes Izza Nafisah Fikriyyani; Teguh Supriyanto; Trimurtini
Jurnal Penelitian Pendidikan IPA Vol 10 No 9 (2024): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i9.8458

Abstract

This research uses research and development methods which refer to the Borg and Gall model. This research was conducted with the aim of developing and testing the feasibility, practicality and effectiveness of Canva-based LowkE-Book learning media. This research involved 27 students with 6 small-scale trial subjects and 21 large-scale trial subjects at SD Negeri Sadeng 01. The data collection technique used was a test technique (pretest-posttest) and non-test in the form of observation results, questionnaires, interview results and document data. The validation results carried out by media expert validators and material experts showed that the Canva-based LowkE-Book learning media had met the valid criteria with a score of 90% by the media expert validator, and 96% by the material expert validator. Based on the pretest-posttest results, it is known that the Canva-based LowkE-Book is effective in improving student learning outcomes as evidenced by the increase in the average pretest score from 42.85 to 85.14 at the time of the posttest and the n gain test results obtained <g> value gain of 0.74 in the high category. Based on the results of the response questionnaire distributed, very positive responses were obtained from teachers and students. Based on these results, it can be concluded that the Canva-based LowkE-Book learning media is effective for improving learning outcomes in science subjects and is feasible and practical to apply in student learning.
Pengembangan Media Pembelajaran Interaktif Berbasis Web Menggunakan Scratch Berdasarkan Representasi Matematika Siswa Kelas Empat Alya Wahyu Kartika; Trimurtini
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 12 No. 2 (2026): June (IN PRESS)
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v12i2.20618

Abstract

This study aims to develop interactive learning media based on the Scratch website, designed according to the learning needs and mathematical representation abilities of fourth-grade elementary school students on the topic of fractions. Employing a Research and Development (R&D) framework using the ADDIE model, the study focused on the design, expert validation, and formative evaluation stages. The participants consisted of 51 students and 11 teachers from SDN Manyaran 02, Semarang, Central Java, involved in the limited implementation phase. The instruments used included a needs analysis questionnaire, content expert and media expert validation sheets, teacher and student response questionnaires, and documentation of student quiz results. The data were analyzed using both quantitative and qualitative approaches. The results showed that the developed media obtained a content expert validation score of 92.3% and a media expert validation score of 98%, both categorized as highly suitable. During the limited implementation phase, the teacher response rate reached 93%, while the student response rate reached 91.5%, both of which fell into the “highly suitable” category. Furthermore, the distribution of student quiz scores indicated positive learning outcomes, with an average score of 89.02. These findings suggest that the Scratch-based learning media aligns with students’ learning needs, is practical to implement, and has the potential to support the enhancement of mathematical representation abilities among elementary school students.
Pengembangan Media Vocabulary Digital Berbasis PBL untuk Meningkatkan Kemampuan Penguasaan Kosakata pada Teks Deskripsi Diah Nikasari; Panca Dewi Purwati; Trimurtini Trimurtini
Jurnal Inovasi, Evaluasi dan Pengembangan Pembelajaran Vol 4 No 1 (2024): Jurnal Inovasi, Evaluasi dan Pengembangan Pembelajaran (JIEPP)
Publisher : ELRISPESWIL - Lembaga Riset dan Pengembangan Sumberdaya Wilayah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54371/jiepp.v4i1.400

Abstract

Media pembelajaran yang baik adalah media pembelajaran yang dapat menyampaikan materi dan dapat mencapai tujuan pembelajaran. Selain itu, pemilihan model pembelajaran juga harus memperhatikan tingkat perkemabngan berfikir siswa dan gaya belajarnya. Penelitian ini memiliki sebuah tujuan untuk dapat menghasilkan suatu media pembelajaran Vocabulary Digital berbasis Problem Based Learning yang layak, praktis dan efektif meningkatkan kemampuan penguasaan kosakata pada teks deskripsi siswa kelas III SDN Sukorejo 03 Semarang. Hasil penelitian menunjukkan kelayakan validasi ahli materi dengan skor 78% kategori "Sangat layak" sedangkan hasil uji kelayakan validasi ahli media memperoleh skor 87% kategori "Sangat Layak".   Hasil pre-test dan post test dihitung menggunakan rumus N-Gain mengalami peningkatan 0,724 pada uji coba produk skala kecil dan 0,725 pada uji coba produk skala besar. Dapat disimpulkan bahwa media Vocabulary Digital berbasis Problem Based Learning sangat layak sehingga efektif digunakan untuk meningkatkan kemampuan penguasaan kosakata pada Teks Deskripsi siswa kelas III.