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MODEL "LEARNING CYCLE" TO INCREASE STUDENT CRITICAL THINKING ON LEARNING CONCEPT OF IPS LEARNING ENVIRONMENT IN ELEMENTARY SCHOOL Rana Gustian Nugraha; fajar Kusumah solihin
Jurnal Pesona Dasar Vol 5, No 2 (2017): Vol. 5, No. 2, 2017
Publisher : Universitas Syiah Kuala

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Abstract

The purpose of the research is to improve student’s critical thinking on the concept of maintaining the environment in Elementary School by using the learning cycle model. The research approach is used qualitative research, and the research method is used action research class (PTK) by using Kemmis and Mc. Taggart design. The participants were all students class III SDN Parakanmuncang 1, academic year 2016-2017. The results showed an increasing in learning outcomes that were shared in various aspects: cognitive, affective, and psychomotor aspects. The use of the learning cycle model makes the process of significant change. The use of learning cycle model in IPS learning on the concept of natural and artificial environment was able to improve the critical thinking skill of students and able to improve student learning outcomes. It can be proven from the individual evaluation of each cycle in each action. The results of the average grade values individually are as follows; cycle 1 reached 43.45, on the implementation of cycle 2 reached 58.25, and on the last implementation of the cycle 3 reached 74.8. Which means there is an increase in learning outcomes IPS of students class III SDN Parakanmuncang 1 after using the learning cycle model
Pengembangan Komik Digital Untuk Meningkatkan Hasil Belajar Pada Materi Nilai-Nilai Pancasila Siswa Kelas IV Sekolah Dasar Aliya Salsabilla Fitri; Ani Nur Aeni; Rana Gustian Nugraha
Al-Madrasah: Jurnal Pendidikan Madrasah Ibtidaiyah Al-Madrasah Vol. 7, No. 1 (Januari 2023)
Publisher : Sekolah Tinggi Ilmu Al-Qur'an (SIQ) Amuntai Kalimantan Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35931/am.v7i1.1756

Abstract

Penelitian ini dilatarbelakangi oleh hasil belajar siswa pada materi nilai-nilai Pancasila yang belum mencapai KKM serta media pembelajaran yang digunakan guru masih terbatas, yaitu bersumber dari buku saja. Tujuan dari penelitian ini adalah untuk mengetahui keefektifan media komik digital dalam meningkatkan hasil belajar pada materi nilai-nilai Pancasila siswa kelas IV Sekolah Dasar. Jenis penelitian ini adalah penelitian dan pengembangan atau Research and Development (R&D) yang menggunakan model pengembangan Borg and Gall. Uji validitas produk dilakukan oleh validator ahli materi dan validator ahli media. Uji coba produk dilakukan kepada siswa kelas IV SD. Hasil dari penelitian ini adalah: 1) proses pengembangan komik digital sebagai media pembelajaran pada materi nilai-nilai Pancasila; 2) kelayakan komik digital yang dinilai sangat valid oleh para ahli dengan rata-rata nilai validasi 96,2%; 3) respon siswa terhadap komik digital sangat valid dengan persentase sebesar 90,3% 4) hasil uji t menunjukkan nilai sig (2-tailed) 0,000 < 0,05 dan dinyatakan terdapat perbedaan rerata hasil pretest dan posttest pada uji terbatas dan uji luas, sehingga dapat disimpulkan bahwa komik digital dapat meningkatkan hasil belajar pada materi nilai-nilai Pancasila siswa kelas IV SD.
PENGEMBANGAN VIDEO PEMBELAJARAN MOTION GRAPHIC PADA MATERI PETA DAN KOMPONENNYA Niken Putri Melani; Diah Gusrayani; Rana Gustian Nugraha
EDU RESEARCH Vol 5 No 3 (2024): EDU RESEARCH
Publisher : IICLS (Indonesian Institute for Corporate Learning and Studies)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47827/jer.v5i3.227

Abstract

Media pembelajaran merujuk pada elemen penting dalam konteks kegiatan belajar mengajar. Inovasi dalam media pembelajaran memiliki potensi untuk meningkatkan aspek-aspek tertentu dari proses pembelajaran, termasuk pemahaman konsep, efisiensi pembelajaran, percepatan akuisisi pengetahuan, dan intensifikasi interaksi pembelajaran. Pembelajaran di SD Negeri Talun baik namun terkadang kurangnya inovasi media pembelajaran membuat pembelajaran menjadi kurang menyenangkan alhasil siswa sulit memahami materi dan merasa bosan. Salah satu bentuk inovasi dalam media pembelajaran adalah video pembelajaran motion graphic. Tujuan dari penelitian ini adalah untuk mengembangkan media pembelajaran, untuk mengetahui kelayakan media dan untuk mengetahui respon siswa kelas IV di SD Negeri Talun terhadap media pembelajaran motion graphic. Metode yang diterapkan dalam penelitian ini adalah R&D ( Research and Development ) dengan menggunakan model pengembangan 4D ( Define, Design, Development and Disseminate ). Partisipan penelitian terdiri dari dosen ahli dibidangnya, siswa kelas IV di SD Negeri Talun dan guru wali kelas yang bertanggung jawab atas pengajaran di kelas yang menjadi fokus penelitian. Penelitian dilaksanakan di satu institusi pendidikan dasar yang berlokasi di Jl. Talun Kidul RT 03 RW 05, Talun, Kec. Sumedang Utara, Kab. Sumedang, Jawa Barat yaitu SD Negeri Talun. Metode pengambilan data dan analisis data dalam penelitian ini mencakup observasi, dan kuesioner. Dengan intrumen penelitian berupa lembar uji validasi dan kuesioner respon siswa. Media pembelajaran ini dikembangkan melalui bantuan aplikasi Canva Pro dan KineMaster. Hasil uji validasi kelayakan video pembelajaran motion graphic ini mencapai persentase 85,8% dengan kategori “sangat layak”. Hasil respon siswa terhadap penggunaan media pembelajaran motion graphic mencapai persentase 85,2% dengan kategori “sangat positif”. Berdasarkan data tersebut dapat disimpulkan bahwa pengembangan video pembelajaran motion graphic pada materi peta dan komponennya dapat digunakan menjadi media pembelajaran di SD Negeri Talun.
PENGEMBANGAN MEDIA EDUKASI BERBASIS ANDROID UNTUK MENINGKATKAN KEMAMPUAN CALISTUNG SISWA KELAS 2 SD Hanifah Nurjanah; Isrok'atun; Rana Gustian Nugraha
Perspektif Ilmu Pendidikan Vol. 37 No. 1 (2023): Perspektif Ilmu Pendidikan
Publisher : Fakultas Ilmu Pendidikan Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/PIP.371.7

Abstract

The rapid development of the times, the flow of globalization is increasingly affecting all aspects of every aspect of human life, especially in the world of education. This is because the development of science and technology has played a very important role in the learning process of students at school. Therefore, research was conducted to answer challenges in understanding digital literacy which is still low with a focus on increasing calistung abilities. The study used the ADDIE method with descriptive-quantitative data analysis. The subject of the research trial was carried out to grade II elementary school students at SDN Cimekar and SDN Mekarwangi in Cileunyi District, Bandung Regency. Data was collected through field observation stages, written tests in the form of giving pretest & posttest questions to students and questionnaires to expert figures. In this study, it produced a percentage value of 92.86% in a very good category by media expert lecturers and a percentage value of 90% which had a good category even though revisions were delivered by material experts on the application display and material vocabulary. The pretest & posttest questions received an interpretation value of "enough" and all the questions tested were declared valid. This study uses a non-parametric statistical analysis test method. More precisely, using the Spearman rank correlation test and the Wilcoxon test which cawas processed using SPSS Version 24 software. The results showed that Android-based educational media had a positive and significant effect on increasing the ability of grade 2 calistung and the results of the pretest trial showed an average of 68.18 and test results try the posttest show an average of 80.91. So, it can be concluded that the developed media is suitable for use as an educational tool and can improve calistung abilities in students' learning competencies.
DEVELOPMENT OF TEACHING MATERIALS E-BOOK THEME 8 SUBTEMA 1 IN CLASS VI SOCIAL STUDY Zakkiyah Raudhatul Jannah; Rana Gustian Nugraha; Enjang Yusup Ali
Jurnal Cakrawala Pendas Vol. 10 No. 3 (2024)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v10i3.9666

Abstract

This research was carried out to produce a product in the form of e-book format (electronic book) teaching materials that discuss ASEAN topics in social studies learning theme eight subthemes 1, uploaded on the Issuu platform. This research uses research and development (R&D) methods with the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. Data was collected through two types of questionnaires: 1) a Validation questionnaire filled out by expert validators (teaching materials, material, language) to assess the suitability of the teaching materials. and 2) a User questionnaire filled out by class teachers and students. The teaching materials developed in this research have gone through a validation process by experts and users with the following results: Material experts gave a score of 80% with "decent" criteria, Linguist experts gave a score of 95% with "very decent" criteria, Media experts gave a score of 90.66% with "very decent" criteria and Users (class teachers) gave a score of 94.78 % with "very feasible" criteria. This teaching material has also been tested on students with the following results: an individual test was carried out on three female students with a result of 90.27%, a scale trial was carried out on eight female students with a result of 91.59%, and a large scale test: carried out on 20 students with a result of 83.09%. Based on the results of expert validation and positive user responses, it can be concluded that the ASEAN e-book developed using the ADDIE model is successful and suitable for social studies learning for class VI elementary school.
Penerapan Model Cooperative Learning Berbantuan Media Interaktif untuk Meningkatkan Kemampuan Kerjasama Siswa Kelas IV Rama Rama; Nurdinah Hanifah; Rana Gustian Nugraha
Journal on Education Vol 7 No 1 (2024): Journal on Education: Volume 7 Nomor 1 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v7i1.6511

Abstract

The research began by reviewing the results of interviews conducted with 4th grade educators at SDN 019 Pabaki, Bandung City and referring to the findings of observations and pretests conducted in class. The findings show that students' collaboration capacity and academic achievement are still at a low level. The aim of this research is to explain the use of cooperative learning models assisted by interactive media to improve student collaboration skills and academic achievement. The research methodology used in this research is classroom action research using the spiral model developed by Kemis and Taggart, which includes several cycles. The process consists of four stages: planning, implementation, observation, and reflection. This research involved 29 students. The research instrument consists of an observation sheet to assess students' collaboration skills, an observation sheet to evaluate the implementation of the cooperative learning model using interactive media, and a test sheet. Research findings show that the implementation of a cooperative model supported by interactive media results in a significant increase in students' collaboration skills. In cycle 1 there was an increase of 71.50% and in cycle 2 there was an increase of 81%. Before the intervention, collaboration ability was at the pre-cycle level of 37.42%. Apart from that, it is known that the percentage of completeness of student learning outcomes increased from 39.70% in the pre-cycle to 79.30% in cycle 1 and reached 100% in cycle 2.
DEVELOPMENT OF BEJAMI (BELAJAR EKONOMI) LEARNING MEDIA BASED ON ANDROID APPLICATIONS AS AN INNOVATION IN SOCIAL STUDIES LEARNING IN GRADE V OF ELEMENTARY SCHOOL Wita Sari; Rana Gustian Nugraha; Enjang Yusup Ali
Jurnal Cakrawala Pendas Vol. 11 No. 1 (2025)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v11i1.11868

Abstract

The purpose of this study was to identify the extent to which the results of the development of BEJAMI (Belajar Ekonomi) learning media on economic activity material in grade V of elementary school. BEJAMI learning media is an android application that has several features including learning materials, learning videos, educational games and learning reflections. The research method used in this material is Research and Development (RnD) and uses the ADDIE model which includes 5 stages, namely analysis, design, development, implementation, and evaluation. The results of this study are that BEJAMI learning media is suitable for use in the learning process by obtaining an average media validation result of 91.5%, an average material validation of 94%, and an average language validation result of 98%. Media trials were carried out in three stages, namely individual trials obtaining results of 92.8%, in small groups of 91.32%, and in large groups of 89.32%. Thus, BEJAMI learning media is considered very good as a learning media used in social studies subjects on economic activity material in everyday life in grade V of elementary school.
PENGEMBANGAN APLIKASI NUTRIPLAY SEBAGAI KAMPANYE SEKOLAH SEHAT BERGIZI PADA SISWA SEKOLAH DASAR Razakia Azhara, Akbar; Cucun Sunaengsih; Rana Gustian Nugraha
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

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Abstract

Penelitian ini dilatarbelakangi oleh temuan bahwa masih sedikit sekolah menjumpai media pembelajaran program kampanye sekolah sehat bergizi, sehingga penelitian ini bertujuan untuk mengembangkan Aplikasi Nutriplay sebagai kampanye sekolah sehat bergizi pada siswa sekolah dasar. Dengan metode penelitian yang digunakan berupa pengembangan D&D (Design and Development) dengan model 4D (Define, Design, Develop, Disseminate). Penelitian menunjukkan bahwa aplikasi Nutriplay terbukti layak dan memperoleh respon positif sebagai media pembelajaran kampanye sekolah sehat bergizi pada siswa sekolah dasar yang berimplikasi terhadap peningkatan kesadaran siswa mengenai pentingnya mengonsumsi makanan bergizi, menjauhi makanan yang tidak bergizi dan pemahaman gizi seimbang atau isi piringku.
The Effectiveness of AI-Based Education Management Systems in Implementing Deep Learning Curriculum in Elementary Schools Enjang Yusup Ali; Rana Gustian Nugraha; Bagja Nugraha
Journal of Integrated Elementary Education Vol. 5 No. 2 (2025): April-September
Publisher : Universitas Islam Negeri Walisongo Semarang in collaboration with PD PGMI Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21580/jieed.v5i2.28004

Abstract

The purpose of this study is to evaluate the effectiveness of artificial intelligence (AI) in supporting elementary school teachers in implementing the deep learning curriculum. Two groups from a public elementary school in Sumedang Regency participated in a quantitative, quasi-experimental design. While the control group employed traditional teaching techniques, the experimental group used AI-based support. Pretest and posttest tools for learning outcomes were used to gather data. The Shapiro-Wilk normality test, Levene's homogeneity test, Wilcoxon signed-rank test, and N-Gain effectiveness analysis were among the methods used to analyze the data. The results show that students in the experimental group outperformed those in the control group in terms of their learning outcomes. A significant difference between the pretest and posttest scores was indicated by the Wilcoxon test's significance value of 0.000. The experimental group's average N-Gain score was 0.58 (58.13%), which was considered moderate and higher than the control group's 0.37 (37.48%). These findings show that integrating AI not only increases student learning effectiveness but also gives teachers the ability to evaluate learning data in real time and modify their lessons to meet the needs of their students. It is determined that deep learning curricula in elementary schools can be successfully supported by the application of AI. To guarantee long-term implementation, schools are urged to improve their digital infrastructure and offer sufficient teacher training.
PENGEMBANGAN APLIKASI ASTRON SEBAGAI MEDIA PEMBELAJARAN MATERI SISTEM TATA SURYA DI KELAS VI SD Kamal Aramdan Akbar; Regina Lichteria Panjaitan; Rana Gustian Nugraha
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 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.v10i03.29015

Abstract

This study aims to develop and assess the validity and practicality of the ASTRON application as an interactive learning medium for solar system material in sixth-grade elementary school. The development of this application was motivated by students’ difficulties in understanding abstract concepts such as the Earth's rotation, planetary revolution, and planetary characteristics, which cannot be directly observed. In addition, the development was also driven by the need for interactive learning media that align with technological advancements to support a more effective learning process. The research employed a Research and Development (R&D) method using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The product was validated by six validators, consisting of three subject matter experts and three media experts, with validation results of 94.61% and 91.29%, respectively—both categorized as very valid. Practicality testing was conducted in three stages: individual trials (91%), small group trials (90%), and large group trials (99%), all of which indicated the very practical category. The ASTRON application contains interactive multimedia content, including text-based material, illustrative images, instructional videos, quizzes, and educational games. It was developed based on constructivist and behaviorist learning theories, Mayer’s multimedia theory, and the VAK learning style approach (Visual, Auditory, Kinesthetic). The results indicate that the ASTRON application is feasible and practical to use as a learning medium that can enhance student engagement and motivation in learning about the solar system.