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All Journal Jurnal Teknik JKTP: Jurnal Kajian Teknologi Pendidikan Pendas : Jurnah Ilmiah Pendidikan Dasar JMM (Jurnal Masyarakat Mandiri) SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Prosiding Seminar Nasional Riset Kuantitatif Terapan 2017 JURNAL INSTEK (Informatika Sains dan Teknologi) JURNAL PETIK JISIP: Jurnal Ilmu Sosial dan Pendidikan Jurnal TAMBORA Bitnet: Jurnal Pendidikan Teknologi Informasi JURNAL PENDIDIKAN MIPA Riayah: Jurnal Sosial dan Keagamaan JIIP (Jurnal Ilmiah Ilmu Pendidikan) IJECA (International Journal of Education and Curriculum Application) ABSYARA: Jurnal Pengabdian Pada Masyarakat Bima Abdi: Jurnal Pengabdian Masyarakat JagoMIPA: Jurnal Pendidikan Matematika dan IPA EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi DIKSI: Jurnal Kajian Pendidikan dan Sosial JUSTIN (Jurnal Sistem dan Teknologi Informasi) Inverted Jurnal Informatika Teknologi dan Sains (Jinteks) Journal of Educational Sciences Kreasi: Jurnal Inovasi dan Pengabdian Kepada Masyaraka Jurnal Fokus Elektroda (Energi Listrik, Telekomunikasi, Komputer, Elektronika dan Kendali) Jurnal Pendidikan dan Media Pembelajaran Journal Of Computer Science And Technology Journal of Manufacturing and Enterprise Information System Jurnal Pendidikan Teknologi Informasi (JUKANTI) Council: Education Journal of Social Studies Engineering: Journal of Mechatronics and Education EDUCATIONAL: Jurnal Inovasi Pendidikan dan Pengajaran Expert Net: Exploration Journal of Technological Education Trends Inventor: Jurnal Inovasi dan Tren Pendidikan Teknologi Informasi INOVTEK Polbeng - Seri Informatika Jurnal Inovasi dan Teknologi Pembelajaran
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Website Based Baralau Village Information System Design Nursiwa, Miftahul Jannah; Ardi Ramadhan; Ita Fitriati; Amelia Putri
Expert Net: Exploration Journal of Technological Education Trends Vol. 1 No. 1 (2024): Edisi Juni
Publisher : Yayasan Insan Mulia Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59923/expertnet.v1i1.128

Abstract

Current village development cannot be separated from the increase in information technology, starting from the use of mobile phones to smart phones (smart phones) to the use of the internet with various technological features intended to support people in their daily activities. Information and communication technology provides various benefits for public activities, one of which is to facilitate administrative matters in data management. With the support of information technology, data is easily conveyed to both rural and urban residents. This research was carried out in several stages, namely the first stage was conducting interviews with the Baralau village government, then the second stage was collecting data which would become a reference in developing the Baralau village information system website and the final stage was designing and developing the website. In the website design and development stages, researchers used the waterfall method. The results of this research are that the village can monitor the status of letter submissions in real-time, provide notification to the community about the status of the application, and increase the transparency of the administrative process.   ABSTRAK Perkembangan desa dikala ini tidak lepas dari meningkatnya teknologi informasi, mulai dari pemanfaatan telepon genggam hingga telepon cerdas (telepon pintar) hingga pemanfaatan internet dengan beragam fitur teknologi yang dimaksud bakal mendukung khalayak dalam berkegiatan setiap hari. Teknologi informasi dan juga komunikasi memberikan beragam manfaat buat aktivitas khalayak salah satunya untuk memudahkan soal administrasi dalam manajemen data dengan dukungan teknologi informasi maka data mudah tersampaikan dengan baik pada penduduk pedesaan maupun perkotaan. Penelitian ini dilakukan dalam beberapa tahapan yaitu tahap pertama adalah melakukan wawancara dengan pihak pemerintah desa baralau kemudian tahap kedua dilalakukan pengumpulan data yang akan menjadi acuan dalam pembangunan website sistem informasi desa baralau dan tahap terakhir adalah melakukan perancangan dan pengembangan website. Dalam tahapan perancangan dan pengembangan website peneliti menggunakan metol waterfall. Hasil dari penelitian ini adalah pihak desa dapat memantau status pengajuan surat secara real-time, memberikan pemberitahuan kepada masyarakat tentang status pengajuan, dan meningkatkan transparansi proses administratif.
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN BERBASIS ARTICULATE STORYLINE 3 TERHADAP MOTIVASI BELAJAR SISWA MATA PELAJARAN TIK MATERI SISTEM KOMPUTER KELAS VII Kurrata A’yunin; Syarifudin; Ita Fitriati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i3.31951

Abstract

This study aims to determine the effect of using Articulate Storyline 3-based learning media on students' learning motivation in seventh-grade computer system material in Information and Communication Technology (ICT) subject. The research employed a quantitative approach with a pre-experimental design using One Group Pretest-Posttest Design, involving 20 students as the sample. The research instruments consisted of pretest, posttest, motivation questionnaires, and observation sheets. The results showed an increase in the average score from 52.25 (pretest) to 80.00 (posttest), with an N-Gain score of 0.58 categorized as moderate. The paired sample t-test indicated a significance value of 0.000 < 0.05, meaning there was a significant difference between students' scores before and after using the media. The motivation questionnaire also revealed an increase in all indicators, including learning enthusiasm, engagement, and interest in the material. Thus, the Articulate Storyline 3-based learning media was proven effective in enhancing students' learning motivation and outcomes in ICT learning. This media serves as an innovative learning solution that presents abstract material in a more visual, interactive, and engaging way, making it highly recommended for digital-based learning in junior high schools.
Analysis of Integration Tri Hita Karana Values in the Philosophy of Maja Labo Dahu and Ngaha Aina Ngoho as a Model for Strengthening Cultural Literacy in Bima Young Generation Ita Fitriati; I Made Tegeh; I Wayan Santyasa
Council: Education Journal of Social Studies Vol. 4 No. 1 (2026): Council: Education Journal of Social Studies
Publisher : Yayasan Insan Mulia Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59923/council.v4i1.668

Abstract

This study analyzes the integration of Tri Hita Karana (THK) values with the core philosophies of the Bima community Maja Labo Dahu and Ngaha Aina Ngoho a model for strengthening cultural literacy among the younger generation of Bima. The THK principles of harmony with God (Parahyangan), fellow humans (Pawongan), and nature (Palemahan) are philosophically aligned with Bima’s moral and ethical values. Using a descriptive-exploratory qualitative approach, data were collected through in-depth interviews, observations, and documentation, and analyzed thematically through data reduction, categorization, and hermeneutic interpretation. The findings show that Maja Labo Dahu aligns with Parahyangan and Pawongan through moral awareness and social ethics, while Ngaha Aina Ngoho relates to Pawongan and Palemahan by emphasizing independence, responsibility, and cultural sustainability. This integration forms a culturally relevant model for strengthening youth cultural literacy amid social change, modernization, and global challenges
Pelatihan peningkatan kapabilitas guru SD dalam mengimplementasikan model TaRL untuk pembelajaran literasi dasar membaca Ahyar Ahyar; Ita Fitriati; Suriya Ningsyih; Arif Rahman Hakim; Ramli Ramli; Syarifudin Syarifudin
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 8, No 4 (2024): December
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v8i4.27111

Abstract

AbstrakLiterasi dasar membaca merupakan suatu yang sangat penting dalam tercapainya hasil dan tujuan belajar. Model  pembelajaran TaRL atau berbasis level kemampuan ini sudah terbukti mampu meningkatkan kemampuan literasi dasar membaca siswa SD. Oleh karena itu perlu dilakukannya kegiatan pengabdian kepada masyarak melalui pelatihan peningkatan kapabilitas guru SD dalam mengimplementasikan model TaRL. Pelatihan bertujuan untuk meningkatkan pengetahuan dan keterampilan guru SDN Inpres Samili 1 dalam menuntaskan kemampuan literasi dasar membaca peserta didik dengan mengimplementasikan model pembelajaran TaRL. Pelatiahan ini bermitra dengan Inpres Samili 1 yang melibatkan guru-guru sebanyak 21 peserta. Metode pelaksaan kegiatan ada lima tahap yang pertama tahap persiapan, kedua tahap  sosialisai, ketiga tahap pelaksanaan , keempat tahap pendampingan, kelima tahap evaluasi. Pelaksanaan kegiatan diawali dengan pre-test , kemudian dilanjutkan dengan pemberian materi, materi pertama tentang Model TaRl, materi ke dua simulasi pembelajaran TaRL dan diakhiri dengan pengisian postest, Hasil evaluasi dari kegiatan ini guru terlihat sangat antusias dalam proses pelatihan dan workshop, hal ini terbukti dari hasil kemampuan guru yang dianalisis menggunakan gain  ternormalisasi  dengan nilai sebesar 0,05 sehingga dapat dikategorikan tinggi, artinya bahwa kegiatan pelatihan implementasi model TaRL untuk pembelajaran Literasi dasar membaca berhasil dilakukan. Kata kunci: model; tarl; literasi; dasar; membaca. AbstractBasic reading skills are crucial for achieving effective learning outcomes and objectives. The TaRL model, which is based on students' individual ability levels, has proven effective in improving elementary school students’ basic reading literacy. Therefore, community service activities in the form of teacher training are necessary to enhance teachers' abilities in implementing the TaRL model. The training aims to improve the knowledge and skills of SDN Inpres Samili 1 teachers in developing students' basic reading literacy through the TaRL approach. The training, which involved 21 teacher participants, was conducted in partnership with Inpres Samili 1. The implementation of the activity consisted of five stages: preparation, socialization, implementation, mentoring, and evaluation. The process began with a pre-test, followed by material presentations: the first on the TaRL model and the second on a TaRL learning simulation, concluding with a post-test. Evaluation results showed the teachers were highly enthusiastic throughout the training and workshops, as evidenced by their improved abilities, which were analyzed using normalized gain with a value of 0.05, categorized as high. This indicates that the training for implementing the TaRL model was successful. Keywords: model; tarl; literacy; basic; reading.
PERANCANGAN MEDIA TRAINER DRONE MODEL EDDIE UNTUK KREATIVITAS SISWA SMPN 09 BIMA Didi Pratama Putra; Agustinasari Agustinasari; Ramli Ramli; Ita Fitriati; Wahyudin Wahyudin
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 8 No 2 (2025): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2025
Publisher : Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v8i2.1833

Abstract

ABSTRAK Penelitian ini bertujuan untuk merancang dan mengimplementasikan media trainer drone sebagai perangkat pembelajaran berbasis proyek dalam Kurikulum Merdeka untuk meningkatkan kreativitas siswa SMP. Metode penelitian menggunakan pendekatan Research and Development (R&D) dengan model pengembangan ADDIE yang terdiri dari tahapan analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek penelitian adalah siswa kelas VIII SMP Negeri 09 Bima pada projek bertema Teknologi dan Inovasi. Media trainer drone dirancang sebagai miniatur edukatif yang aman, ringan, dan mudah digunakan. Validasi ahli media menunjukkan kategori sangat layak dengan rata-rata persentase 91,67%, sedangkan hasil angket siswa berdasarkan teori Amabile (fluency, flexibility, originality, dan elaboration) menunjukkan kategori kreativitas tinggi dengan rata-rata di atas 28%. Implementasi media ini terbukti meningkatkan motivasi, partisipasi, serta kemampuan eksploratif siswa dalam pembelajaran projek. Dengan demikian, media trainer drone efektif sebagai sarana inovatif untuk menumbuhkan kreativitas dan keterampilan abad ke-21 sesuai dengan semangat Kurikulum Merdeka.Kata kunci : trainer drone, kreativitas, pembelajaran projek, Kurikulum Merdeka, ADDIE, teori Amabile ABSTRACTThis study aims to design and implement a drone trainer as an educational medium in project-based learning within the Merdeka Curriculum to foster students’ creativity. The research employed a Research and Development (R&D) approach using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages. The participants were eighth-grade students of SMP Negeri 09 Bima engaged in a project themed Technology and Innovation. The drone trainer was developed as a safe, lightweight, and user-friendly educational miniature. Expert validation results indicated a highly feasible category with an average score of 91.67%, while student surveys based on Amabile’s theory (fluency, flexibility, originality, and elaboration) demonstrated high creativity levels, with average percentages above 28%. The implementation of the drone trainer improved students’ motivation, participation, and exploratory skills during the learning process. Therefore, the drone trainer is considered an effective innovative medium to enhance creativity and 21st-century competencies, in line with the contextual spirit of the Merdeka Curriculum. Keywords: drone trainer, creativity, project-based learning, Merdeka Curriculum, ADDIE, Amabile’s theory
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS GUIDED READING UNTUK MENINGKATKAN KEMAMPUAN MEMBACA KRITIS SISWA KELAS IV SD Maani Maani; A. Gafar Hidayat; Nurul Uyun; Ita Fitriati
EDUCATIONAL : Jurnal Inovasi Pendidikan & Pengajaran Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/educational.v6i3.11087

Abstract

ABSTRACT Critical reading ability is an essential skill that needs to be developed among elementary school students to support their capacity to comprehend, analyze, and evaluate information in depth. However, the learning process in schools still requires instructional media that can effectively facilitate the development of this skill. Therefore, this study aimed to develop guided reading-based learning media to improve the critical reading ability of fourth-grade elementary school students. This study employed the ADDIE development model, which consists of the analysis, design, development, implementation, and evaluation stages. The participants were 24 fourth-grade students. The research instruments included validation sheets, practicality questionnaires, and a critical reading ability test. The results indicated that the developed learning media met the criteria of validity, practicality, and effectiveness. The practicality of the media obtained a percentage score of 80.4%, while its effectiveness was demonstrated by an increase in students’ critical reading ability, with an N-Gain score of 0.61 (moderate category) and hypothesis testing results showing a significant effect (p < 0.05). Therefore, the guided reading-based learning media is considered feasible for improving elementary school students’ critical reading ability. ABSTRAK Kemampuan membaca kritis merupakan salah satu keterampilan penting yang perlu dikembangkan pada siswa sekolah dasar untuk mendukung kemampuan memahami, menganalisis, dan mengevaluasi informasi secara mendalam. Namun, proses pembelajaran di sekolah masih memerlukan media yang mampu memfasilitasi pengembangan kemampuan tersebut secara optimal. Oleh karena itu, penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis guided reading dalam meningkatkan kemampuan membaca kritis siswa kelas IV sekolah dasar. Penelitian ini menggunakan model pengembangan ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek penelitian berjumlah 24 siswa. Instrumen penelitian meliputi lembar validasi, angket kepraktisan, dan tes kemampuan membaca kritis. Hasil penelitian menunjukkan bahwa media pembelajaran yang dikembangkan memenuhi kriteria valid, praktis, dan efektif. Kepraktisan media memperoleh persentase sebesar 80,4%, sedangkan efektivitas media ditunjukkan oleh peningkatan kemampuan membaca kritis siswa dengan nilai N-Gain sebesar 0,61 (kategori sedang) serta hasil uji hipotesis yang menunjukkan pengaruh signifikan (p < 0,05). Dengan demikian, media pembelajaran berbasis guided reading layak digunakan untuk meningkatkan kemampuan membaca kritis siswa sekolah dasar.
Peningkatan Kompetensi Statistik Mahasiswa UIN Mataram Melalui Pelatihan Praktis Analisis Varians (ANOVA) Menggunakan Software JASP Untuk Analisis Data Tugas Akhir Muhammad Ghazali; Muhammad Muhammad; Ita Fitriati
Kreasi: Jurnal Inovasi dan Pengabdian kepada Masyarakat Vol. 6 No. 1 (2026): April
Publisher : BALE LITERASI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58218/kreasi.v6i1.2002

Abstract

This community service program carried the theme “Enhancing the Statistical Competence of UIN Mataram Students Through Practical Training on Analysis of Variance (ANOVA) Using JASP Software for Final Project Data Analysis.” The program was delivered in the form of training for final-year students as well as students who had previously taken courses in Statistics and Research Methodology. The activity took place in the computer laboratory at the Research Center Building, Campus 2 of UIN Mataram, with a total of 30 participants. Most participants were fifth- or seventh-semester students who were currently working on or preparing to begin their undergraduate thesis or final project. The training was conducted offline. The stages of the activity included an opening session, material presentation, hands-on training, a discussion or Q&A session, and finally, a closing session. After the training, the service team distributed a questionnaire to evaluate the program. The results indicated a significant improvement in students’ understanding of data analysis, particularly in comparative cases involving more than two groups, which can be analyzed using ANOVA. The paired t-test results showed a highly significant increase in participants’ scores after the training. The average pretest score was 28.67 (pretest SD ? 6.29), while the average posttest score increased to 76.17 (posttest SD ? 8.78). The mean difference (posttest ? pretest) of +47.50 reflects a substantial improvement. The paired t-test yielded t(29) = ?27.03, p < .001 (the test was conducted on the difference between pretest and posttest scores), indicating that the improvement was statistically significant. Thus, both statistically and practically, the ANOVA training using JASP proved to be effective in enhancing participants’ analytical skills.
PENGEMBANGAN MEDIA PEMBELAJARAN GAMIFIKASI BERBASIS BAAMBOOZLE DAN EDCAFE UNTUK MENINGKATKAN KETERAMPILAN KOLABORASI DAN KOMUNIKASI SISWA Sukmawati Sukmawati; Ahyar Ahyar; Ita Fitriati; Syarifudin Syarifudin; Wahyudin Wahyudin
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i3.12540

Abstract

ABSTRACT The low level of students' collaboration and communication skills in Informatics learning is reflected in their limited participation in classroom discussions, minimal interaction among peers, and the predominance of teacher-centered instruction. These conditions cause students to become passive and limit their opportunities to develop essential social skills. Therefore, an innovative learning medium is needed to actively engage students in the learning process. This study aimed to develop a gamification-based learning medium using the Baamboozle and Edcafe platforms to improve the collaboration and communication skills of seventh-grade students at MTsN 4 Bima. The study employed a Research and Development (R&D) approach using the ADDIE model, which consists of the analysis, design, development, implementation, and evaluation stages. The research subjects were 24 seventh-grade students. Data were collected through observations, interviews, questionnaires, and pretest–posttest assessments. The results showed that the developed learning media achieved a very high level of validity, with media expert validation of 94% and material expert validation of 93%, as well as a practicality score of 92%, categorized as very practical. Furthermore, the learning media proved effective in improving students' collaboration and communication skills, as indicated by the improvement in pretest and posttest scores, an N-Gain score of 0.72 (high category), and the Wilcoxon Signed Rank Test, which revealed a statistically significant difference (p < 0.05). Therefore, the gamification-based learning media are considered valid, practical, and effective for enhancing students' collaboration and communication skills. ABSTRAK Rendahnya keterampilan kolaborasi dan komunikasi siswa dalam pembelajaran Informatika tercermin dari rendahnya partisipasi dalam diskusi, terbatasnya interaksi antarsiswa, serta dominasi pembelajaran yang masih berpusat pada guru. Kondisi tersebut menyebabkan siswa cenderung pasif dan kurang memiliki kesempatan untuk mengembangkan keterampilan sosialnya secara optimal. Oleh karena itu, diperlukan inovasi media pembelajaran yang mampu meningkatkan keterlibatan siswa secara aktif. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis gamifikasi menggunakan platform Baamboozle dan Edcafe guna meningkatkan keterampilan kolaborasi dan komunikasi siswa kelas VII MTsN 4 Bima. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahap analysis, design, development, implementation, dan evaluation. Subjek penelitian terdiri atas 24 siswa. Teknik pengumpulan data meliputi observasi, wawancara, angket, serta pretest–posttest. Hasil penelitian menunjukkan bahwa media pembelajaran yang dikembangkan memiliki tingkat kelayakan sangat tinggi dengan hasil validasi ahli media sebesar 94% dan ahli materi sebesar 93%, serta tingkat kepraktisan sebesar 92% dengan kategori sangat praktis. Selain itu, media pembelajaran terbukti efektif dalam meningkatkan keterampilan kolaborasi dan komunikasi siswa, yang ditunjukkan oleh peningkatan nilai pretest ke posttest, nilai N-Gain sebesar 0,72 dengan kategori tinggi, serta hasil uji Wilcoxon yang menunjukkan perbedaan signifikan (Sig. < 0,05). Dengan demikian, media pembelajaran berbasis gamifikasi dinyatakan valid, praktis, dan efektif dalam meningkatkan keterampilan kolaborasi dan komunikasi siswa.
Implementation of Ibis Pain X Application in Fashion Design Learning Based on Students' Learning Interests Raudatul Jannah; Ita Fitriati; Ika Irawati; Nur Fitrianingsih; Nurhairunnisah
Journal of Innovation and Technology Polbeng Series on Informatics (INOVTEK Polbeng - Seri Informatika) Vol. 10 No. 2 (2025): July
Publisher : P3M Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35314/661f3e36

Abstract

This study aims to examine the use of the Ibis Paint X application in fashion design learning to enhance the interest and learning outcomes of Grade X Fashion Design students at Vocational High School 1 Monta. This research is the first study to directly implement Ibis Paint X in the context of fashion design education at a vocational school. The study is motivated by the low student interest in manually drawing designs and the limited availability of digital learning media. The research employed an experimental method with a One-Group Pretest -Posttest design, involving 9 purposively selected students. Data were collected through observation, pretest, posttest, and a Likert scale questionnaire. The paired sample t-test results showed a significant improvement (p = 0.000 < 0.05), with the average pretest score of 51.1 and posttest score of 91.1. A Cohen’s d value of 4.00 indicates a very large effect. The average score of the learning interest questionnaire was 4.45, indicating a high category. These findings demonstrate that Ibis Paint X is effective in increasing student engagement, motivation, and learning outcomes. The results encourage vocational school teachers to integrate Ibis Paint X into the fashion design software syllabus as an innovative and contextual digital learning medium.
PENGEMBANGAN MEDIA GAMIFIKASI MATCHING CARD BERBASIS INTERACTY DAN LEARNINGAPPS UNTUK MENINGKATKAN KOSAKATA ANAK TUNAGRAHITA DI SLB BAITURAHMAN BIMA Faiz, Muhammad; Fitriati, Ita; Ahyar; Hardiansyah; Irawati, Ika
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02 Juni 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.53547

Abstract

This study was motivated by the low vocabulary mastery of animal and plant recognition among students with intellectual disabilities at SLB Baiturahman Bima due to the limited use of interactive learning media. The purpose of this study was to develop a gamified matching card learning media based on LearningApps and Interacty that is feasible and effective in improving vocabulary mastery among students with intellectual disabilities. This study employed the Research and Development (R&D) method using the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation stages. The research subjects were four students with intellectual disabilities at SLB Baiturahman Bima. The feasibility of the media was assessed by two media experts and two material experts, while its effectiveness was measured through pretests and posttests analyzed using the N-Gain formula. The results showed that the developed media achieved an average validation score of 85% from media experts and 89% from material experts, both categorized as highly feasible. The implementation results indicated an improvement in students’ average scores from 55 in the pretest to 87.5 in the posttest. The N-Gain analysis produced a score of 0.7125 or 71.25%, which falls into the high category and indicates that the media is sufficiently effective. These findings demonstrate that the LearningApps and Interacty-based gamified matching card media can effectively improve the vocabulary mastery of animal and plant recognition among students with intellectual disabilities. Therefore, the developed media can serve as an engaging, interactive, and appropriate learning alternative that accommodates the learning characteristics of students with intellectual disabilities.
Co-Authors A. Gafar Hidayat Abd. Rahman Afriani Afriani Agunawan, Agunawan Agustinasari Agustinasari Ahyar Ahyar Ahyar Ahyar Ahyar Ambarwati, Nining Amelia Putri Anggih Tri Cahyadi Anita Nurgufriani Ardi Ramadhan Arif Akbar Arif Rahman Hakim Didi Pratama Putra Dina Wahyuni Dina Wahyuni Endang Susilawati Faiz, Muhammad Firdaus Firdaus Fitri Marwahdiyanti Fitri Ningsi Gafur Gafur Gafur, Gafur Ghazali, Muhammad Ghazali, Muhammad Hairunisa Hairunisa, Hairunisa Hardiansyah Hardiansyah A.R Hardiansyah Hardiansyah Harmikam, Ika I Made Tegeh I Wayan Santyasa Idiatul Fitra Ika Irawati Ilyas Ilyas Ilyas Ilyas Irawati, Ika Khairul Sani Kurrata A’yunin Lestari, Juwita Lili Suryani Maani Maani Mariamah Mariamah Miftahul Jannah Muhammad Ghazali Muhammad Ghazali Muhammad Ghazali Muhammad Nasihah Muhammad Ridwan Muhammad Yassir Muhammad Yunan Muhammad Zohri, Muhammad Muhammad, Muhammad Muslim Mustakim Mustakim Nur Fitrianingsih Nurfidari Nurhairunnisah, Nurhairunnisah Nurhoyati Nurhoyati Nurjumiati Nurjumiati Nurmansyah Nurmansyah Nurmansyah Nurmansyah, Nurmansyah Nursiwa, Miftahul Jannah Nurul Uyun Putri, Meirizka Hani Rahmi Rahmi Ramadhan, Ardi Ramdani Purnamasari Ramli Ramli Ramli Ramli Raudatul Jannah Raudatul Jannah Ridwan, Ridwan Shutan Arie Shandi Shutan Fitrah Arthadi Shutan Fitrah Arthadi Sitti Suhada Sri Hardiningsih Suciyati Suciyati Sukmawati Sukmawati Suriya Ningsyih Suryadin, Suryadin Syahraini Putri Syahriani Yulianci Syarifudin Syarifudin Syarifudin Syarifudin Syarifudin Ulva, Mariam Wahyudin Wahyudin Wahyudin Wahyudin