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DEVELOPMENT OF SNAKE LADDER LEARNING MEDIA BASED ON LOCAL WISDOM IN INDONESIAN THIRD GRADE ELEMENTARY SCHOOL SUBJECTS Arina Faza Zulfa; A Syachruroji; Rina Yuliana
JPSD (Jurnal Pendidikan Sekolah Dasar) Vol 5, No 1 (2019): JPSD (Jurnal Pendidikan Sekolah Dasar)
Publisher : Department of Primary education, Faculty of Teacher Training and Education, Universitas Su

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30870/jpsd.v5i1.5119

Abstract

wisdom in Indonesian language lessons in class III elementary school and to see the feasibility of snake ladder learning media products based on local wisdom in the eyes of Indonesian language lessons in class III elementary school that is being developed worthy of expert. This study was conducted in Karang Tumaritis Elementary School with research subjects in class III with 20 students in limited trials. The type of research used in the development research (Research and Development) of Borg and Gall which issued from Sugiyono consisted of 6 stages. The instrument used was a questionnaire for expert validation and student response. The result of the shielding test by experts on the quality of the media that can be used in very large calculations is 88%. The results of the limited trial on students towards the media really correspond to the percentage of 93.33%. The results of the study can be concluded that the media developed are very effective in the process of learning Indonesian.  Keywords: snake ladder media, local wisdom, Indonesian
Development of MIPO Module Based on the CIRC Model on Non-fiction Stories in VB Class of Sempu Elementary School Windi Indriyani; Rina Yuliana; Istinganatul Ngulwiyah
DWIJA CENDEKIA: Jurnal Riset Pedagogik Vol 5, No 1 (2021): DWIJA CENDEKIA: Jurnal Riset Pedagogik
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (318.713 KB) | DOI: 10.20961/jdc.v5i1.51113

Abstract

Penelitian pengembangan ini berdasarkan pada peserta didik usia sekolah dasar yang masih mengalami kesulitan dalam menemukan ide pokok paragraf karena bahan ajar dan model pembelajaran yang diterapkan kurang tepat untuk pembelajaran menemukan ide pokok paragraf, sehingga perlu dikembangkan sebuah modul MIPO berbasis model pembelajaran CIRC. Penelitian ini bertujuan untuk mengembangkan modul MIPO (Menemukan Ide Pokok) berbasis model pembelajaran CIRC pada cerita nonfiksi. Metode penelitian yang digunakan yaitu penelitian pengembangan (R&D) berbentuk kuantitatif dan kualitatif. Data kuantitafif diperoleh berdasarkan hasil uji ahli dan respons peserta didik. Sementara data kualitatif berdasarkan hasil observasi, wawancara, dan komentar dari validator ahli media, bahasa, serta materi. Hasil penelitian menghasilkan produk berupa Modul MIPO (Menemukan Ide Pokok) Model Berbasis Pembelajaran CIRC untuk Siswa Kelas V Sekolah Dasar yang dapat memudahkan peserta didik dalam menemukan ide pokok paragraf dan memahami materi / informasi sebuah teks cerita nonfiksi yang dibacanya. Selain itu, dapat disimpulkan bahwa produk yang dikembangkan dapat menumbuhkan sikap kemandirian dan kerja sama antar peserta didik dalam kegiatan pembelajaran.
Development of Multimedia Teaching Materials through Multiliteration Based Video Scribe and Camtasia Studio Applications in Elementary Schools Sigit Setiawan; Rina Yuliana; Trian Pamungkas Alamsyah
Jurnal Ilmiah Sekolah Dasar Vol 4 No 4 (2020): November 2020
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jisd.v4i4.29372

Abstract

The low quality at each level and education unit is caused by a lack of learning media that helps students learn. This study aims to develop multimedia teaching materials through the video scribe and Camtasia study applications based on multiliterate elementary school students and to determine the feasibility and responses of students to multimedia teaching materials. This study used the R&D (Research and Development) research method with a modified Borg and Gall research design. The population in the limited trial numbered 20 students. The sampling technique used the purposive sampling technique. The data collection instruments in this study were observation sheets, questionnaire sheets, interviews, and documentation. The results showed that validation by media experts got 90.28% (very feasible), language experts 99.17% (very feasible), material experts 92.11% (very feasible). The results of the student response questionnaire in the field trial showed 96.41% with very feasible criteria. Based on these results, the final product in the form of multimedia teaching materials through the multiliterate-based videoscribe and Camtasia studio applications for elementary school students is very suitable for use for learning activities of fifth-grade elementary school students. The implication of this research is to provide learning media facilities in the form of multimedia teaching materials that can facilitate student learning needs.
THE RELATIONSHIP BETWEEN READING SPEED AND READING COMPREHENSION IN INDONESIAN SUBJECTS IN V GRADE ELEMENTARY SCHOOL Siti Badriyah; Rina Yuliana
Social, Humanities, and Educational Studies (SHEs): Conference Series Vol 1, No 2 (2018): 3rd National Seminar on Educational Innovation (SNIP 2018)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (391.118 KB) | DOI: 10.20961/shes.v1i2.26782

Abstract

This study aims to determine relationship of  reading to understanding  readings in  indonesian class v academic year 2017/2018. The method used in this research is quantitative descriptive method with correlational technique and sampling is done by random sampling technique. Technique of data collection is done through observation sheet and oral test about reading comprehension comprehension. Based on the data analysis obtained correlation coefficient in this study is 0,129 and included into very low category. The number indicates that the correlation is positive. Meanwhile, the coefficient of determination obtained is 1.6641%. These results indicate that the magnitude of the contribution of students' reading speed to the reading comprehension of students is 1.6641%. Result of correlation significance test at significant level α = 0,05 obtained tcount = 0,596 and ttable = 1,721. So it can be concluded that there is a positive relationship between the speed of reading to understanding reading but not significant.
Media Read & Play Berbasis Game Edukasi Untuk Menumbuhkan Minat Baca di Kelas 2 SD Rostanti Nurul Afifah; Odin Rosidin; Rina Yuliana
Edukasi: Jurnal Penelitian dan Artikel Pendidikan Vol 14 No 2 (2022)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/edukasi.v14i2.8069

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Most of the Indonesian population has not made reading activities a basic need. Several factors contribute to the low interest in reading in Indonesia, namely the growing development of technology, making the current generation more busy with gadgets than reading books, this is not in line with the progress of learning media innovation. The purpose of this study was to determine (1) the process in developing Educational Game-Based Read & Play media to foster reading interest, (2) the feasibility of Educational Game-Based Read & Play media to foster reading interest, (3) students' responses to the implementation of Read & Play Educational Game-Based Play to foster interest in reading. The research method is Research and Development (R&D) using the 4D model by Thiagarajan which consists of 4 stages, namely define, design, develop, and disseminate. The results of research at SDN Kutabaru 1 in class 2 with a total of 31 students showed that Educational Game-Based Read & Play media was very feasible to foster students' interest in reading. This is proven by the validation results from two media experts with a percentage of 93.5% in the category "Very Eligible", two linguists with a percentage of 81% in the category "Very Eligible", two material experts with a percentage of 86% in the category "Very Eligible". The response of students' reading interest to Educational Game-Based Read & Play media in the trial of 31 respondents was 97% in the "Very Good" category.
Pelaksanaan Program Gerakan Literasi Sekolah (GLS) dalam Menumbuhkan Minat Baca Peserta Didik Euis Heriyanti; Tatu Hilaliyah; Rina Yuliana
DIKDAS MATAPPA: Jurnal Ilmu Pendidikan Dasar Vol 6, No 1 (2023): Maret
Publisher : STKIP Andi Matappa Pangkep

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31100/dikdas.v6i1.2504

Abstract

This research is based on the government's efforts to foster reading interest with the establishment of the School Literacy Movement (GLS) program. the school literacy movement program (GLS) in fostering students' reading interest, to describe the impact of implementing the school literacy movement program (GLS) on students' reading interest. The approaches and methods used are qualitative approaches and descriptive methods through data collection techniques such as triangulation techniques such as interviews, observations, and documentation using the Miles and Huberman data analysis models consisting of the process of data collection, data reduction, data presentation, and verification/drawing conclusions. The results of the research show that the implementation of the literacy movement program was successful, this was proven through the results of interviews related to supporting and inhibiting factors for the school literacy movement that in the school there are supporting roles such as facilities and infrastructure while the inhibiting role is only technical implementation, in the related observation process the teacher's efforts in the literacy movement program where the teacher has been quite good at implementing GLS in fostering students' interest in reading.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF ARTICULATE STORYLINE 3 BERBASIS MODEL PEMBELAJARAN KONTEKSTUAL DI KELAS IV SD Yuditya Nur Ayudianti; Encep Andriana; Sigit Setiawan; Rina Yuliana
VOX EDUKASI: Jurnal Ilmiah Ilmu Pendidikan Vol 14, No 1 (2023): APRIL
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/ve.v14i1.2007

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ABSTRAKPenelitian ini bertujuan untuk: 1) mendeskripsikan proses pengembangan media interaktif Articulate Storyline berbasis model pembelajaran kontekstual, 2) mendeskripsikan bagaimana kelayakan media pembelajaran interaktif Articulate Storyline 3 berbasis model pembelajaran kontekstual, 3) mendeskripsikan bagaiaman respon peserta didik terhadap media pembelajaran interaktif Articulate Storyline berbasis model pembelajaran kontekstual. Penelitian ini menggunakan metode Borg and Gall yang dimodifikasi oleh Sugiyono menjadi 6 tahapan, yaitu; analisis kebutuhan, pengumpulan data, desain produk, validasi desain, revisi desain, dan uji coba produk. Pengembangan pada penelitian ini melibatkan tim ahli yaitu ; ahli media, ahli materi, ahli bahasa dengan hasil presentase yang diperoleh yaitu 86,57% kategori “Sangat Layak”, lalu respon peserta didik memperoleh skor rata-rata 97,5% kategori “Sangat Baik”. Dengan demikian pengembangan media pembelajaran interaktif Articulate Storyline 3 berbasis model pembelajaran kontekstual sangat layak dan sangat baik digunakan sebagai bahan ajar dalam membantu proses pembelajaran tema 2 subtema 2 fokus utama pada muatan IPA di kelas IV SD.Kata Kunci: Media Pembelajaran Interaktif, Articulate Storyline, Model KontekstualABSTRACTThis study aims to: 1) describe the process of developing Articulate Storyline interactive media based on contextual learning models, 2) describe how appropriate the Articulate Storyline interactive learning media is based on contextual learning models, 3) describe how students respond to model based Articulate Storyline interactive learning media contextual learning. This study uses the Borg and Gall method which was modified by Sugiyono into 6 stages, namely; requirements analysis, data collection, product design, design validation, design revision, and product testing. The development of this research involves a team of experts, namely; media experts, material experts, linguists with the percentage result obtained that is 86.57% in the “Very Eligible” category, then the student responses get an average score of 97.5% in the “Very Good” category. This the development of interactive learning media Articulate Storyline 3 based on a contextual learning model is very geasible and very well used as teaching materials in helping the learning process of theme 2 subtheme 2, the main focus on science content in grade IV SD.Keywords: Interactive learning media, Articulate Storyline, contextual learning model
IMPLEMETASI PROGRAM LITERASI SEBAGAI PENGUATAN KARAKTER PESERTA DIDIK DENGAN MEMANFAATKAN SARANA BACA Gilang Prayoga; Sunda Tisnasari; Rina Yuliana
Pedagogi Vol 10, No 1 (2023)
Publisher : UNIKU PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/pedagogi.v10i1.7179

Abstract

ABSTRAKDalam kehidupan di masa yang akan datang, penguasaan literasi pada generasi muda sangat penting dalam mendukung kompetensi-kompetensi yang dimiliki. GLS mempunyai beberapa tujuan seperti memberantas buta aksara, meningkatkan minat baca, menumbuhkan budaya literasi masyarakat. Penelitian ini bertujuan untuk mendeskripsikan proses pelaksanaan kegiatan literasi di SDN Kadujangkung 2 Kabupatan Pandeglang, mendkripsikan faktor pendukung dan faktor penghambat kegiatan literasi di SDN Kadujangkung 2 Kabupaten Pandeglang, dan menggambarkan hasil dari pelaksanaan kegiatan literasi di SDN Kadujangkung 2 Kabupatan Pandeglang pada karakter peserta didik. Pendekatan yang digunakan dalam penelitian ini yaitu pendekatan kualitatif dengan mengggunakan teknik pengumpulan data melalui wawancara, observasi dan dokumentasi. Hasil penelitian ini dilakukan dengan memanfaatkan berbagai macam fasilitas membaca seperti perpustakaan sekolah dan pojok baca. Selain dari itu, kerja sama dengan perpustkaan daerah melalui perpustkaan keliling ini dilakukan untuk menambah bahan bacaan bagi peserta didik Di Sdn Kadujangkung 2. Beberapa program mendukung seperti kamis membaca juga dilaksanakan sebagai kegiatan pembiasaan di luar kelas dan membaca 15 menit sebelum pembelajaran merupakan kegiatan pembiasaan yang terjadi di dalam kelas. partisipasi seluruh pihak dalam kegiatan pembiasaan merupakan faktor pendukung dari kesuksesan kegiatan literasi di sekolah, namun jarak yang cukup jauh untuk berkunjung ke perpustkaan daerah termasuk faktor penghambat kegiatan literasi. Aktivitas peserta didik yang terlihat konsisten dalam kegiatan membaca dan mampu mengaplikasikan hasil bacaannya dalam kegiatan di kelas merupakan bukti nyata bahwa kegiatan literasi di sekolah berhasil memberikan dampak terhadap karakter membaca peserta didik.Kata kunci:  Literasi, baca, karakter LITERACY PROGRAM IMPLEMENTATION AS STRENGTHENING STUDENT CHARACTER BY UTILIZING THE FACILITIES OF READING ABSTRACTIn life in the future, mastery of literacy in the younger generation is very important in supporting the competencies they have. GLS has several goals such as eradicating illiteracy, increasing interest in reading, fostering a culture of community literacy. This study aims to describe the process of implementing literacy activities at SDN Kadujangkung 2 Pandeglang Regency, describe the supporting factors and inhibiting factors for literacy activities at SDN Kadujangkung 2 Pandeglang Regency, and describe the results of implementing literacy activities at SDN Kadujangkung 2 Pandeglang Regency on the character of students. The approach used in this study is a qualitative approach using data collection techniques through interviews, observation and documentation. The results of this research were carried out by utilizing various kinds of reading facilities such as school libraries and reading corners. Apart from that, cooperation with regional libraries through mobile libraries is carried out to add reading material for students at Sdn Kadujangkung 2. Several supporting programs such as Thursday reading are also carried out as habituation activities outside the classroom and reading 15 minutes before learning is a good habituation activity. happened in class. the participation of all parties in habituation activities is a supporting factor for the success of literacy activities in schools, but the distance is quite far to visit the local library including an inhibiting factor for literacy activities. The activities of students who seem consistent in reading activities and are able to apply the results of their reading in class activities are clear evidence that literacy activities in schools have succeeded in having an impact on students' reading character.Keywords: Literacy, read, character
PENGEMBAGAN MEDIA PEMBELAJARAN LEMARI KATA BERBASIS 3D TERHADAP KETERAMPILAN MEMBACA DIKELAS II SEKOLAH DASAR Ade Ainun Nadilah; Rina Yuliana; Encep Andriana
JURNAL HANDAYANI PGSD FIP UNIMED Vol 14, No 1: June 2023
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jh.v14i1.46772

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The goal of this study is to create word cabinet learning media for grade II SD reading skills based on 3D technology and to create word cabinet learning media that match the requirements for being practical to use in Indonesian language courses for grade II SD reading abilities. The problem analysis, data collecting, product design, design validation, design revision, and product testing constitute the research methodology that Sugiyono modified. Expert validation tests are performed by media experts, material experts, and language experts on this educational media. A product trial was conducted with the research subject, class II pupils at Panunggulan 3 Elementary School, after a validation test by a team of experts. The outcomes of the of student responses obtained an average score of 83% in the "very good" category. Based on the results of the study it can be concluded that vocabulary learning media for 3D-based reading skills for second grade elementary school students is "very feasible" for use in learning Indonesian in reading skills in second grade elementary school.Keyword: Learning Media, Word Cabinets, Reading Skills Tujuan dari penelitian ini adalah untuk membuat media pembelajaran lemari kata untuk keterampilan membaca kelas II SD berbasis teknologi 3D dan untuk membuat media pembelajaran lemari kata yang sesuai dengan syarat praktis untuk digunakan pada mata pelajaran bahasa Indonesia kemampuan membaca kelas II SD. Analisis masalah, pengumpulan data, desain produk, validasi desain, revisi desain, dan uji coba produk merupakan metodologi penelitian yang dimodifikasi oleh Sugiyono. Uji validasi ahli dilakukan oleh ahli media, ahli materi, dan ahli bahasa pada media pendidikan ini. Uji coba produk dilakukan dengan subjek penelitian siswa kelas II SD Negeri 3 Panunggulan, setelah dilakukan uji validasi oleh tim ahli. Hasil darirespon siswa memperoleh nilai rata-rata sebesar 83% dengan kategori “sangat baik”. Berdasarkan hasil penelitian dapat disimpulkan bahwa media pembelajaran lemari kata pada keterampilan membaca berbasis 3D pada peserta didik kelas II SD “sangat layak” untuk digunakan dalam pembelajaran Bahasa Indonesia dalam keterampilan membaca di kelas II SD.Kata Kunci: Media Pembelajaran, Lemari Kata, Keterampilan Membaca
PENGEMBANGAN BAHAN AJAR BERBASIS CONTEXTUAL TEACHING AND LEARNING PADA PEMBELAJARAN TEMATIK UNTUK MENGEMBANGKAN PEMAHAMAN KONSEP Novi sopirah; Sundawati Tisnasari; Rina Yuliana
Jurnal Genta Mulia Vol. 14 No. 2 (2023): JURNAL GENTA MULIA
Publisher : STKIP Bina Bangsa Meulaboh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61290/gm.v14i2.567

Abstract

Penelitian ini dilatar belakangi oleh rendahnya pemahaman konsep siswa pada materi komponen ekosistem dan kurangnya pembelajaran yang mampu mengaitkan dalam kehidupan sehari-hari. Penelitian ini bertujuan untuk menghasilkan bahan ajar berbasis contextual teaching and learning, serta untuk mengetahui kelayakan dan respon peserta didik terhadap bahan ajar yang dikembangkan. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Hasil penelitian pengembangan ini menunjukkan bahwa bahan ajar berbasis CTL “Sangat Layak” diterapkan pada pembelajaran kelas V di SD. hal ini didukung oleh hasil validasi oleh ahli media, ahli bahasa, dan ahli materi dengan hasil rerata uji kelayakan sebesar 86,3%. Sedangkan hasil respons peserta didik yang diperoleh dari uji coba terbatas mendapat hasil persentase sebesar 89,02% dan termasuk kategori “Sangat Baik”. Hasil tersebut menunjukkan bahwa bahan ajar yang dikembangkan layak dan menarik untuk diterapkan pada pembelajaran agar dapat mengembangkan pemahaman konsep peserta didik kelas V SD pada materi komponen ekosistem. Hasil penelitian tersebut menunjukan bahwa bahan ajar yang dikembangkan layak untuk digunakan dalam proses pembelajaran tematik di kelas V Sekolah Dasar pada materi komponen ekosistem.