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DEVELOPMENT OF SMARTBOOK LEARNING MEDIA FICTIONAL STORY MATERIAL BASED ON EAST JAVA FOLK STORIES FOR CLASS 4 PRIMARY SCHOOL STUDENTS Kristianto, Johanes Victory; Hunaifi, Abdul Aziz; Santi, Novi Nitya
JURNAL EDUSCIENCE Vol 10, No 3 (2023): Jurnal Eduscience (JES), (Authors from Nigeria and Indonesia)
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jes.v10i3.4745

Abstract

This research is motivated by teachers still using the teacher center method so that learning is monotonous and the learning media is less interesting. Apart from that, it is not effective because students are less enthusiastic about learning so that learning outcomes are not satisfactory. This research has an urgency, namely to make learning interesting, innovative and make students have more motivation and enthusiasm for learning. The solution to overcome the problem is to develop learning media, namely smartbooks. The aims of the research are: (1) to determine the validity of smartbook learning media, (2) to determine the practicality of smartbook learning media, (3) to determine the effectiveness of smartbook learning media. This research is a type of development research (R&D) using a 4D development model through stages: (Define), (Design), (Development), and (Disseminate). The define stage is used to analyze and find out needs in the school. The design stage is to determine and design the product being developed. The development stage of the final product is different from other products. The disseminate stage is used for the product dissemination process through validation. The conclusion of this research: smartbook learning media is said to be very valid with a percentage of 86%. The results of the learning media teacher responses were said to be very practical with a percentage of 94%. Smartbook learning media is said to be very effective because after limited trials it got a percentage of 91% and extensive trials got 88%.Keywords: Smartbook Learning Media; fictional stories; East Javanese folklore.Abstrak Penelitian ini dilatarbelakangi oleh guru masih menggunakan metode teacher center  sehingga pembelajaran monoton dan media pembelajaran kurang menarik. Selain itu tidak efektif karena siswa kurang bersemangat belajar sehingga hasil belajar belum memuaskan. Penelitian ini memiliki urgensi yaitu guna membuat pembelajaran menjadi menarik, inovatif dan membuat siswa memiliki motivasi serta semangat belajar yang lebih. Adapun solusi untuk mengatasi permasalahan ialah mengembangkan media pembelajaran yaitu smartbook. Tujuan dari penelitian ialah: (1) untuk mengetahui kevalidan media pembelajaran smartbook, (2) untuk mengetahui kepraktisan media pembelajaran smartbook, (3) untuk mengetahui keefektifan media pembelajaran smartbook. Penelitian ini termasuk jenis penelitian pengembangan (R&D) menggunakan model pengembangan 4D melalui tahapan: (Define), (Design), (Development), dan (Disseminate). Tahap define digunakan  menganalisis dan mencari tahu kebutuhan di sekolah. Tahap design  guna menentukan dan merancang produk yang dikembangkan. Tahap Development hasil final produk berbeda dengan produk lain. Tahap disseminate digunakan guna proses penyebaran produk melalui validasi.  Kesimpulan penelitian ini: media pembelajaran smartbook dikatakan sangat valid dengan presentase  sebesar 86 %. Hasil dari respon guru media pembelajaran dikatakan sangat praktis dengan presentase sebesar 94%.  Media pembelajaran smartbook dikatakan sangat efektif  sebab setelah uji coba terbatas mendapatkan presentase sebesar 91% dan suji coba luas mendapatkan 88%.Kata Kunci: Media Pembelajaran smartbook: cerita fiksi: cerita rakyat Jawa Timur
DEVELOPMENT OF INTERACTIVE MULTIMEDIA IN IMPROVING THE DIGITAL LITERACY SKILLS OF CLASS 4 STUDENTS OF sdn SDN KARANG TENGAH 3 Rochman, Fatkhur; Hunaifi, Abdul Aziz; Santi, Novi Nitya
JURNAL EDUSCIENCE Vol 10, No 3 (2023): Jurnal Eduscience (JES), (Authors from Nigeria and Indonesia)
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jes.v10i3.4783

Abstract

The background of this research was carried out by means of classroom observations and interviews with teachers and students. Based on the results of interviews and observations obtained data that the use of teaching materials such as learning media is still lacking. Teaching materials that are often used are textbooks and blackboards. The solution to overcome the problem is to develop learning media, namely smart apps Creator. The aims of the study were: (1) to determine the validity of interactive multimedia, (2) to determine the practicality of interactive multimedia, (3) to determine the effectiveness of interactive multimedia. This research is a type of development research (R&D) using the Borg and Gall development model through 10 stages (1) research and data collection, (2) planning, (3) product draft development, (4) initial field trials, (5) revision design, (6) field trials, (7) product improvement, (8) trial use, (9) final product improvement, (10) dissemination and implementation.The Borg and Gall stage is used to analyze and find out the needs at school. This stage is to determine and design the product to be developed. The Development stage of the final product is different from other products. The disseminate stage is used for the product dissemination process through validation. The conclusion of this study: Interactive multimedia is said to be very valid with a percentage of 85%. The results of the response of the learning media teacher are said to be very practical with a percentage of 86%. Interactive Multimedia. said to be very effective because after a limited trial it got a percentage of 86% and an extensive trial got 85%.Keywords: Smartbook Learning Media; fictional stories; East Javanese folklore.Abstrak  Penelitian ini dilatarbelakangi oleh  dilakukan dengan cara observasi kelas dan wawancara dengan guru dan siswa. Berdasarkan hasil wawancara dan observasi yang diperoleh data bahwa penggunaan bahan ajar seperti media pembelajaran masih kurang. Bahan ajar yang sering dipakai lebih ke buku teks dan papan tulis. Adapun solusi untuk mengatasi permasalahan ialah mengembangkan media pembelajaran yaitu smart apps Creator. Tujuan dari penelitian ialah: (1) untuk mengetahui kevalidan multimedia Interaktif, (2) untuk mengetahui kepraktisan multimedia Interaktifk, (3) untuk mengetahui keefektifan multimedia Interaktif. Penelitian ini termasuk jenis penelitian pengembangan (R&D) menggunakan model pengembangan Borg and Gall melalui 10 tahapan (1) penelitian dan pengumpulan data, (2) perencanaan, (3) pengembangan draf produk, (4) uji coba lapangan awal, (5) revisi desain, (6) uji coba lapangan, (7) penyempurnaan produk, (8) uji coba pemakaian, (9) penyempurnaan produk akhir, (10) desiminasi dan implementasi.Tahap Borg and Gall digunakan menganalisis dan mencari tahu kebutuhan di sekolah. Tahap tersebut guna menentukan dan merancang produk yang dikembangkan. Tahap Development hasil final produk berbeda dengan produk lain. Tahap disseminate digunakan guna proses penyebaran produk melalui validasi. Kesimpulan penelitian ini: multimedia Interaktif  dikatakan sangat valid dengan presentase sebesar 85 %. Hasil dari respon guru media pembelajaran dikatakan sangat praktis dengan presentase sebesar 86%. Multimedia Interaktif. dikatakan sangat efektif sebab setelah uji coba terbatas mendapatkan presentase sebesar 86% dan suji coba luas mendapatkan 85%.kata Kunci: Multimedia Interaktif,  Literasi Digital, Media Social .
PENGEMBANGAN MULTIMEDIA BERBASIS MACROMEDIA FLASH PADA MATERI SISTEM TATA SURYA UNTUK SISWA SEKOLAH DASAR Sarwendah, Roostafa Eka Nur; Putri, Kharisma Eka; Hunaifi, Abdul Aziz
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 4 No. 1 (2023): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pti.v4i1.1168

Abstract

Penelitian ini dilatarbelakangi dari hasil observasi yang dilakukan oleh peneliti di SDN Sukorame 2 Kediri. Penggunaan media pembelajaran di Sekolah tersebut belum tersedia pada materi sistem tata surya. Proses pembelajaran di kelas masih bersifat konvensional yang menggunakan buku dan ceramah. Dan juga penggunaan media pembelajaran pembelajaran pada materi sistem tata surya kurang menarik dan optimal dikarenakan keterbatasan media. Penelitian ini bertujuan untuk mengembangankan multimedia berbasis macromedia flash dan untuk mengetahui kelayakan multimedia. Penelitian ini menggunakan metode penelitian (R&D) dengan model ADDIE yang meliputi analysis, design, Development, implementation dan evaluation. Penelitian ini dilakukan di SDN Sukorame 2 dan siswa kelas 6 sebagai subjek dari penelitian ini. Proses uji kelayakan media dilakukan 3 tahap yaitu, uji kevalidan, uji kepraktisan dan uji keefektifan. Hasil penelitian pengembangan ini pada uji kevalidan dikatakan sangat valid, berdasarkan hasil validasi ahli media dan ahli materi dengan perolehan persentase skor validasi media 91% dengan kategori “sangat layak/valid”. Sedangkan untuk hasil uji kepraktisan yang didapat dari respons siswa dan guru memperolehan skor 89,5% dengan kategori sangat praktis/layak. Untuk uji keefektifan dinyatakan tuntas/sangat efektif berdasarkan hasil evaluasi yang melebihi ketuntasan belajar klasikal (KBK) sebesar 92%. Kesimpulan dari penelitian ini, multimedia berbasis macromedia flash pada materi sistem tata surya dikatakan layak digunakan pada pembelajaran di kelas pada materi sistem tata surya.
PENGEMBANGAN MULTIMEDIA INTERAKTIF PETA BILANGAN CACAH (PEBICA) BERBASIS ANDROID PADA MATERI SIFAT-SIFAT OPERASI HITUNG PADA BILANGAN CACAH DI SDN TAROKAN 3 RAMADHAN, NOPRIZAL; PRIMASATYA, NURITA; HUNAIFI, ABDUL AZIZ
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 4 No. 1 (2024)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v4i1.3016

Abstract

This research is a development research that aims to produce interactive multimedia in mathematics learning for students at SDN Tarokan 3, Kediri Regency and determine the quality of this interactive multimedia based on the assessment of media experts, material and learning experts. The development model used to develop interactive multimedia refers to the ADDIE development model, which includes 5 stages, namely 1) Analysis Stage, 2) Design Stage, 3) Development Stage, 4) Implementation Stage, 5) Evaluation Stage. Interactive multimedia that has been consulted and assessed by material experts and media experts. This interactive multimedia contains material on the properties of arithmetic operations on whole numbers for class 3. Map of Whole Numbers (PEBICA) based on an Android application on the material on the properties of arithmetic operations on whole numbers. The results of this research are as follows: interactive multimedia was declared very valid after validation by media experts and material experts with a score of 89% so it was classified as very valid criteria. From the results of the questionnaire, teacher and student responses to limited and extensive trials obtained a score of 90.5%, so it is classified as very practical. To see the effectiveness of interactive multimedia, it can be seen from the average learning outcome score of 87.75% and has exceeded the specified Maximum Completeness Criteria (KKM), namely 75. Thus, it can be concluded that the interactive multimedia Whole Number Map based on the Android application is effective for use in learning process. ABSTRAKPenelitian ini merupakan peneltian pengembangan yang bertujuan untuk menghasilkan multimedia interaktif dalam pembelajaran matematika pada siswa SDN Tarokan 3 Kabupaten Kediri dan mengetahui kualitas dari multimedia interaktif tersebut berdasarkan penilaian ahli media, ahli materi dan pembelajaran. model pengembangan yang digunakan untuk mengembangkan multimedia interaktif mengacu pada model pengembangan ADDIE, yang mencakup 5 tahapan yaitu 1) Tahap Analisis, 2) Tahap Design, 3) Tahap Pengembangan, 4) Tahap Implementasi, 5) Tahap Evaluasi. Multimedia interaktif yang telah dikonsultasikan dan dinilaikan kepada ahli materi dan ahli media. Multimedia interaktif ini memuat materi sifat-sifat operasi hitung pada bilangan cacah kelas 3. Penelitian pengembangan ini menghasilkan produk media pembelajaran multimedia interaktif Peta Bilangan Cacah (PEBICA) Hasil penelitian ini sebagai berikut: multimedia interaktif dinyatakan sangat valid setelah dilakukan validasi oleh ahli media dan ahli materi dengan skor perolehan 89% sehingga tergolong dalam kriteria sangat valid. Dari hasil angket respon guru dan siswa pada uji coba terbatas dan luas memperoleh skor perolehan 90,5% sehingga tergolong dalam kriteria sangat praktis. Untuk melihat keefektifan multimedia interaktif dilihat dari rata- rata nilai hasil belajar sebesar 87,75% dan telah melebihi Kriteria Ketuntasan Maksimal (KKM) yang telah ditentukan yaitu 75. Dengan demikian, dapat disimpulkan bahwa multimedia interaktif Peta Bilangan Cacah berbasis aplikasi android efektif digunakan dalam proses pembelajaran.
PENGEMBANGAN MEDIA PEMBELAJARAN KOMIK DIGITAL BERBASIS ETNOMATEMATIKA TARI JARANAN PADA MATERI BANGUN DATAR KELAS IV SD NINGRUM, HENI ICA; PRIMASATYA, NURITA; HUNAIFI, ABDUL AZIZ
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 4 No. 3 (2024)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v4i3.3290

Abstract

This development research was motivated by the results of observations and interviews at SDN Wonosari 2, there was a problem that students experienced low learning outcomes. In learning flat shapes and their properties, students have not achieved the minimum learning targets because there is a lack of variety in learning and there is no media that supports learning. The aim of this research is to create a digital comic product based on the ethnomathematics of Jaranan dance on flat geometric material that is valid, practical and effective for elementary school students. This research uses the ADDIE research and development model. The analysis technique used is a mixture (qualitative and quantitative analysis). Regarding qualitative methods, data was obtained through interviews, observation and document study. while quantitative data was obtained through validation questionnaires. The product validity test obtained a score of 92.8%, categorized as very valid. The product practicality test obtained an average score from the teacher questionnaire of 90% and the student questionnaire obtained a score of 89.6% in the very practical category. ABSTRAKPenelitian pengembangan ini dilatarbelakangi dari hasil observasi dan wawancara di SDN Wonosari 2, terdapat permasalahan bahwa siswa mengalami rendahnya hasil belajar. Pada pembelajaran bangun datar dan sifat-sifatnya siswa belum mencapai target minimum pembelajaran karena kurang bervariasinya pembelajaran dan tidak ada media yang menunjang pembelajaran. tujuan dari penelitian ini yaitu untuk menciptakan produk komik digital berbasis etnomatematika tari jarananpada materi geometri bangun datar yang valid,praktis dan efektif untuk siswa IV Sekolah Dasar. Penelitian ini menggunakan model penelitian dan pengembangan ADDIE. Teknik analisis yang digunakan yaitu campuran (analisis kualitatif dan kuantitatif). Mengenai metode kualitatif, data diperoleh melalui wawancara,observasi dan studi dokumen. Sementara data kuantitatif diperoleh melalui angket validasi,angket kepraktisan. Uji kevalidan produk memperoleh skor 92,8 % dikategorikan sangat valid. Uji kepraktisan produk memperoleh rata-rata angket guru adalah 90 % dan angket siswa memperoleh skor 89,6% dengan kategori sangat praktis.
PENGEMBANGAN MEDIA FLIPBOOK DIGITAL BERBASIS KEARIFAN LOKAL KEDIRI PADA MATERI MENCERMATI TOKOH YANG TERDAPAT PADA CERITA FIKSI KELAS IV SEKOLAH DASAR ANDRIANI, RISKA; HUNAIFI, ABDUL AZIZ; DAMARISWARA, RIAN
SOCIAL : Jurnal Inovasi Pendidikan IPS Vol. 3 No. 4 (2023)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/social.v3i4.3070

Abstract

This research aims to produce Digital Flipbook learning media based on Kediri Local Wisdom on the material of observing fictional story characters for Class IV Elementary School. This research method uses Research and Development using the ADDIE research development model (analyze, design, development, implementation, evaluation). The respondents in this study were 38 grade IV students at Kraton Elementary School and Satak II Elementary School. The data collected is quantitative data and qualitative data which is used to determine validity, practicality and effectiveness. The results of research on the development of interactive learning multimedia are (1) Digital flipbook media based on Kediri local wisdom was declared very valid with results of a 90% percentage of media validation and an 80% percentage of material validation. (2) Digital flipbook media based on Kediri local wisdom was stated to be very practical with results of a percentage of 94% of teacher responses in limited trials and a percentage of 92% for teachers in extensive trials. (3) Digital flipbook media based on Kediri local wisdom was declared effective after a limited trial was carried out with complete post-test results with a percentage of 80% and 88% in a wide trial. Based on the results of the research that has been carried out, it can be concluded that the Digital Flipbook learning media based on Kediri Local Wisdom can be declared very valid, very practical and effectively used to improve the quality of learning in the Material of Observing Fictional Story Characters for Class IV Elementary Schools. ABSTRAKPenelitian ini bertujuan untuk menghasilkan Media pembelajaran Flipbook Digital Berbasis Kearifan Lokal Kediri Pada Materi Mencermati Tokoh Cerita Fiksi Kelas IV Sekolah Dasar. Metode penelitian ini menggunakan Research And Development dengan menggunakan model penelitian pengembangan ADDIE (analyze, design, development, implementation, evaluation). Responden dalam penelitian ini berjumlah 38 siswa kelas IV SD Kraton dan SDN Satak II. Data yang dikumpulkan adalah data kuantitatif dan data kualitatif yang digunakan untuk mengetahui kevalidan, kepraktisan, dan keefektifan. Hasil dari penelitian pengembangan multimedia pembelajaran interaktif adalah (1) Media flipbook digital berbasis kearifan lokal Kediri dinyatakan sangat valid dengan hasil persentase 90% dari validasi media dan persentase 80% dari validasi materi. (2) Media flipbook digital berbasis kearifan lokal Kediri dinyatakan sangat praktis dengan hasil persentase 94% dari respon guru pada uji coba terbatas dan persentase 92% pada guru uji coba luas. (3) Media flipbook digital berbasis kearifan lokal Kediri dinyatakan efektif setelah dilakukan uji coba terbatas dengan hasil post-test tuntas dengan persentase 80% dan 88% pada uji coba luas. Berdasakan hasil penelitian yang telah dilakukan dapat disimpulkan bahwa Media pembelajaran Flipbook Digital Berbasis Kearifan Lokal Kediri dapat dinyatakan sangat valid, sangat praktis dan efektif digunakan untuk meningkatkan kualitas pembelajaran pada Materi Mencermati Tokoh Cerita Fiksi Kelas IV Sekolah Dasar.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS MACROMEDIA FLASH 8 MATERI SISTEM PERNAPASAN MANUSIA UNTUK SISWA KELAS V SEKOLAH DASAR Salsabela, Qonita; Sahari, Sutrisno; Hunaifi, Abdul Aziz
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 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.v10i01.23177

Abstract

Based on the results of observations at Mojoroto 3 Elementary School, the implementation of science learning on the human respiratory system material has not used learning media and only uses textbooks, resulting in low interest in learning, motivation, and student learning outcomes. This is not in accordance with science learning on the human respiratory system material, because in this material, an understanding of the concept of the process and evidence is required for students to learn, namely it must be accompanied by images, animations, videos, audio, etc. This is the background for the development of macromedia flash 8 learning media on the human respiratory system material for grade V of elementary school. The objectives of this study are as follows: 1) to determine the validity of macromedia flash 8-based learning media on the human respiratory system material for grade V of elementary school, 2) to determine the effectiveness of macromedia flash 8-based learning media on the human respiratory system material for grade V of elementary school, 3) to determine the response of teachers and students to macromedia flash 8-based learning media on the human respiratory system material for grade V of elementary school. The method used is R & D (Research and Development) development. The development model is ADDIE. Data collection techniques use questionnaires and tests, data analysis uses quantitative and qualitative. The results of this development research are as follows: 1) the social science learning media for the human respiratory system material is valid because it reaches a media validity percentage of 86.90% and a teaching material validity of 94.4%. So that the final validity accumulation of both is 90.65%, 2) the learning media is effective for students based on the results of the limited trial evaluation with a percentage of completion of 80% of students, classically completed (100%), and a broad trial of 83% of students, classically completed (100%), 3) the teacher's response to the learning media is very good with a percentage of 92.5%, while the student response gets a percentage of 90% in the limited trial and 92% in the broad trial, so the learning media can be said to be practical. Based on these results, it can be concluded that this learning media is stated to be very valid and suitable for use in social science learning on the human respiratory system.
KRITERIA KEVALIDAN MEDIA PEMBELAJARAN PAKABI (PAPAN KANTONG BILANGAN) UNTUK PEMBELAJARAN MATEMATIKA MATERI NILAI TEMPAT BILANGAN KELAS II SD Pita Wulandari; Abdul Aziz Hunaifi; Frans Aditia Wiguna
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume 10 Nomor2, Juni 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.v10i2.26321

Abstract

This research is motivated by the lack of students’ understanding of the concept of place value in numbers. One contributing factor is that the teacher does not utilize any instructional media during the learning process, which can hinder students’ comprehension of the material. A fun and engaging learning process in teaching the concept of place value can help enhance students' understanding. One way to create an enjoyable learning experience is by using instructional media, such as PAKABI (Papan Kantong Bilangan). This research uses the Research and Development (R&D) method with the ADDIE model. The aim of this study is to describe the validity of the PAKABI (Papan Kantong Bilangan) instructional media. The research instrument used is a validation questionnaire. Based on the results from expert validators: (1) media expert validation received a score percentage of 82%, which falls into the “very valid” category, and (2) material expert validation received a score percentage of 95%, also categorized as “very valid.” Overall, the average validation score is 88.5%, indicating that the PAKABI media is highly valid and can be used in the learning process
KEPRAKTISAN MEDIA PEMBELAJARAN INTERAKTIF NEARPOD PADA PEMBELAJARAN IPAS MATERI PERUBAHAN BENTUK ENERGI KELAS IV Olaini, Dina Nur; Hunaifi, Abdul Aziz; Wahyudi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume 10 Nomor2, Juni 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.v10i2.26411

Abstract

IPAS is an integration of Natural Sciences (IPA) and Social Sciences (IPS), introduced through the implementation of the Merdeka Curriculum. This integration aims to facilitate students in understanding surrounding phenomena—both in natural and social environments—in a comprehensive and contextual manner. However, IPAS learning is often abstract and difficult for students to grasp, especially when delivered using conventional media. Therefore, there is a need for innovative learning media that can support students' understanding in a more interactive and engaging way. This study aims to determine the practicality level of using Nearpod interactive learning media in IPAS learning, specifically on the topic “Changes in Forms of Energy” for Grade IV students at SD Negeri Tiron 4. The research employed a descriptive quantitative method with data collection carried out through questionnaires distributed to teachers and students after the learning process using the Nearpod platform. The questionnaire was designed to measure perceptions of ease of use, effectiveness, and the attractiveness of the media in supporting the learning process. The data analysis results show that the Nearpod interactive learning media achieved a very high level of practicality, with a score of 92% based on teacher responses and 92.7% based on student responses. These findings indicate that Nearpod strongly supports the integrative and interactive nature of IPAS learning. According to the practicality criteria proposed by Akbar (2015), this media falls into the category of "very practical" and is therefore highly recommended for use in elementary school learning activities.
PENERAPAN MEDIA PEMBELAJARAN IPA PAKARSA PADA MATERI SIKLUS AIR UNTUK MENINGKATKAN HASIL BELAJAR SISWA Cindy Weka Wulandari; Abdul Aziz Hunaifi; Muhamad Basori
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.v10i3.31179

Abstract

This study aims to describe the implementation of the PAKARSA (Papan dan Kartu Rahasia / Board and Secret Cards) learning media in teaching science on the topic of the water cycle, and to examine its effectiveness in improving student learning outcomes. The research was conducted with fifth-grade students at SDN Plosorejo 1, Kediri Regency, during the second semester of the 2024/2025 academic year. The PAKARSA media is made of wooden boards and buffalo paper cards. The right side of the board displays a visual sequence of the water cycle stages evaporation, transpiration, condensation, and precipitation to support students’ conceptual understanding. The left side contains material and quiz cards used for evaluation and concept reinforcement. The study employed a descriptive quantitative approach with a One Group Pretest Posttest Design, where one group of students received tests before and after the learning activity. The instruments used were multiple choice and short-answer tests developed based on the national learning outcomes (Capaian Pembelajaran). The results showed an increase in the average score from 56.7 (pre-test) to 88.4 (post-test). The number of students achieving the minimum mastery criteria (score ≥75) increased from 4 to 19 out of 21 students. The classical learning mastery (KBK) reached 90.5%, indicating that the PAKARSA media was highly effective. Therefore, PAKARSA is proven to be an effective and engaging tool for science instruction, particularly in enhancing student understanding of the water cycle.
Co-Authors Adzam, Muhammad Ainy, Neyla Noer Alfi Laila Alfi Laila, Alfi Alvin Ma’rifatul Janah Nur Azizah amara saida Anjar Srirahmawati Aprilia Dwi Handayani Aprilia Dwi Handayani, Aprilia Dwi Asfia, Vifi Aulia, Astin Hadiahti Baharudin Baharudin Basori, Moh. Cindy Weka Wulandari Damariswara, Rian Den Ayu Putri Pandan Sari Desi Maharani Dhian Dwi Nur Wenda Diana Noor Fadila Dwiyanti, Linda Endang Sri Mujiwati Erwin Putera Permana Fatkhur Rochman Fitri Amelia Frans Aditia Wiguna Hana Fepy Ulsianella Harwitantri Putri, Astrina Della Ida Fiteriani Imron, Ilmawati Fahmi Istiqomah, Rohma Darul Ita Kurnia Khoirul Minarti Kriani, Rezi Kristianto, Johanes Victory Kukuh Andri Aka Kurnia, Ita Larisa, Maharani Aprilia Like Fanisia Mahardika, Ronny Mega Isna Tiara Sari Muhamad Basori Muhamad Basori, Muhamad Mukmin, Bagus Amirul Mumun Nurmilawati NINGRUM, HENI ICA Novi Nitya Santi Novi Nitya Santi Novi Nitya Santi Novi Nitya Santi Novi Nitya Santi, Novi Nitya Nugroho, Rama Puji Nurita Primasatya Nursafitri, Annisa Septi Nurwenda, Dhian Dwi Olaini, Dina Nur Pita Wulandari Putri, Kharisma Eka Putri, Septa Rosdiana Rahmasari, Alfina Ika Rahmawati, Novi Chandra Ayu RAMADHAN, NOPRIZAL Refina, Refina Rian Damariswara Rianti, Dita Fatma Risa Dian Rahmadani Riska Andriani Rista Guna Winata Sari Roostafa Eka Nur Sarwendah Saida, Amara Saidah, Karimatus Salsabela, Qonita Santi , Novi Nitya Sari, Ayu Titis Rukmana Sarwendah, Roostafa Eka Nur Sayuti, Renata Eka Setyowati, Vindi Avianti Wahyuning Siti Nur Haliza Soenarko, Bambang Susi Damayanti, Susi Sutrisno Sahari Sutrisno Sahari, Sutrisno Tanti Sahara Ningrum Tyas, Hesty Dwy Wahyuning Vindi Avianti Wahyuning Setyowati Wahid Ibnu Zaman Wahyudi WAHYUDI Wahyudi Wahyudi Wati, Epritha Kurnia Wedar Puji Marta, Trias Zunaidah, Farida Nurlaila