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ANALISIS BUTIR SOAL PILIHAN GANDA BERORIENTASI HOTS PADA TEMA 6 CITA-CITAKU SUBTEMA 1 AKU DAN CITA-CITAKU PEMBELAJARAN KE 1 Mesa Nesti Nazarudina; Iyan Irdiyansyah; Resyi A Gani
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 04 (2023): Volume 09 No. 04 September 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i04.1883

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Penelitian ini bertujuan untuk menganalisis butir soal pilihan ganda berorientasi Higher Order Thinking Skill (HOTS) pada tema 6 cita-citaku subtema 1 aku dan cita-citaku pembelajaran ke 1 pada kelas IV SDN Bhayangkari serta mengetahui validitas, reliabilitas, tingkat kesukaran dan daya pembeda soal. Metode yang digunakan dalam penelitian ini yaitu penelitian kualitatif dengan pendekatan deskriptif. Penelitian ini diawali dengan analisis kebutuhan, membuat instrumen tes pilihan ganda, validitas para ahli, merevisi instrumen tes pilihan ganda, setelah itu diuji cobakan secara terbatas dan evaluasi. Hasil penelitian menunjukkan bahwa memenuhi kriteria sangat layak dengan persentase dari beberapa ahli yaitu materi 100% bahasa 100% dan evaluasi 96% sedangkan hasil yang telah diuji cobakan kepada 32 siswa kelas IV memperoleh hasil butir soal valid dengan menggunakan perhitungan secara kuantitatif. Berdasarkan data tersebut dapat disimpulkan bahwa analisis butir soal sangat valid.
Development of Transformational Leadership Instrument to Measure Principal's Leadership Iyan Irdiyansyah; Nita Karmila; Citra Agustina; Khansa Rohadatul Aisy
Journal of Innovation in Educational and Cultural Research Vol 5, No 4 (2024)
Publisher : Yayasan Keluarga Guru Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46843/jiecr.v5i4.1912

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The transformational leadership instrument has been used to analyze academic leadership behavior and to gather data on academics' perceptions of transformational leadership. The instrument development used RnD and Confirmatory Factor Analysis (CFA) to confirm, analyze, and develop the items. The instrument design followed a four-step process (4-D model) to construct 39 items on a Likert scale. The instrument items were reviewed and revised based on expert judgment. A panel tested and analyzed the revised items using Aiken's V Index to assess their validity. As much as 82% of the items were found to have good validity criteria. The reliability test results were highly significant. The final instrument was confirmed to have a good fit model and can be used as a standardized tool by educational institutions. A multi-step process to develop and validate a transformational leadership instrument involves expert review, statistical analysis, and confirmation of the instrument's psychometric properties. The high validity and reliability of the final instrument make it a potentially useful tool for assessing transformational leadership in educational settings. The detailed description of the development process provides confidence in the quality of the instrument.
Increasing training effectiveness through strengthening Instructor Competence, Training Design, Training Environment, Training Materials and Achievement Motivation Ningsih, Wilia; Setyaningsih, Sri; Irdiyansyah, Iyan
Dinasti International Journal of Management Science Vol. 6 No. 3 (2025): Dinasti International Journal of Management Science (January - February 2025)
Publisher : Dinasti Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/dijms.v6i3.4144

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This study aims to produce a strategy to improve the effectiveness of training through strengthening the variables of instructor competence, training design, training environment, training materials as independent variables and achievement motivation variables as intervening variables. A population of 685 resulted in 253 samples taken by proportional random sampling in 9 Fields of Expertise of Business and Tourism Vocational High School Teachers Participants in the BBPPMPV Business and Tourism Upskilling and Reskilling Training. This study used a survey method with a path analysis approach and SITOREM analysis. The results of this study can be concluded: 1) There is a significant positive direct effect between instructor competence, training design, training environment and achievement motivation on training effectiveness (Y); There is a significant positive direct effect between instructor competence, training design, training environment and training on achievement motivation; There is a significant positive indirect effect between instructor competence, training design, training environment and training materials on training effectiveness through achievement motivation. Achievement motivation cannot mediate instructor competence, training design, training environment on training effectiveness. The results of the SITOREM analysis show that the indicators that are still weak and need to be improved are: 1. interpersonal skills, 2. clarity of training objectives, 3. alignment of learning components, 4. learning support, 5. visual and interactive quality, 6. up-to-date and accuracy, 7. challenging objectives, 8. results orientation, 9. response to feedback, 10. learning support, 11. participant involvement, 12. learning, 13. reaction.
Pengembangan Bahan Ajar Augmented Reality dengan Aplikasi Assemblr Edu pada Topik Kekayaan Budaya Indonesia di Kelas IV Sekolah Dasar Oktapiani, Alvi; Irdiyansyah, Iyan; Indriani, Rini Sri
Arus Jurnal Psikologi dan Pendidikan Vol 4 No 2: Juni (2025)
Publisher : Arden Jaya Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57250/ajpp.v4i2.1189

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Pengembangan Bahan Ajar Augmented Reality Dengan Aplikasi Assemblr Edu Pada Materi Kekayaan Budaya Indonesia. Tujuan penelitian ini adalah untuk mengembangkan, menguji kelayakan, dan menguji keefektifan produk bahan ajar Augmented Reality menggunakan aplikasi Assemblr pada materi Kekayaan Budaya Indonesia untuk peserta didik kelas IV SDN Bubulak 1 Kota Bogor. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Subjek penelitian ini yaitu peserta didik kelas IV SDN Bubulak 1 Kota Bogor yang terdiri dari 24 peserta didik pada semester genap tahun pelajaran 2024/2025. Bahan ajar Augmented Reality dengan aplikasi Assemblr pada materi Kekayaan Budaya Indonesia telah dikembangkan dan diuji melalui validasi para ahli. Adapun para validator ahli yang terlibat adalah ahli materi, ahli bahasa, dan ahli media. Berdasarkan penilaian dari para pakar dihasilkan kriteria “Sangat Layak”. Berdasarkan hasil penelitian dapat disimpulkan bahwa bahan ajar Augmented Reality dengan aplikasi Assemblr pada materi kekayaan budaya Indonesia sangat layak digunakan dalam proses kegiatan pembelajaran dan sangat efektif untuk meningkatkan hasil belajar peserta didik.
Pengembangan Bahan Ajar Menggunakan Aplikasi Genially pada Materi Kerjasama di Lingkunganku Luthfia, Dinda; Irdiyansyah , Iyan; Mirawati, Mira
Arus Jurnal Psikologi dan Pendidikan Vol 4 No 2: Juni (2025)
Publisher : Arden Jaya Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57250/ajpp.v4i2.1253

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Metode dalam penelitian ini menggunakan metode Research and Development (R&D) dengan menggunakan model ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Subjek penelitian peserta didik kelas IV SD Negeri Warung Saptu Kabupaten Bogor yang terdiri dari 24 peserta didik pada semester genap tahun pelajaran 2024/2025. Hasil penelitian menunjukkan bahwa pengembangan Bahan Ajar menggunakan aplikasi Genially memiliki kelayakan. Hal ini dapat terlihat dari hasil uji validasi yang dilakukan oleh ahli media memperoleh 96% dengan kriteria “Sangat Layak”. Validasi ahli bahasa memperoleh 98% dengan kriteria “Sangat Layak”, validasi ahli materi dosen memperoleh 100% dengan kriteria sangat layak, validasi ahli materi guru memperoleh 97% dengan kriteria “Sangat Layak”. Hasil angket respon peserta didik memperoleh 89%  dengan kriteria “Sangat Layak”, dan guru mendapatkan hasil sebesar 96% yang mana kedua kuesioner tersebut digolongkan kedalam kategori “Sangat Baik” digunakan didalam pembelajaran.  
Peningkatan kompetensi kepribadian guru melalui penerapan pengelolaan kelas berbasis social emotional learning Karmila, Nita; Irdiyansyah, Iyan; Laihad, Griet Helena; Harapan, Muhamad Adhi Maternas; Utami, Ajeng Astri
Jurnal Pembelajaran Pemberdayaan Masyarakat (JP2M) Vol. 6 No. 2 (2025)
Publisher : Universitas Islam Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33474/jp2m.v6i2.23616

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Dalam rangka menghadapi kemajuan ilmu pengetahuan dan teknologi yang semakin berkembang dibutuhkan kesiapan seluruh komponen untuk dapat beradaptasi menghadapi berbagai perubahan yang terjadi. Guru menjadi unsur penting dalam pendidikan yang wajib memiliki berbagai kompetensi untuk menyiapkan generasi unggul dan berkualitas. Guru bukan sekedar membekali diri dengan kompetensi pedagogik, profesional, kepribadian dan sosial, namun lebih dari itu, guru wajib terus berinovasi. Implementasi pengelolaan kelas berbasis Social Emotional Learning (SEL) menjadi inovasi yang dapat dilakukan oleh guru. Ditemukan beberapa permasalahan di SDIT Insantama Kota Bogor sebagai mitra PkM yakni pemahaman tentang kompetensi guru yang masih rendah, pengelolaan kelas yang belum maksimal serta belum diimplementasikannya SEL di kelas. Hal tersebut menjadi dasar dilaksanakannya PkM dengan metode seminar dan workshop yang bertujuan untuk memberikan penguatan tentang kompetensi guru, pengelolaan kelas yang maksimal serta implementasi pengelolaan kelas berbasis SEL. Kegiatan PkM dilaksanakan tanggal 22-27 Februari 2025 dan menghasilkan luaran berupa peningkatan kompetensi kepribadian guru melalui pengelolaan kelas berbasis SEL. Selain itu, dihasilkannya perangkat pembelajaran berbasis SEL sebagai panduan pembelajaran di kelas. Hasil evaluasi kegiatan PkM menunjukkan kepuasan peserta dengan 70,75% menyatakan sangat baik, 24,65% baik, 4,35% cukup dan sisanya 0,35% kurang. Kegiatan PkM ini diharapkan dapat memberikan kontribusi positif yang berdampak bagi kemajuan pembelajaran dan pendidikan.
Empowering EFL Students’ Speaking Ability Through Digital Storytelling: A Quasi Experimental Study Risqia Azizah; Iyan Irdiyansyah; Asih Wahyuni
Asshika: Journal of English Language Teaching & Learning Vol. 1 No. 2 (2024): April
Publisher : Saniya Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/0ge1m715

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Speaking ability is essential in 21st-century education, yet many students still struggle with limited vocabulary, unclear pronunciation, and low comprehension. This study examined the impact of two digital storytelling applications, Read to Me and Fairytales, on enhancing students’ speaking ability. A quantitative approach with a quasi experimental method are used in this research. The research was conducted at a private senior high school in Bogor using non-equivalent control groups design. Two tenth-grade classes were selected, both of classes chosen randomly by lottery system, with one group using Read to Me and the rest of the class using Fairytales. The research focused on speaking ability with the component vocabulary, pronunciation, and comprehension. The results were analyzed using an independent samples t-test, which showed a significant difference between the groups’ post-test scores (t = 2.32, df = 63, p < 0.05). The experimental group which is treated by Read to Me showed greater increased, likely due to features such as audio narration, highlighted text, and adjustable speed, which offered better language input. In conclusion, digital storytelling with interactive elements can effectively influences students’ speaking ability in phase E.
The Influence of Digital Game-Based Learning on Student Vocabulary Enrichment (Baamboozle and Wordwall Implementation) Destiawati Syaharani Rahayu; Iyan Irdiyansyah; Gusnadi
Asshika: Journal of English Language Teaching & Learning Vol. 1 No. 2 (2024): April
Publisher : Saniya Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/f9fjz861

Abstract

Baamboozle can be an effective learning medium for teaching vocabulary in vocational English classes. Learning English in vocational contexts, such as hospitality, requires engaging methods that suit students’ needs. This research aims to investigate whether there is a significant effect of using Baamboozle and Wordwall as digital game-based learning media, and whether there are significant differences between the two in enriching students’ vocabulary mastery on Front Office topics, especially Check-In service. The researcher used a quasi-experimental design with pre-test and post-test given to both experimental and control groups. The experimental group was treated with Baamboozle, while the control group used Wordwall. The results of the paired sample t-test showed a significant improvement in both groups. However, the independent t-test revealed a significant difference in favor of the experimental group, indicating that Baamboozle was more effective in enriching vocabulary. The combination of Baamboozle’s collaborative game-based features and role-play activities contributed to students’ better vocabulary comprehension and engagement. Based on the result, it is recommended that teachers consider using interactive digital games like Baamboozle to make vocabulary learning more effective, contextual, and enjoyable, especially in vocational schools where practical communication is essential.
Digital LKPD with Educandy on Neighborhood Topic in Elementary School Tazkia, A'Shoka Najma; Irdiyansyah, Iyan; Destiana, Dita
Jurnal Al Burhan Vol 5 No 2 (2025)
Publisher : Institut Darul Falah Bandung Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58988/jab.v5i2.527

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Development of a Digital Student Worksheet (LKPD) using the Educandy application. This research aims to enhance the learning experiences of fourth-grade students. The study involved 28 participants and assessed the effectiveness of the LKPD on the topic "What was the area where I used to live?". The results indicated a high level of usability, with a score of 88% from students, signifying it as very suitable for learning processes. Additionally, teacher feedback was even more positive, achieving a score of 92%, confirming its appropriateness for educational use. The study also employed the ADDIE model (Analyze, Design, Development, Implementation, Evaluation) for development, which received validation scores of 94% from language experts, 100% from media experts, and 92% from content experts. The practicality of the LKPD was further supported by student and teacher responses, which scored 88% and 92%, respectively.
Analisis Gaya Belajar Visual Pada Siswa Tunagrahita Kategori Sedang Haida Al Wasyi, Widyasari Izmi; Sukmanasa, Elly; Irdiyansyah, Iyan
Jurnal Pendidikan Kebutuhan Khusus Vol. 7 No. 2 (2023): JPKK
Publisher : Jurusan Pendidikan Luar Biasa Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpkk.v7i2.797

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Penelitian ini bertujuan untuk menginvestigasi gaya belajar visual pada siswa tunagrahita kategori sedang. Melalui wawancara dengan guru dan orang tua siswa, serta analisis penelitian terkait, ditemukan bahwa subjek penelitian cenderung memperoleh pemahaman yang lebih baik melalui penggunaan media visual seperti gambar dan video. Subjek juga menunjukkan kecenderungan untuk memerlukan pengulangan yang berulang-ulang dalam pembelajaran serta dipengaruhi oleh suasana hati dalam mempertahankan konsentrasi. Kesimpulan penelitian ini memberikan arahan bagi para pendidik dan orang tua untuk memanfaatkan media visual dalam proses pembelajaran dan memperhatikan kondisi emosional subjek guna meningkatkan efektivitas pendidikan siswa tunagrahita kategori sedang