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Analisis Kemampuan Menulis Narasi Teks Cerita Pendek Berbantuan Aplikasi Storybird pada Siswa Kelas V SDN 1 Ngrance Janattaka, Nugrananda; Huda, Moh Choirul; Sari, Eka Yuliana
JUPE : Jurnal Pendidikan Mandala Vol 8, No 1 (2023): JUPE : Jurnal Pendidikan Mandala (Februari)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v8i1.4826

Abstract

Penggunaan teknologi dalam pembelajaran,membantu mempermudah tugas guru dalam menyampaikan mateti pembelajaran, termasuk dalam keterampilan menulis, yaitu menulis narasi. Keterbatasan kemampuan menulis narasi siswa, disebabkan kurang adanya integrasi antara ide dan kreativitas, sehingga dalam penerapanya pada cerita pendek, terkesan asal-asalan. Aplikasi storybird sendiri adalah aplikasi yng di desain untuk membuat cerita pendek. Penggunaan Aplikasi tersebut oleh guru, akan mempermudah dalam penyampaian materi menulis cerita pendek. Tujuan penelitian ini adalah untuk mendeskripsikan kemampuan siswa dalam membuat cerita pendek teks narasi berbantuan aplikasi storybird pada siswa kelas V SDN 1 Ngrance Penelitian ini merupakan jenis penelitian deskriptif dengan menggunakan pendekatan kualitatif, merupakan data yang berkenaan dengan fakta, keadaan, variabel dan fenomena yang terjadi saat penelitian berlangsung dan menyajikan apa adanya. Subjek penelitian ini siswa kelas V SDN 1 Ngrance. Instrumen penelitian ini menggunakan lembar observasi, lembar wawancara, dan rubrik penilaian. Hasil penelitan ini didapatkan bahwa kemampuan siswa dalam membuat cerita pendek teks narasi pada siswa kelas V SDN 1 Ngrance adalah tinggi dengan skor rata-rata 9,67 dengan nilai 80,56. Rata – rata siswa telah mampu membuat cerita pendek teks narasi dengan baik, hanya ada beberapa siswa yang dalam penulisan ceritanya kurang sesuai dengan unsur–unsur teks narasi, namun secara keseluruhan kemampuan siswa baik.
PENGEMBANGAN APLIKASI KUIS INTERAKTIF BERBANTUAN GENIALLY PADA MATA PELAJARAN BAHASA INDONESIA KELAS VI SD NEGERI 7 KAMPUNGDALEM TULUNGAGUNG Dea Oftavia, Cindy; Janattaka, Nugrananda
Jurnal Ilmiah Pendidikan Dasar (JIPDAS) Vol 5 No 3 (2025): Vol. 5 No. 3 Edisi Agustus 2025
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.v5i3.3679

Abstract

Penelitian ini bertujuan untuk mengembangkan aplikasi kuis interaktif berbantuan Genially sebagai alternatif media pembelajaran yang menarik, inovatif, dan sesuai dengan karakteristik peserta didik masa kini. Fokus pengembangan ditujukan pada mata pelajaran Bahasa Indonesia, khususnya submateri peribahasa. Latar belakang penelitian ini adalah masih terbatasnya penggunaan media pembelajaran interaktif di sekolah dasar, di mana proses pembelajaran masih banyak bergantung pada buku cetak dan metode ceramah yang kurang mampu menarik minat serta meningkatkan pemahaman siswa. Sementara itu, di era digital saat ini, anak-anak lebih akrab dan tertarik pada media berbasis teknologi seperti game daring. Penelitian ini menggunakan model pengembangan ADDIE, yang mencakup lima tahapan: Analysis, Design, Development, Implementation, dan Evaluation. Uji validitas dilakukan oleh ahli media, ahli materi, guru kelas, serta peserta didik. Hasil validasi menunjukkan bahwa aplikasi memperoleh skor 92,5% dari ahli media, 95% dari ahli materi, dan 100% dari guru kelas, yang semuanya termasuk dalam kategori "sangat valid". Uji coba terhadap 19 peserta didik juga menghasilkan skor 93%, menunjukkan tingkat validitas yang tinggi. Berdasarkan hasil tersebut, aplikasi kuis interaktif berbantuan Genially dinyatakan sangat valid dan layak digunakan sebagai media pembelajaran. Aplikasi ini mampu mendukung pembelajaran peribahasa secara lebih menarik, menyenangkan, dan interaktif, serta berpotensi meningkatkan motivasi dan hasil belajar peserta didik.
Persepsi Mahasiswa Terhadap Penerapan Metode Gamifikasi Bertema Harry Potter pada Mata Kuliah Konsep Dasar Bahasa Indonesia Sekolah Dasar Janattaka, Nugrananda; Satria, Aditya Pringga; Oktaviarini, Nourma
Indo-MathEdu Intellectuals Journal Vol. 5 No. 6 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i6.2397

Abstract

The purpose of this study is to explore the method of applying gamification using the Harry Potter theme from the perspective of students, and explore the benefits of the gamification method using the Harry Potter theme from the perspective of students. The research method is qualitative with the instruments used being questionnaire sheets, interview sheets and documentation. The data collected is analyzed through several processes, namely data reduction, data presentation, and conclusion drawn. Based on the results of the questionnaire and interview, it can be concluded that 80% of students know the gamification method, then 90% of students stated that the Harry Potter-themed gamification method can increase student motivation, then 90% of students stated that the Harry Potter-themed gamification method can help students understand the material, 88% of students also stated that lecturers' innovations in designing Harry Potter-themed games, and 88% of students stated that gamification can change students' attitudes during Learning
The Analysis of Moral Value in Story Book at Indonesian Language "Aku Bangga Bahasa Indonesia" Third Grade at SDN 3 Padangan Ngantru of Tulungagung 2018/2019 Anggraini, Novita; Janattaka, Nugrananda
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 5 No 2 (2020): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v5i2.13346

Abstract

Nilai moral siswa di SDN 3 Padangan Kecamatan Ngantru Kabupaten Tulungagung sangat rendah. Siswa di SDN 3 Padangan Kecamatan Ngantru Kabupaten Tulungagung banyak yang tidak sopan terhadap guru maupun kepada temen sekelasnya. Siswa disana banyak yang belum paham terhadap nilai-nilai moral dalam bacaan buku teks Bahasa Indonesia “Aku Bangga Bahasa Indonesia” kelas III SD. Tujuan penelitian ini untuk mendeskripsikan nilai-nilai moral dan teknik penyampaian nilai-nilai moral dalam bacaan buku teks bahasa Indonesia “Aku Bangga Bahasa Indonesia” kelas III SD. Metode pengumpulan data yang peneliti gunakan berupa wawancara tak terstruktur, dan dokumentasi. Instrumen yang digunakan berupa korpus data serta lembar wawancara tak terstruktur dan dokumentasi untuk memperkuat data yang peneliti peroleh. Hasil analisis data yang diperoleh nilai moral dalam bacaan buku teks Bahasa Indonesia “Aku Bangga Bahasa Indonesia” kelas III SD terdapat Nilai moral hubungan manusia dengan diri sendiri yaitu rajin, rasa ingin tahu, disiplin, janji, dan pemberani. Nilai moral hubungan manusia dengan sesama yaitu nilai moral suka menolong, peduli,tanggung jawab, saling membantu, bekerjasama. Nilai moral hubungan manusia dengan tuhan yaitu bersyukur, dan nilai moral hubungan manusia dengan lingkungan alam yaitu peduli lingkungan. Teknik penyampaian nilai moral secara langsung 22 kutipan dan teknik penyampaian nilai moral tidak langsung 4 kutipan.
Analisis Penguatan Pendidikan Karakter Peserta Didik Melalui Kegiatan Ekstrakurikuler Tahfidz Al Qur’an Pada Siswa SD Muhammadiyah 1 Trenggalek Fitrianingsih, Rizka Ayu; Janattaka, Nugrananda
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 5 No 2 (2020): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v5i2.13372

Abstract

The pupose of this study is to describe the implementation of tahfidz al qur’an extracurricular activities, to descibe the character formation of students through tahfidz al qur’an extracurricular activities, to describe the impact of tahfidz al qur’an extracurricular activities on strengthening student character education. This research method includes the type of descriptive qualitative research. Data collection techniques used in the form of observation, using frank observation or disguised, this observation, observation made on students participating in tahfidz al qur’an extracurricular activities namely class 3 with a total of 36 students, and grades 4 and 5 were 37 students, interviews, intreviews, by looking for information on (principals, class teachers, and coaches of tahfidz al qur’an) and documentation studies. The data analysis technique uses interactive data analysis models, with the technique of checking the validity of the data using triangulation. The results of his research were the implementation of tahfidz al qur’an extracurricular activities which were attended by all students in grades 3, 4, and 5 with a total of 73 students, which would later be divided into groups according to the schedule made bye the school. Extracurricular activities as a forum for the formation of positive character toward students. Through the extracurricular activities of tahfidz al qur’an students are able to develop themselves, sharpen hidden talent in themselves, and love the qur’an to be memotized with melodious recitations to be heard, and able to become individuals who have good character and confidence. The results of this study can be used as insight to the school to always motivate students to be active in following the tahfidz al qur’an extracurricular activities so that the results of these activities can produce the best young cadres and graduates from the Muhammadiyah 1 Elementary School in Trenggalek.
Pendampingan Penerapan Game Edukasi Berbantuan Breshna IO bagi Guru-Guru di SDN Tanjungsari Janattaka, Nugrananda; Satria, Aditya Pringga; Oktaviarini, Nourma
Jurnal Pengabdian Masyarakat (ABDIRA) Vol 6, No 1 (2026): Abdira, Januari
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/abdira.v6i1.1484

Abstract

In the development of learningin the 21st century, teachers are required to be able to provide interactive, creative, and easily accessible learning media for students. Breshna.io, as a platformfor creating educational games without coding, offers a practical solution for teachers to produceinteresting learning media that suits the needs of the material. This community service activityaims to improve the competence of teachers atSDN 1 Tanjungsari in utilising learning technology throughguidance on the application of educational games assisted by Breshna.io. The implementation methodincludes socialisation, technical training, guidance on creating educational games, and evaluation of the results of implementation in the teaching and learning process. This activityinvolves all teachers as active participants, with a hands-on approach. The results of the activity through the response form showan increase in teachers' ability to design and develop educational games, as well as an increase in teachers' motivation to integrate technologyinto learning
PENGEMBANGAN APLIKASI PEMBELAJARAN BERBANTUAN GDEVELOP PADA MATERI FAKTA DAN OPINI KELAS V MATA PELAJARAN BAHASA INDONESIA SDS ISLAM AL-MAHMOED GEMPOLAN TULUNGAGUNG Fakhrurrozi, Ahmad; Janattaka, Nugrananda
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.57443

Abstract

This study was conducted based on problems identified in Grade V of SDS Islam Al-Mahmoed Gempolan Tulungagung, where students tended to become easily bored during Indonesian language learning activities due to the use of conventional learning media and lecture-based teaching methods. As a result, students showed low interest and participation in understanding fact and opinion materials. Therefore, an innovative and interactive learning medium was needed. This study employed a Research and Development (R&D) method using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The subjects were Grade V students of SDS Islam Al-Mahmoed Gempolan Tulungagung. Data were collected through observation, interviews, and validation questionnaires administered to media experts, material experts, and language experts. Student response questionnaires were also used to determine the practicality of the media. The collected data were analyzed using descriptive quantitative techniques. The results showed that the developed learning media obtained a validation score of 90% from the media expert, 80% from the material expert, and 91% from the language expert, indicating that the media was highly valid. The practicality test conducted through student responses obtained a score of 91%, categorized as highly practical. The developed application integrates learning materials, educational games, videos, audio, and interactive exercises. Based on the validation and practicality results, the application was considered feasible for use in learning activities and was able to increase students’ interest, participation, and understanding of fact and opinion materials more effectively.
PENGEMBANGAN MEDIA PEMBELAJARAN BUKU CERITA BERGAMBAR PADA PLATFORM FLIPPINGBOOK BERBANTUAN QR CODE MATERI HAK DAN KEWAJIBAN SISWA KELAS 4 SDN 1 TRENCENG KABUPATEN TULUNGAGUNG Sadam Firman Efendi, Mohammad; Pringga Satria, Aditya; Janattaka, Nugrananda
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.60081

Abstract

This study aimed to develop a picture storybook learning media based on FlippingBook assisted by QR Codes on the topic of rights and responsibilities for fourth-grade students at SDN 1 Trenceng. This study employed the Research and Development (R&D) method using the ADDIE model, which comprises the Analysis, Design, Development, Implementation, and Evaluation stages. Data collection was conducted through media expert validation questionnaires, material expert validation questionnaires, as well as teacher and student response questionnaires. The results indicated that the developed media achieved an average percentage of 92.5% from media experts, falling into the "highly valid" category, and 88.7% from material experts, also in the "highly valid" category. The product implementation test yielded a teacher response percentage of 95.0% (highly practical/appropriate category) and a student response percentage of 91.8% (highly practical/appropriate category). Therefore, the FlippingBook-based picture storybook learning media assisted by QR Codes is highly feasible and practical for use in Pancasila Education learning, specifically on the material of rights and responsibilities.
Pengembangan Media Pembelajaran E-Infografis Berbantuan Canva pada Mata Pelajaran Bahasa Indonesia Materi Pantun Kelas V SDN 2 Tiudan Kabupaten Tulungagung Nafisyah, Aulia Mazaya Nafisyah; Janattaka, Nugrananda
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i4.7283

Abstract

Indonesian language instruction regarding pantun (traditional Malay poetic forms) for fifth-grade students at SDN 2 Tiudan, Tulungagung Regency, currently lacks engaging and innovative learning media. This situation results in low student motivation and difficulties in comprehending the material. Therefore, there is a need for digital learning media that are both engaging and easy to understand. This study aims to develop a Canva-assisted digital E-Infographic learning medium for the pantun topic for fifth-grade elementary students and to determine its validity and practicality. The study employs the Research and Development (R&D) method using the ADDIE model, which encompasses the stages of Analysis, Design, Development, Implementation, and Evaluation. Data were collected through observation, interviews, documentation, and validation questionnaires completed by media, subject matter, and language experts, as well as response questionnaires from teachers and students. The results indicate that the E-Infographic achieved validity scores of 94% from media experts, 93% from subject matter experts, and 96% from language experts, placing it in the "highly valid" category. Practicality tests yielded scores of 92% from students and 90% from teachers, placing it in the "highly practical" category. Thus, the Canva-assisted E-Infographic is deemed highly valid and highly practical for use as a learning medium for Indonesian language instruction on the subject of pantun