Claim Missing Document
Check
Articles

Found 20 Documents
Search

Internalisasi Kearifan Lokal Melayu Bangka Melalui Pengembangan Cerita Anak Tingkat B2-B3 Berbantuan Augmented Reality Feri Ardiansah; Nurjanah Nurjanah; Yurdayanti Yurdayanti
Edutainment : Jurnal Ilmu Pendidikan dan Kependidikan Vol 13 No 1 (2025): Edutainment: Jurnal Ilmu Pendidikan dan Kependidikan
Publisher : UNMUHBABEL Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35438/e.v13i1.1009

Abstract

Penelitian ini bertujuan untuk Menginternalisasi Kearifan lokal masyarakat Melayu Bangka melalui Pengembangan Cerita Anak dengan memanfaatkan Teknologi Augmented Reality sebagai Penguatan Literasi Siswa. Penelitian ini menggunakan model pengembangan penelitian dan pengembangan atau Research and Development (R&D) untuk menghasilkan produk tertentu dan menguji keefektifan produk tersebut. Hasil penelitian dari pengembangan cerita anak dengan menginternalisasi kearifan lokal masyarakat Melayu menunjukkan bahwa hasil persentase validasi media 87% kategori sangat layak, persentase ahli materi 86% dengan kategori sangat praktis, ahli bahasa 87% kategori sangat layak. Hasil uji coba terbatas menunjukkan angka 84, 62% dengan kategori sangat layak, dan pada uji coba luas data efektivitas menujukkan angka 91%, terjadi peningkatan yang mengonfirmasi konsistensi efektivitas buku cerita di berbagai konteks penggunaan yang lebih luas. Pengujian terbatas dan luas menunjukkan kepraktisan sebesar 84,62% dan 91%, hal ini berarti buku cerita tersebut tidak hanya memenuhi kebutuhan literasi pada anak-anak dalam jenjang pendidikan B2-B3 tetapi juga berhasil memperkenalkan dan menginternalisasi kearifan lokal Bangka dengan cara yang mudah dipahami dan menarik. Secara keseluruhan, hasil pengujian ini menunjukkan bahwa buku cerita anak dengan internalisasi nilai-nilai kearifan lokal Melayu Bangka ini sangat layak untuk diterapkan secara luas sebagai media penguatan literasi. Kata Kunci: Kearifan Lokal, Cerita Anak, Augmented Reality
PENGEMBANGAN MEDIA INTERAKTIF BERBASIS DIGITAL PADA MATERI METAMORFOSIS MAKHLUK HIDUP DALAM MATA PELAJARAN IPAS KELAS III SD NEGERI 3 PAYUNG Sri Ainantia; Yuanita; Feri Ardiansah
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.12406

Abstract

This study addresses the underutilization of learning media, which predominantly relies on traditional textbooks. This approach often leads to a focus on reading rather than a comprehensive understanding of the subject matter. The availability of internet access among students serves as a valuable resource for implementing digital-based interactive media in the context of teaching metamorphosis concepts. The primary objective of this research is to develop digital interactive media that are both valid and practical, and to assess their effectiveness in enhancing students’ comprehension of the metamorphosis of living things. This research adopted a Research and Development (R&D) framework based on the ADDIE development model. The study sample consisted of third-grade students from SD Negeri 3 Payung. Data collection methods included interviews, questionnaires, and assessments, specifically pretests and posttests. Data analysis focused on evaluating the validity, practicality, and potential impact of the developed media. The results from the media validity assessment indicated an 88% rating from material experts and an 86% rating from media experts, both classified as “very valid.” The practicality assessment yielded a rating of 98% in small groups, 92.2% in large groups, and a full approval rating of 100% from educators, all categorized as “very practical.” Furthermore, the paired sample t-test results demonstrated a significance level of 0.000 (2-tailed), indicating a statistically significant difference between pretest and posttest scores. Additionally, the media showed a potential effect value of 0.76, categorized as “high.” Thus, the digital-based interactive media developed for the subject of metamorphosis of living things in the IPAS curriculum for Grade III at SD Negeri 3 Payung is recognized as effective in improving students’ understanding and academic performance.
PENGEMBANGAN MEDIA KOMIK DIGITAL DALAM PEMBELAJARAN PENDIDIKAN PANCASILA MATERI HAK DAN KEWAJIBAN PADA SISWA KELAS 3 SD NEGERI 19 PANGKALPINANG Cyntia; Diana Pramesti; Feri Ardiansah
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.12513

Abstract

Pancasila Education in elementary schools still faces challenges in improving students’ understanding of rights and obligations. Observations at SD Negeri 19 Pangkalpinang revealed that students had difficulty distinguishing between rights and obligations because teachers had not used interactive media suitable for the characteristics of elementary school-aged children. Therefore, this study aims to develop a valid, effective, and practical digital comic medium to enhance students’ understanding of rights and obligations at home. This study employed a research and development (R&D) approach using the ADDIE model, which comprises the stages of analysis, design, development, implementation, and evaluation. The subjects were 39 third-grade students of SD Negeri 19 Pangkalpinang. Validation was conducted by media and material experts, followed by small-group and large- group trials to determine the practicality and effectiveness of the developed media. The data collection techniques used in this study were interviews, questionnaires and tests. Data analysis techniques include analysis of validity, practicality and potential effects. The results showed that the digital comic medium was rated highly valid by media experts (95%) and material experts (92.5%). The N-Gain test results indicated a score of 0.8051 (80%), which falls into the high and effective category. The digital comic medium achieved practicality levels of 92.5% in the small-group trial and 90% in the large-group trial, placing it in the convenient category. Therefore, the digital comic medium is effective and valuable for use in Pancasila Education learning to improve students’ understanding and learning outcomes regarding rights and obligations at home.
Pengembangan Video Animasi Pada Operasi Penjumlahan dan Pengurangan Kelas II SD Negeri 8 Parittiga Jelita Adis; Fitri Apriani; Feri Ardiansah
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.12829

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya pemahaman konsep siswa terhadap materi penjumlahan dan pengurangan, kurangnya pemanfaatan media pembelajaran berbasis teknologi, serta pembelajaran yang masih bersifat konvensional sehingga siswa kurang fokus dan kurang tertarik mengikuti pembelajaran. Tujuan dari penelitian ini adalah untuk mengembangkan video animasi yang valid dan praktis serta berpotensi meningkatkan pemahaman konsep peserta didik pada materi operasi penjumlahan dan pengurangan. Jenis penelitian ini yang digunakan adalah penelitian pengembangan (Research and Development) dengan menggunakan model 4D (Define, Design Development dan Disseminate). Subjek penelitian adalah siswa kelas II SD Negeri 8 Parittiga. Data dikumpulkan melalui wawancara dan angket, sedangkan analisis data meliputi kevalidan dan kepraktisan media. Hasil penelitian menunjukkan bahwa media pembelajaran video animasi memenuhi kriteria valid. Validasi oleh ahli media memperoleh skor 98% (kategori sangat valid) dan ahli materi sebesar 73% (kategori valid). Penilaian kepraktisan oleh guru sebesar 98%, respon peserta didik sebesar 93% pada uji coba kelompok kecil dan 97% pada uji coba kelompok besar (kategori sangat praktis). Dengan demikian, media video animasi terbukti valid dan praktis, serta berpotensi meningkatkan pemahaman konsep peserta didik pada materi operasi penjumlahan dan pengurangan.
Pengembangan Buku Saku Indonesiaku Kaya Budaya Berbasis Augmented Reality Dengan Assemblr Edu Untuk Kelas IV Sekolah Dasar Meti Astuti Meti; Feri Ardiansah; Eka Wahyuningsih
JBES (Journal Basic Education Skills) Vol 3 No 3 (2025): JBES (Journal Basic Education Skills)
Publisher : Universitas Muhammadiyah Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35438/jbes.v3i3.366

Abstract

This study is motivated by the suboptimal utilization of technology-based media in learning about Science and Social Science (IPAS), particularly in Indonesian cultural diversity (keberagaman budaya Indonesia). This research aims to develop a learning medium in the form of a pocket book titled My Indonesia is Rich in Culture, based on Augmented Reality (AR) using the Assemblr Edu application, which is feasible, practical, and effective for fourth-grade students at SD Negeri 52 Pangkalpinang. This study employs a Research and Development (R&D) approach using the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The small-scale and large-scale trials involved 10 and 28 students, respectively. Data collection techniques included interviews, questionnaires, and tests. Quantitative data analysis was used, including feasibility assessments conducted by media and material experts. Practicality data were obtained from student and teacher questionnaire responses. Effectiveness data were derived from the analysis of pretest and posttest scores. The validation results from media experts showed a score of 70% (Valid), and from material experts, 100% (Very Valid). The small-scale trial yielded a practicality score of 95.75% (Very Practical), while the large-scale trial yielded 93.3% (Very Practical). The teacher response questionnaire scored 70% (Practical). The results of the paired sample t-test showed that the t-value was greater than the t-table (tcount=29.159 ttable 2.052), indicating that the alternative hypothesis (Ha) was accepted. It means that the development of the AR- based pocket book significantly influences learning outcomes related to the My Indonesia is Rich in Culture material.
PENGARAUH MODEL PBL BERBANTUAN APLIKASI PLICKERS TERHDADAP HASIL BELAJAR SISWA PADA MATERI ORGAN TUBUH MANUSIA KELAS V SDN 55 PANGKALPINANG Zemima Cantika; Feri Ardiansah; Rifki Hanif Setiawan
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.13068

Abstract

This study was conducted due to the still low learning outcomes of students. The purpose of this study is to understand the impact of using the Problem Based Learning (PBL) design supported by the Plickers application on students' learning outcomes in the topic of the human body organs in grade V students at SDN 55 Pangkalpinang. The study uses an experimental method with a pretest-posttest design. The sample of the study consists of grade VA with 27 students and grade VB with 28 students, using a saturated sampling technique. Data collection was conducted through multiple-choice tests in the IPAS subject. Data analysis included normality testing using the Shapiro-Wilk method and hypothesis testing using Liliefors. The results of the study show that the average pretest score in the experimental class was 34.4, while the control class had an average pretest score of 22.9. The average posttest score in the experimental class reached 92.8, while the control class had an average of 87.9. The hypothesis testing resulted in a significance value of 0.000, which is smaller than 0.05, thus Hₐ is accepted. Therefore, it can be concluded that the PBL model, supported by the Plickers application, has a significant effect on students' learning outcomes in the topic of the human body organs.
Pengembangan Media KPKPD (Kartu Papan Kebutuhan Peserta Didik) Materi Aku dan Kebutuhanku pada IPAS Kelas IV SD Negeri 8 Pangkalanbaru Selli Agustin; Feri Ardiansah; Hevitria
JBES (Journal Basic Education Skills) Vol 4 No 1 (2026): JBES (Journal Basic Education Skills)
Publisher : Universitas Muhammadiyah Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35438/jbes.v4i1.362

Abstract

This study is based on a needs analysis of students, which revealed that most students experienced difficulties in understanding the material when relying solely on textbooks. They showed higher motivation to learn through engaging visual media, particularly in the "Aku dan Kebutuhanku" topic. This research aims to develop KPKPD (Student Needs Board Cards) as an instructional medium that is valid, practical, and potentially effective for fourth-grade students at SD Negeri 8 Pangkalan Baru. The research employed a Research and Development (R&D) approach using the ADDIE model, which consists of five stages: Analyze, Design, Development, Implementation, and Evaluation. The subjects of the study were 35 students. Data collection instruments included needs analysis sheets, expert validation questionnaires, teacher and student response questionnaires, and tests. The data were analyzed using both qualitative and quantitative methods.The results of media expert validation indicated a score of 71.11%, categorized as highly valid. Validation by two material experts yielded scores of 97% and 80%, both falling within the high validity range. The average percentage of the pretest and posttest results reached 80%, indicating a high level of validity. Teacher and student response questionnaires from both small and large group trials showed 100%, demonstrating that the media is highly valid and practical. The normality test results showed that the data were normally distributed, with pretest and posttest values of 0.281 and 0.116, respectively. Furthermore, the hypothesis test produced a significance value of 0.000, indicating a significant difference before and after the implementation of the KPKPD (Student Needs Board Cards) media.
Pengaruh Media Interaktif Berbasis Powerpoint Berbantuan Ispring Suite 10 Terhadap Hasil Belajar Siswa pada Materi Energi Kelas IV SD Negeri 14 Simpang Teritip Riska Anggraini; Feri Ardiansah; Hevitria
JBES (Journal Basic Education Skills) Vol 4 No 1 (2026): JBES (Journal Basic Education Skills)
Publisher : Universitas Muhammadiyah Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35438/jbes.v4i1.390

Abstract

This study was motivated by the low learning outcomes of fourth-grade students at SDN 14 Simpang Teritip in the Natural and Social Sciences (IPAS) subject. The underutilization of interactive learning resources, which frequently results in students becoming disinterested and less engaged, is one of the contributing factors. This study's goal was to ascertain the impact of PowerPoint-based interactive media assisted by iSpring Suite 10 on students’ learning outcomes. The study used a quantitative method with a quasi-experimental design. each with 20 students. The research instrument was a learning achievement test in the form of pretest and posttest, which through normality, homogeneity, and hypothesis testing. The data were normally distributed (Shapiro-Wilk Sig. > 0.05) and had homogeneous variance (Levene Test Sig. = 0.749). Hypothesis testing using Independent Samples T-Test was then carried out. The test results showed a t-count value of 6.143 with a two-tailed significance value (Sig. (2-tailed) of 0.000. The mean of the experimental group and the control group learning results differ statistically significantly, as indicated by the significance value of 0.000, which is significantly less than alpha = 0.05. Thus, the Ha was accepted, concluding that theeuse of PowerPoint-based interactive media assisted by ispring Suite 10 Had a big impact on helping fourth-grade students learn better about energy topics. These results confirm the effectiveness of interactive media as a learning innovation in elementary schools.
Pengaruh Model Pembelajaran Discovery Learning Berbantuan Media Flipbook Terhadap Pemahaman Konsep Siswa Pada Materi Wujud Zat dan Perubahannya Kelas IV SD Negeri 34 Pangkalpinang Mutiara Putrihomsa; Erika Fitri Wardani; Feri Ardiansah
JBES (Journal Basic Education Skills) Vol 4 No 1 (2026): JBES (Journal Basic Education Skills)
Publisher : Universitas Muhammadiyah Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35438/jbes.v4i1.397

Abstract

This research is conducted due to the low level of student learning outcomes. It shows that 82.05% of students have not reached the KKTP (Preparatory Competency Level). The learning process is still predominantly dominated by conventional instructional methods and limited variations of learning media, such as lectures, printed textbooks, and whiteboards. Therefore, this study aims to examine the effect of the discovery learning model assisted by flipbook-based media on students’ conceptual understanding of the topic of states of matter and their changes among fourth-grade students at SD Negeri 34 Pangkalpinang. This study employed a quantitative, pre-experimental design, specifically a one-group pretest–posttest design. The sample consisted of all fourth-grade students at SD Negeri 34 Pangkalpinang, totalling 39 students, and was selected using a total sampling technique. Data were analysed using the Shapiro–Wilk test for normality, followed by a paired-sample t-test. Based on the research findings, the normality test indicated that the pretest data had a significance value of 0.114 (> 0.05) and the posttest data had a significance value of 0.140 (> 0.05), indicating that both datasets were normally distributed. The results of the hypothesis testing using a paired-sample t-test revealed a significant difference between the pretest and posttest scores (p = 0.000 < 0.05), with the posttest scores being significantly higher than the pretest scores. Therefore, the alternative hypothesis (Hₐ) was accepted. It can be concluded that the discovery learning model assisted by flipbook media has a significant effect on students’ conceptual understanding of the topic of states of matter and their changes among fourth-grade students at SD Negeri 34 Pangkalpinang.
Pengembangan Media Pembelajaran Berbasis Augmented Reality Pada Pembelajaran Matematika Kelas IV Sekolah Dasar Fitriani Fitriani; Feri Ardiansah; Sisi Pitriyana
All Fields of Science Journal Liaison Academia and Sosiety Vol. 5 No. 2: Juni 2025 Part 2
Publisher : Lembaga Komunikasi dan Informasi Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58939/afosj-las.v5i2.826

Abstract

p Penelitian ini dilatar belakangi permasalahan yaitu media pembelajaran yang digunakan pendidik kurang optimal Pendidik belum mengembangkan media pembelajaran sesuai dengan kebutuhan sehingga pembelajaran di kelas kurang efektif dan nilai Ulangan Harian Peserta didik masih rendah Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis em Augmented Reality em yang valid praktis dan efektif pada pembelajaran matematika kelas IV SDN 5 Pangkalan Baru Jenis penelitian ini menggunakan metode em Research and Development em Ramp;D dengan menggunakan model pengembangan em ADDIE em Subjek penelitian ini siswa kelas IV yang berjumlah 24 siswa Teknik pengumpulan data dilakukan dengan angket dan tes Teknik analisis data yang digunakan analisis kevalidan kepraktisan dan keefektifan media Berdasarkan hasil perolehan angket ahli kevalidan memperoleh nilai yaitu penilaian materi presentase 85 Persen valid penilaian media presentase 89 3 Persen sangat valid dan penilaian bahasa presentase 80 Persen valid Penilaian kepraktisan dilihat dari perolehan angket respon siswa uji coba kelompok kecil 88 9 Persen sangat praktis uji coba kelompok besar 88 3 Persen sangat praktis dan uji kepraktisan oleh guru 82 Persen praktis Media em Augmented Reality em juga terbukti efektif digunakan dalam penelitian yang ditinjau dari hasil uji normalitas pretes 0 57gt; 0 05 dan posttest 0 59 gt; 0 05 yang berarti data berdistribusi normal serta hasil uji t test dengan taraf signifikan 0 000 lt; 0 05 sehingga dapat disimpulkan media em Augmented reality em efektif digunakan dalam pembelajaran p