Claim Missing Document
Check
Articles

Penanaman nilai empati melalui aplikasi “Teman Disabilitas” di SD islamic leader school Amanda Aulia Rahmatika; Syarip Hidayat; Muhammad Rijal Wahid Muharram
COLLASE (Creative of Learning Students Elementary Education) Vol. 6 No. 3 (2023)
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/collase.v6i3.17419

Abstract

This research is a research on the development of the “Teman Disabilitas” application to instill the value of empathy for people with physical disabilities. The purpose of the research is to find out the need for applications based on the value of empathy for disability in elementary schools, develop and describe the form of application designs based on the value of empathy for disabilities in elementary schools, conduct trials of application products based on empathy values for disabilities in elementary schools, and produce a form of the end of the application product based on the value of empathy for disabilities in elementary schools. The method in this research is Design Based Research according to Reeves. This research was conducted at SD Islamic Leader School. The stages in this research are (1) principles and collaborative problem and practice analysis, (2) prototype development as a solution based on existing design, and technological innovations, (3) iterative testing cycle and solution refinement in practice, and (4) cycle improvement and refinement of solutions in practice. The types of data collection used are interviews, questionnaires, observations, and Values Clarification Test. The final product of this research is the “Teman Disabilitas” application. This research trial was conducted before and before using the “Teman Disabilitas” application using the Values Clarification Test. Based on data analysis, there was an increase in the empathy value of students before and before using the "Teman Disabilitas" application.Penelitian ini merupakan penelitian pengembangan aplikasi “Teman Disabilitas” guna menanamkan nilai empati kepada disabilitas fisik. Tujuan dari penelitian yaitu untuk mengetahui kebutuhan aplikasi berbasis nilai empati terhadap disabilitas di Sekolah Dasar, mengembangkan dan mendeskripsikan bentuk rancanagan aplikasi berbasis nilai empati terhadap disabilitas di Sekolah Dasar, melakukan uji coba produk aplikasi berbasis nilai empati terhadap disabilitas di Sekolah Dasar, dan menghasilkan bentuk akhir produk aplikasi berbasis nilai empati terhadap disabilitas di Sekolah Dasar. Metode pada penelitian ini yaitu Design Based Reseacrh menurut Reeves. Penelitian ini dilakukan di SD Islamic Leader School. Adapun tahapan pada penelitian ini (1) identifikasi dan analisis masalah dan praktisi secara kolaboratif, (2) pengembangan prototype sebagai solusi yang berdasarkan desain, prinsip, dan inovasi teknologi yang ada, (3) siklus berulang pengujian dan penyempurnaan solusi dalam praktik, dan (4) siklus berulang pengujian dan penyempurnaan solusi dalam praktik. Jenis pengumpulan data yang digunakan yaitu wawancara, angket, observasi, dan Values Clarification Test. Produk akhir penelitian ini berupa aplikasi “Teman Disabilitas”. Uji coba penelitian ini dilakukan pada saat sesudah dan sebelum menggunakan aplikasi “Teman Disabilitas” menggunakan Values Clarification Test. Berdasarkan analisis data adanya peningkatan nilai empati peserta didik pada saat sesudah dan sebelum menggunakan aplikasi “Teman Disabilitas”.
The Development of Teachers’ Competences in Utilizing Augmented Reality-Based Media in Geometry Learning Karlimah Karlimah; Asep Nuryadin; Lilis Susilawati; Benyamin Hartanto; Dindin Abdul Muiz Lidinillah; Muhammad Rijal Wahid Muharram; Sri Ariyani Desmawati; Irni Rachmawati Putri
ABDIMAS: Jurnal Pengabdian Masyarakat Vol. 6 No. 4 (2023): ABDIMAS UMTAS: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM Universitas Muhammadiyah Tasikmalaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35568/abdimas.v6i4.4015

Abstract

This program aims to develop teachers’ competences in using and utilizing technology in the form of Augmented Reality (AR)-based media that can be used in geometry learning. This community service program is in the form of a training for elementary school teachers. This program is motivated by the results of a study which shows that of 257 teachers from 39 cities in Indonesia only 28% claimed to be familiar with AR-based media while 72% of teachers claimed not to know them, some of whom were teachers in Tasikmalaya City. Therefore, it is necessary to develop their competences so that they will know and be able to use AR-based media to adapt to the times. This training was carried out from the smallest scope, namely at an elementary school in Tasikmalaya City, SD Negeri Leuwianyar. The potential for using digital media in the school is quite high because the facilities are quite supportive. The problem was, teachers rarely used digital media, including the use of AR-based media. This training program was carried out by adapting the stages of the ADDIE model, namely Analyze, Design, Develop, Implement, and Evaluate. The results of the training showed that teachers strongly agreed that the training could develop their knowledge and encourage them to use AR-based digital media for learning.
Analisis Kesalahan Siswa SD dalam Menyelesaikan Soal AKM pada Konten Analisis Data dan Peluang Berdasarkan Prosedur Newman Dian Mursyidah; Dindin Abdul Muiz Lidinillah; Muhammad Rijal Wahid Muharram
Jurnal Cendekia : Jurnal Pendidikan Matematika Vol 7 No 3 (2023): Jurnal Cendekia: Jurnal Pendidikan Matematika Volume 7 Nomor 3 Tahun 2023
Publisher : Mathematics Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cendekia.v8i1.2773

Abstract

Asesmen Nasional (AN) sebagai sistem evaluasi pendidikan di Indonesia mulai diimplementasikan pada tahun 2021. Asesmen Kompetensi Minimum (AKM) merupakan bagian dari AN bertujuan untuk mengukur hasil belajar kognitif siswa, salah satunya kompetensi numerasi siswa. AKM dirancang untuk menghasilkan informasi yang memicu perbaikan kualitas mengajar. Soal AKM numerasi terdiri dari berbagai level kognitif, konten dan konteks yang beragam. Penelitian ini bertujuan untuk menganalisis kesalahan siswa SD dalam menyelesaikan soal AKM konten analisis data dan peluang berdasarkan prosedur Newman. Metode penelitian yang digunakan yaitu deksriptif kualitatif. Subjek penelitian ini merupakan enam siswa kelas V di salah satu SD Negeri di Kabupaten Bandung, dengan masing-masing dua siswa dari setiap kategori kemampuan tinggi, sedang dan rendah. Berdasarkan hasil analisis data, kesalahan membaca dilakukan oleh siswa dengan kemampuan rendah. Kesalahan pemahaman dan kesalahan transformasi dilakukan oleh siswa dengan kemampuan rendah dan sedang. Sedangkan kesalahan keterampilan proses dan kesalahan penyandian dilakukan oleh siswa dengan kemampuan sedang dan tinggi. Penyebab siswa melakukan kesalahan, diantaranya karena tidak bisa membaca soal dengan baik, tidak memahami permasalahan pada soal, tidak bisa mengidentifikasi operasi hitung, belum bisa menjalankan operasi hitung dengan akurat dan kurangnya ketelitian. Temuan ini dapat dijadikan informasi dasar bagi guru untuk memperbaiki dan menciptakan inovasi pembelajaran guna meminimalisir terjadinya kesalahan pada siswa dalam menyelesaikan soal AKM.
Augmented Reality Flashcard Prototype Design as an Instructional Medium for Introducing West Java Traditional Houses in Elementary School Siti Nuraisyah; Sumardi Sumardi; Rosarina Giyartini; Muhammad Rijal Wahid Muharram
Indonesian Journal of Primary Education Vol 5, No 1 (2021): Indonesian Journal of Primary Education: June 2021
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ijpe.v5i1.36980

Abstract

Social Studies is a subject which contains topics about Indonesian traditional houses. Instuructional media for introducing traditional houses that are generally used in elementary schools are limited to video, 2-dimensional images, and textbooks. The use of media that is less varied results in students become bored. The use of technology in the field of education is increasing diverse which can make it easier for teachers and students to convey and receive the information. Augmented Reality is one of the technologies that can be used as an alternative to traditional house instructional media because it can display real traditional houses in 3 dimensions. This study aims to describe the design of an Augmented Reality flashcard prototype as a learning medium for West Java traditional houses in elementary schools. The method used was Design-Based Research which has four stages. This research was carried out until the second stage, namely developing product prototypes based on existing theories, design principles, and technological innovations. The result of this research is a flashcard prototype design and Augmented Reality application. The flashcards had two sides that were used as markers to bring up Augmented Reality objects. The Augmented Reality application was designed to have two main menus, each of which serveed to display a real West Java traditional house in the form of a three-dimensional object and displays a traditional house that can be seen from various sides or points of view. This application was also equipped with supporting features, such as complete information, sound, scale, rotation, and other features.
SPADE: Geometry Learning Model within Elementary School Epon Nur'aeni; Oyon Haki Pranata; Muhammad Rijal Wahid Muharram; Ika Fitri Apriani
Indonesian Journal of Primary Education Vol 4, No 2 (2020): Indonesian Journal of Primary Education: December 2020
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ijpe.v4i2.29433

Abstract

This research was initiated by a problem in learning geometry in primary schools, namely the use of learning models that tend to be monotonous and less attractive to students. In addition, the research is based on efforts to preserve existing cultures in Indonesia, especially those from Kampung Naga, Tasikmalaya, West Java Province. Kampung Naga is an area that still maintains traditional life and cultural wealth. Based on these conditions, research was carried out to solve problems through the development of the SPADE as a geometry learning model in elementary schools. SPADE stands for five activities, namely singing, playing, analyzing, discussing, and evaluating.Research development model by Plomp was used on this project. The research was conducted for three years and involved lecturers, students, teachers, and primary school students in Tasikmalaya City, West Java Province. The research instruments used were observation sheets, interview guidelines, learning assessment sheets, learning implementation videos, questionnaires, and field notes. The data were analyzed interactively with the following activities: 1) data reduction; 2) data presentations; 3) data verification. The research finds that SPADE is relevant as a learning model and got a positive response to be implemented in primary school. The SPADE learning model is expected to be implemented in a broader scope.
Development of Gamification-Based Flipped Learning in Mathematics Learning as an Effort to Overcome Learning Obstacles Zam Zam Jamaludin; Syifa Unnafsyah; Eva Silvia Agustin; Asep Nuryadin; Muhammad Rijal Wahid Muharram
Indonesian Journal of Primary Education Vol 6, No 1 (2022): Indonesian Journal of Primary Education: June 2022
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ijpe.v6i1.41910

Abstract

The purpose this research was motivated because students experienced obstacles in learning mathematics in the Covid-19 Pandemic Era which affected learning outcomes. In addition, student activities in playing online games cause students to have no motivation to learn. This study aims to produce a digital learning design, namely gamification-based flipped learning and determine its feasibility. The research method was carried out using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation) in mathematics, especially the Building Space material in Class V. In this study, data were collected through questionnaires, which were then analyzed by using two paired sample t-tests. The results of this study stated that the learning tools developed were appropriate both in terms of the Lesson Plan (RPP), Student Worksheets (LKPD), and learning evaluation instruments as well as comparisons of learning outcomes before using gamification-based flipped learning and learning after using flipped learning-based learning. gamification so that the development of gamification-based flipped learning in mathematics learning is valid, practical, and can be used to overcome learning obstacles experienced by students
Pengembangan media pembelajaran tari merak berbantuan prezi di kelas V sekolah dasar Susanti; Rosarina Giyartini; Muhammad Rijal Wahid Muharram
COLLASE (Creative of Learning Students Elementary Education) Vol. 7 No. 2 (2024)
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/collase.v7i2.19252

Abstract

Pengembangan media pembelajaran tari merak berbantuan prezi di kelas V Sekolah dasar
Pengembangan modul berbantuan augmented reality (AR) berbasis inquiry based learning di kelas IV sekolah dasar: Modul Pembelajaran di Kelas IV sekolah dasar Rianti Fransiska; Muhammad Rijal Wahid Muharram; Rosarina Giyartini
COLLASE (Creative of Learning Students Elementary Education) Vol. 7 No. 4 (2024)
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/collase.v7i4.19445

Abstract

Pembelajaran pasca pandemi membawa dampak pada perubahan aktivitas pembelajaran yang biasa dilaksanakan secara luring kini beradaptasi menjadi pembelajaran blended (luring dan daring). Pembelajaran daring memungkinkan adanya aktivitas pembelajaran antara pendidik dan peserta didik yang dapat dilaksanakan di mana saja dan kapan saja. Salah satu tren media pembelajaran yang dapat diterapkan adalah teknologi media augmented reality (AR). Inovasi dalam bidang pendidikan baru-baru ini memunculkan sumber belajar bagi peserta didik, salah satunya dalam bentuk modul pembelajaran yang dapat diakses peserta didik di mana saja dan kapan saja. Dampak kemajuan teknologi tentunya juga memberikan ruang dan kesempatan bagi peserta didik untuk lebih mandiri dan aktif dalam mengembangkan pengetahuan dan pengalaman belajarnya. Tujuan penelitian pengembangan ini untuk menghasilkan produk pengembangan modul berbantuan augmented reality (AR) berbasis inquiry based learning di kelas IV sekolah dasar yang sudah menerapkan kurikulum merdeka dengan muatan IPAS bab 2 wujud zat dan perubahannya. Metode penelitian yang digunakan adalah research and development (R&D) dengan menerapkan model ADDIE. Uji coba produk yang dilaksanakan di dua sekolah. Hasil validasi ahli bahan ajar modul mendapat 100% kategori sangat layak, ahli model pembelajaran mendapat 99% kategori sangat layak dan ahli media pembelajaran digital mendapat 90% kategori sangat layak.
Penggunaan metode jarimatika untuk meningkatkan kemampuan berhitung perkalian peserta didik kelas III SD Della Rosaline; Yusuf Suryana; Muhammad Rijal Wahid Muharram
COLLASE (Creative of Learning Students Elementary Education) Vol. 7 No. 4 (2024)
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/collase.v7i4.19463

Abstract

Penelitian ini bertujuan untuk mengetahui peningkatan kemampuan berhitung perkalian peserta didik kelas III Sekolah Dasar. Penelitian ini berfokus pada penggunaan Jarimatika untuk membantu peserta didik dalam menyelesaikan soal perkalian. Hal ini didasari oleh kondisi faktual dimana peserta didik belum mampu mengerjakan perkalian bilangan dan juga metode pembelajaran yang diterapkan monoton membuat pembelajaran matematika terasa sulit. Penelitian ini menggunakan metode eksperimen dengan desain quasi eksperimen berupa nonequivalent control group design. Kelas eksperimen diberi perlakuan dengan metode jarimatika, sedangkan kelas kontrol tanpa menggunakan metode jarimatika. Teknik pengumpulan data dalam penelitian ini menggunakan tes. Hasil penelitian menunjukan bahwa terdapat peningkatan kemampuan berhitung perkalian peserta didik yang dapat dilihat dari hasil uji N-Gain. Berdasarkan hasil uji N-Gain, nilai rata-rata N-gain Score untuk kelas eksperimen sebesar 68,9012 atau 69% dimana 69% termasuk kedalam kategori cukup efektif. Sedangkan nilai rata-rata N-gain Score pada kelas kontrol sebesar 35,4188 atau 35% dimana 35% termasuk kedalam kategori tidak efektif. Kemudian dilakukan uji-t terhadap data N-gain Score, diperoleh hasil nilai Sig. (2-tailed) sebesar 0,000. Hal tersebut menunjukan bahwa 0,000 < 0,05 yang berarti Ha diterima H0 ditolak, sehingga dapat disimpulkan bahwa peningkatan kemampuan berhitung perkalian peserta didik yang memperoleh pembelajaran menggunakan metode jarimatika lebih tinggi daripada peserta didik yang memperoleh pembelajaran tanpa menggunakan metode jarimatika.
Pre-Service Teachers’ Experiences in Developing Digital Learning Designs using ADDIE Model Amid COVID-19 Pandemic Nuryadin, Asep; Lidinillah, Dindin Abdul Muiz; Muharram, Muhammad Rijal Wahid
Jurnal Basicedu Vol. 5 No. 5 (2021)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v5i5.1446

Abstract

This study aims to discover pre-service teachers’ experiences in developing digital learning designs during the COVID-19 pandemic. It is expected that the findings of this study can help lecturers, university students, higher education institutions, and other relevant stakeholders in preparing the implementation of learning amid a global pandemic or other relevant crises, especially related to conducting the development of a particular design or product using ADDIE model. The method used in this study was a case study with a descriptive approach. Research subjects or participants involved in this study were 41 pre-service teachers who took a unit named “Desain Sistem Pembelajaran Digital or Digital Learning System Design” offered in the sixth semester in Bachelor of Elementary School Teacher Education Study Program, UPI Tasikmalaya Campus. This study results in several findings related to pre-service teachers’ experiences in developing digital learning designs using the ADDIE model amid the COVID-19 pandemic. In addition, this study also has discovered information regarding digital learning designs and digital learning materials/tools developed by the pre-service teachers.
Co-Authors Agnestasia Ramadhani Putri Ahmad Mulyadiprana Akbar Maulana Akhmad Nugraha Amanda Aulia Rahmatika Apriliya, Seni Asep Nuryadin Aviva Ayuningtias Ayuwara, Ginanti Azis Muslim Azis Muslim, Azis Benyamin Hartanto Berliana Suciati Fajrin Della Rosaline Desi Ratna Sari Desi Ratna Sari Desi Ratna Sari Devi Arinda Rakhman Dian Indihadi Dian Mursyidah Diki Kurniawan Dindin Abdul Muiz Lidinillah DWI ALIA, DWI Epon Nur&#039;aeni Epon Nur&#039;aeni Epon Nur&#039;aeni Epon Nur&#039;aeni L Epon Nur&#039;aeni Lukman Epon Nur'aeni L Epon Nur'aeni Lukman Epon Nuraeni L Epon Nur’aeni Epon Nur’aeni L Epon Nur’aeni L Epon Nur’aeni L Epon Nur’aeni Lukman Eva Silvia Agustin Fajrin, Berliana Suciati Fikri Alamsyah Nugraha Fitri Dwi Handayani Ghullam Hamdu Ginanti Ayuwara Ginna Islamiati Ginna Islamiati Hakim, Risman Abdul Hidayat, Syarip Hilda Luthfiyah Ika Fitri Apriani Irmawan, Dodi Irni Rachmawati Putri Irni Rachmawati Putri Irni Rachmawati Putri Islamiati, Asti Karlimah Karlimah Khairunnisa, Pathin Haifa Kiki Idzni Irsalina Lilis Susilawati Lilis Susilawati Meydi Rizky Miyajitima Mufti, Nasisah Nada Nasisah Nada Mufti Novi Ramdhani Nur'aeni, Epon Nuraeni L., Epon Nurani, Luthfi Ainun Nur’aeni L., Epon Owa, Yuliana Silvia Oyon Haki P Oyon Haki Pranata Oyon Haki Pranata pajar reza Pranata, Oyon Haki Ramadhani, Aulia Wuri Rangga Gelar Guntara Relandia, Monix Karina Respati, Resa Retno Uly Nevyanti Rianti Fransiska Rini Retnowati Rohimah, Ai Siti Rosarina Giyartini Saputra, Erwin Rahayu Sekar Ayu Utami Septarina, Osanita Siti Maryam Siti Nuraisyah Sri Ariyani Desmawati Sri Wahyu Sri Wahyuni Sumardi, Sumardi Susanti Syarip Hidayat Syifa Salsabila Syifa Unnafsyah Utari Dayya Suci Nurani Widani Widani Widani Widani Yusuf Suryana Zam Zam Jamaludin Zulaekha, Ade Siti