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The Influence of Learning Media on Students' Understanding of Simple Aircraft Material Rusli Dedi Mustofa; Popy Aprilia; Wahyu Kurniawati
Jurnal Penelitian Pendidikan Indonesia (JPPI) Vol. 1 No. 1 (2023): Oktober
Publisher : Publikasi Inspirasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62017/jppi.v1i1.743

Abstract

This article explains the use of media in learning as an intermediary to make it easier to convey learning material. Learning media is a very important factor in learning because learning media is related to students' learning experiences. Learning media is designed as well as possible by educators so that students can more easily absorb learning material and also increase students' stimulus for learning. On the other hand, researchers use literature study research methods to solve the problem topics discussed. Meanwhile, what is called the literature study research method is a research method carried out by researchers to complete research tasks by collecting data from books, journals and other sources of data from literature. That's why it is called literature study research. The results of the research show that learning media has a big influence on students in understanding Simple Plane material in science subjects in elementary schools. Therefore, teaching staff are required to be able to develop creative learning media and of course be able to attract students' interest in learning seriously.
Apakah Latar Belakang Pendidikan Mempengaruhi Pemahaman tentang Konsep Sains? : Studi Kasus Calon Guru Sekolah Dasar Urmila Umardianti; Supartinah Supartinah; Wahyu Kurniawati
Jurnal Penelitian Pendidikan IPA Vol 9 No 8 (2023): August
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i8.3584

Abstract

This research is a quantitative study to determine the effect of educational background on the understanding of the science concept of UPY PGSD students. This research is based on the low understanding of the science concept as evidenced by the percentage of science learning test results, namely 67.6% of the total number of semester 2 PGSD UPY students scored below 80. The method used in this research is ex post facto quantitative which is used to determine the cause of the low understanding of students' science concepts in terms of their educational background. The data collection used an educational background questionnaire and a science concept understanding test that had been tested for validity and reliability. The research shows the results of the t-test namely tcount<ttable (0.095 < 0.931), then Ho is accepted and Ha is rejected, which means that there is no significant influence between students' educational background on the understanding of science concepts. However, there is a unidirectional relationship between the two with the result of a positive correlation test (r) of 0.055 and contributing an influence of 0.3% from the educational background on understanding the science concept of PGSD UPY students.
RM-SAINS PUZZLE KLOBOT BERBASIS BOOK WIDGETS: MEDIA PEMBELAJARAN UNIK DARI LIMBAH JAGUNG YANG TERUJI KELAYAKANNYA Azky Anggraeni; Wahyu Kurniawati
Jurnal Ilmiah Pendidikan Dasar (JIPDAS) Vol 6 No 3 (2026): Vol. 6 No. 3 Juni - Agustus 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar Fakultas Pendidikan Ilmu Pengetahuan Sosial dan Bahasa Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/jipdas.v6i3.4778

Abstract

Penelitian ini memiliki tujuan untuk mengembangkan media pembelajaran interaktif RM-Sains Puzzle Klobot berbasis Book Widgets sebagai bentuk inovasi dalam pembelajaran IPA di sekolah dasar. Media ini memanfaatkan limbah klobot jagung menjadi sarana edukatif yang menarik, ramah lingkungan, serta layak diterapkan dalam kegiatan pembelajaran. Pengembangan media tersebut didasarkan pada masih rendahnya variasi media pembelajaran IPA yang digunakan oleh guru, sehingga peserta didik cenderung kurang aktif dan mudah merasa jenuh selama proses pembelajaran berlangsung. RM-Sains Puzzle Klobot dirancang untuk meningkatkan keterlibatan peserta didik melalui kegiatan bermain sambil belajar yang dipadukan dengan teknologi digital berbasis Book Widgets. Penelitian ini menerapkan metode Research and Development (R&D) dengan menggunakan model pengembangan 4D yang mencakup tahapan Define (pendefinisian), Design (perancangan), Develop (pengembangan), dan Disseminate (penyebaran). Pada tahap Define dilakukan analisis terhadap kebutuhan pembelajaran serta karakteristik peserta didik. Tahap Design mencakup proses perancangan media, penyusunan materi, dan pembuatan tampilan interaktif berbasis Book Widgets. Selanjutnya, tahap Develop dilakukan melalui proses validasi oleh ahli media dan ahli materi, disertai uji coba kepada peserta didik guna mengetahui tingkat kelayakan media yang dikembangkan. Adapun tahap Disseminate dilakukan dengan memperkenalkan media kepada guru dan lingkungan sekolah sebagai bentuk implementasi hasil pengembangan. Teknik pengumpulan data dilakukan melalui observasi, wawancara, angket validasi, serta dokumentasi. Data yang diperoleh kemudian dianalisis menggunakan teknik deskriptif kuantitatif dan kualitatif untuk mengetahui tingkat kelayakan media yang telah dikembangkan. Hasil penelitian menunjukkan bahwa media pembelajaran RM-Sains Puzzle Klobot berbasis Book Widgets memperoleh kategori sangat layak berdasarkan hasil validasi ahli media, ahli materi, serta respons pengguna. Media ini dinilai mampu meningkatkan minat belajar, kreativitas, dan keaktifan peserta didik dalam memahami materi IPA. Selain itu, pemanfaatan limbah klobot jagung sebagai bahan utama media pembelajaran memberikan nilai edukatif terkait pentingnya penggunaan kembali bahan bekas serta menumbuhkan kepedulian terhadap lingkungan. Integrasi teknologi Book Widgets juga memudahkan peserta didik dalam mengakses latihan interaktif maupun evaluasi pembelajaran dengan cara yang lebih menarik dan menyenangkan. Oleh karena itu, media RM-Sains Puzzle Klobot berbasis Book Widgets dapat dijadikan sebagai alternatif media pembelajaran inovatif yang efektif untuk mendukung proses pembelajaran IPA di sekolah dasar.
VALIDITAS BAHAN AJAR MATTERPLAY UNTUK MEREDUKSI MISKONSEPSI SISWA SEKOLAH DASAR Muhammad Yazid Fatkhul Mujib; Wahyu Kurniawati
Dharmas Education Journal (DE_Journal) Vol 7 No 1 (2026): DE_Journal
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Univesitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56667/de_journal.v7i1.2154

Abstract

Learning in Natural and Social Sciences (IPAS) in the Merdeka Curriculum emphasizes meaningful learning through active student involvement to build scientific conceptual understanding. However, in practice, elementary school students still experience misconceptions, particularly on the topic of states of matter and their changes. This study aims to determine the validity of the MatterPlay interactive teaching material developed to reduce misconceptions in IPAS learning. This research employed the Research and Development (R&D) method by adapting the 4D development model proposed by Thiagarajan, which consists of the define, design, development, and disseminate stages; however, this study was conducted only up to the development stage. The validation process involved two validators, namely a media expert and a subject matter expert, using a four-point Likert scale assessment instrument. The results showed that MatterPlay obtained a validity score of 94% from the media expert and 100% from the material expert, both categorized as very valid. Therefore, MatterPlay is considered valid and feasible to be used in IPAS learning in elementary schools.
Improving Speaking Skills through Fairy Tales in Indonesian Language Learning Wahyu Kurniawati; Annisa Triardianti; Rahma Kurnia Novitasari; Arnel S. Travero
TAMANSISWA INTERNATIONAL JOURNAL IN EDUCATION AND SCIENCE Vol 5 No 1 (2023): October 2023
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/tijes.v5i1.13584

Abstract

This study aims to improve the speaking skills of third grade students of a primary school in Central Java, Indonesia using fairy tales as media. Based on the results of observations, it was found that the increase in speaking skills in the third-grade Indonesian material in a primary school in Central Java, Indonesia  was relatively low. This is indicated by the achievement of student assessment results that have not been completed or have not reached the KKM (Maximum Completeness Criteria) which is 78. The percentage of speaking skill scores of 13 students, 6 students (46%) who completed or passed the KKM while 7 students (54%) did not complete or pass the KKM. The method used in this research is Classroom Action Research (CAR). Classroom Action Research is the result of the development of action research. Action research itself was developed with the aim of finding solutions to problems in the classroom. The result of this research showed that prior to the implementation only six students (46%) completed the KKM. In the first cycle it increased to eight students (69%). Then there was an increase from cycle I to cycle II resulting to eleven students (84%) who completed the KKM. Therefore, it can be concluded that storytelling media in Indonesian language learning is able to improve the speaking skills of third grade elementary school students.