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DEVELOPMENT OF CONSTRUCT 3-BASED EDUCATION GAME STEM PEDIA SIAR FOR LEARNING SCIENCE MATERIAL OF WATER CYCLE IN GRADE V ELEMENTARY SCHOOL Fauziyah, Eva; Rochmah, Eliya; Labudasari, Erna
EduHumaniora | Jurnal Pendidikan Dasar Kampus Cibiru Vol 16, No 1: January 2024
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/eh.v16i1.60947

Abstract

The rapid development of technology in the 21st century has an impact on the field of education. One of them requires teachers to continue to innovate and create learning media. In the learning process, there are still many teachers who have not used digital media or are integrated with technology, thus affecting students' understanding of the concept of science in the water cycle material. This research purpose is to develop science educational game learning media, namely STEM Pedia SiAr based on Construct 3. This research uses a method of Research and development model from Borg and Gall. The results of this research are: 1) This research produces education game learning media products for grade V elementary school that focus on science material of water cycle using Construct 3 software; 2) The results of the media expert test get an average score of 94.90% with very decent criteria. While the results of the material expert test get an average score of 98.07% with very feasible criteria.
Pendampingan Penggunaan Platform Merdeka Mengajar Untuk Implementasi Kurikulum Merdeka Pada Guru SD Labudasari, Erna; Rochmah, Eliya; Fitriyah, Sri Rohana
Abdi Wiralodra : Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 2 (2024): Abdi Wiralodra
Publisher : universitas wiralodra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31943/abdi.v6i2.169

Abstract

Permasalahan SD Muhammadiyah 2 Kota Cirebon memiliki hasil terendah dalam akses penggunaan PMM dibandingkah dengan SD Muhammadiyah lain di Kota Cirebon. Dalam penggunaan Platform Merdeka Mengajar (PMM) khususnya penggunaan fitur aksi nyata masih memperoleh hasil “perlu ditingkatkan”. Mayoritas guru masih mengalami kesulitan dalam mengakses PMM dan masih kesulitan dalam menyelesaikan kegiatan aksi nyata pada PMM. Tujuan pengabdian adalah untuk (1) Meningkatkan pengetahuan kepada guru mengenai konsep kurikulum merdeka dan keterampilan dalam menggunakan PMM dalam implementasi kurikulum merdeka dan (2) Meningkatkan keterampilan guru dalam menyelesaikan aktifitas fitur aksi nyata dalam PMM sehingga mendapatkan luaran sertifikat. Metode yang diterapkan dalam pengabdian ini adalah (1) Mengobservasi dan menganalisis data mengenai penggunaan PMM di SD Muhammadiyah 2 Kota Cirebon, (2) Melakukan sosialisasi dan pelatihan menggunakan PMM, (3) Mendampingi penggunaan PMM khususnya fitur “Aksi Nyata”, dan (4) Evaluasi. Hasil dari pengabdian adalah (1) Pengetahun guru mengenai konsep kurikulum merdeka dan keterampilan dalam menggunakan PMM meningkat sebesar 100% dan (2) Keterampilan guru dalam menyelesaikan aktifitas fitur aksi nyata meningkat sebesar 97,5%.
PENGARUH METODE PEMBELAJARAN MNEMONIC BERBASIS VIDEO TERHADAP HASIL BELAJAR IPAS KELAS IV SDN 1 BANGODUA Setyaningsih, Vani; Susilawati; Erna Labudasari
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 03 (2024): Volume 09, Nomor 03, September 2024 In Progres
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i03.17438

Abstract

This research is motivated by the use of video-based mnemonic learning methods along with developments in science and technology. The aim of this research is to determine whether there is an effect of using video-based mnemonic learning methods on science learning outcomes in class IV students at SDN 1 Bangodua. This research was carried out at SDN 1 Bangodua with a sample size of 20 students using the OneGrup Pretest Posttest Design technique. The approach used is a quantitative approach with experimental methods. The data collection instruments in this research were test sheets and questionnaires. The hypothesis proposed in this research is that there is an influence of the video-based mnemonic learning method on science learning outcomes in class IV students at SDN 1 Bangodua. Data analysis techniques use normality tests, homogeneity tests, and hypothesis tests (t-test). The results of the research showed that student learning outcomes in science subjects using conventional learning models were with an average score of 38. Learning outcomes in science subjects using video-based mnemonic learning methods were with an average score of 80. The results of the t-test obtained a significance level of 0.000. This proves that the video-based mnemonic learning method has a significant influence on learning outcomes in science and technology subjects in class IV SDN 1 Bangodua.
PENGARUH KEBIASAAN BERMAIN SMARTPHONE TERHADAP MOTIVASI BELAJAR SISWA DI SDN 1 SUMBER Fivo Nugraha; Erna Labudasari; Fanny Septiany Rahayu
EDUTARY (Education of Elementary School) Vol. 1 No. 1 (2021): Januari-Juni
Publisher : Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32534/edutary.v1i1.2751

Abstract

Penelitian ini dilatarbelakangi adanya kemungkinan bahwa teknologi dapat mempengaruhi motivasi belajar siswa di Sekolah Dasar Negeri 1 Sumber. Dalam hal ini teknologi yang dimaksud yaitu smartphone. Indikator kebiasaan bermain smartphone diantaranya, tugas sekolah, bermain game, menonton video klip, jejaring social media. Sedangkan Indikator motivasi belajar diantaranya, tekun menghadapi tugas, ulet, mandiri, minat belajar dan bosan. Tujuan penelitian ini adalah untuk mengetahui bagaimana kebiasaan bermain smarthpone di SDN 1 Sumber, bagaimana motivasi belajar di SDN 1 Sumber dan bagaimana pengaruh kebiasaan bermain smartphone terhadap motivasi belajar siswa di SDN 1 Sumber. Metode penelitian ini termasuk metode kuantitatif survey. Dalam penelitian ini, peneliti menggunakan teknik propotional stratified random sampling. Subyek penelitian dalam penelitian ini adalah siswa kelas 4 & 5 SDN 1 Sumber. Sampel dalam penelitian ini adalah 27 responden. Instrumen dalam penelitian ini berupa angket dan lembar observasi. Instrumen wawancara sebagai data tambahan jika penulis merasa hasilnya belum maksimal. Dokumentasi sebagai pelengkap. Dengan mengikuti kaidah pengambilan keputusan pada uji t dapat dilihat bahwa thitung = 0.921 lebih besar daripada ttabel = 1,708 maka Ha diterima dan Ho ditolak, yang berarti terdapat pengaruh signifikan variabel kebiasaan bermain smartphone terhadap variable motivasi belajar.
Pengaruh Media Pembelajaran Literacy Cloud Terhadap Kemampuan Membaca Pemahaman pada Siswa Kelas V SD Negeri 3 Setu Wetan Rosmala Dewi; Erna Labudasari; Anih Sumiati
EDUTARY (Education of Elementary School) Vol. 4 No. 1 (2024): Januari-Juni
Publisher : Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32534/edutary.v4i1.6176

Abstract

Penelitian ini bertujuan untuk mengetahui (1) kemampuan membaca pemahaman sebelum diimplementasikan media pembelajaran Literacy Cloud pada siswa kelas V di SD Negeri 3 Setu Wetan (2) kemampuan membaca pemahaman sesudah diimplementasikan media pembelajaran Literacy Cloud pada siswa kelas V di SD Negeri 3 Setu Wetan (3) pengaruh media pembelajaran Literacy Cloud terhadap kemampuan membaca pemahaman pada siswa kelas V di SD Negeri 3 Setu Wetan. Ditemukan masalah dalam kemampuan membaca pemahaman siswa kelas V yang masih rendah. Penelitian ini merupakan penelitian dengan metode pre-eksperimen dengan populasi seluruh siswa kelas V-B yang berjumlah 31 siswa dalam satu kelas. Sampel dalam penelitian ini ditentukan dengan teknik purposive sampling. Kemampuan membaca pemahaman siswa pada materi Belajar Berwirausaha sebelum perlakuan menggunakan media pembelajaran Literacy Cloud menunjukkan rata-rata hanya sebesar 65,16 tergolong kemampuan membaca pemahaman sedang. Kemampuan membaca pemahaman siswa pada materi Belajar Berwirausaha sesudah perlakuan menggunakan media pembelajaran Literacy Cloud menunjukkan rata-rata sebesar 85,00 tergolong kemampuan membaca pemahaman tinggi. Peningkatan tersebut membuktikan bahwa media pembelajaran Literacy Cloud dalam penelitian ini memberikan pengaruh terhadap kemampuan membaca pemahaman siswa kelas V pada materi Belajar Berwirausaha sebesar 23,34%. Kata Kunci: Literacy Cloud, kemampuan membaca pemahaman
PENGARUH MODEL PEMBELAJARAN SMALL GROUP DISCUSSION TERHADAP KEMAMPUAN MEMBACA PEMAHAMAN SISWA KELAS IV Alsha Maulinda; Erna Labudasari; Anih Sumiati
EDUTARY (Education of Elementary School) Vol. 4 No. 1 (2024): Januari-Juni
Publisher : Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32534/edutary.v4i1.6177

Abstract

This research aims to determine the effect of the Small Group Discussion learning model on reading comprehension skills in class IV students at SDN 2 Setu Wetan. This research uses a quantitative type of research using the experimental method.  The research design form uses Pre-Experimental Designs with the One-Group Pretest-Posttest Designs design form. Data collection techniques use observation, multiple choice pretest-posttest, interview sheets, and documentation studies. The data analysis technique uses prerequisite tests, namely normality, homogeneity, N-Gain tests and hypothesis tests, namely correlation tests, regression tests and coefficient of determination tests with the conditions that Ha is accepted and Ho is rejected. The results of this study indicate that there is a positive and significant influence between the reading comprehension abilities of class IV students at SDN 2 Setu Wetan. The results of the hypothesis test were 0.000<0.05 with a correlation level of 0.573 which was positive. With the regression test, the data showed that it was significant at 0.000<0.05, in other words the proposed hypothesis was accepted, namely Ha was accepted and Ho was rejected. The magnitude of the influence of the Small Group Discussion (SGD) learning model on students' reading comprehension abilities was 24.70%, while the rest was influenced by other factors.  
PENGARUH APLIKASI MARBEL TERHADAP KEMAMPUAN MEMBACA PESERTA DIDIK DI SD KARTIKA XIX-6 Ana Agnisia Nada Nada; Erna Labudasari; Anih Sumiati Ani
EDUTARY (Education of Elementary School) Vol. 4 No. 2 (2024): Juli-Desember
Publisher : Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32534/edutary.v4i2.6277

Abstract

Latar belakang penelitian disebabkan peserta didik masih mengeja dan terbata-bata menunjukkan rendahnya kemampuan membaca. peserta didik pasif, guru kurang komunikatif, dan media pembelajaran bersifat monoton. Kemampuan membaca peserta didik lebih berpengaruh Ketika menggunakan inovasi media aplikasi pembelajaran interaktif, menggunakan media aplikasi marbel.Tujuan penelitian untuk mengetahui pengaruh penggunaan media aplikasi marbel terhadap kemampuan membaca peserta didik kelas 1 SD Kartika XIX-6. Metode yang digunakan penelitian ini kuantitatif. Respon dalam penelitian berjumlah 28 peserta didik. Data dikumpulkan melalui pretest-posttest dan wawancara berdasarkan indicator membaca permulaan. Hasil Penelitian menyatakan Terdapat perbedaan yang segnitifikasi karena nilai sig sebesar 0,00 < 0,05 dengan demikian Ho di terima dan Ha ditolak, Berdasarkan Hasil pebelitian dapat diambil Kesimpulan hipotesis yang menyatakan terdapat pengaruh terhadap kemampuan membaca peserta didik setelah penggunaan media aplikasi marbel menolak Tidak terdapat pengaruh terhadap kemampuan membaca setelah penggunaan media aplikasi marbel peserta didik kelas 1 SD Kartika XIX-6. Berdasarkan temuan hal ini penggunaan media sangat berdampak terhadap kemampuan membaca dan keaktifan siswa dalam pembelajaran. Maka di sarankan agar kemampuan membaca tidak rendah penggunaan media terhadap pembelajaran sangat berpengaruh dalam kemampuan membaca permulaan.
PENINGKATAN HASIL BELAJAR SISWA MELALUI METODE SPALDING Erna Labudasari
Jurnal Lensa Pendas Vol 3 No 1 (2018): Februari
Publisher : Universitas Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini berdasarkan pada permasalahan rendahnya hasil belajar siswa kelas V pada pelajaran Bahasa Indonesia. Hal ini dikarenakan proses pembelajaran hanya berpusat pada guru. Pelaksanaan proses pembelajaran di kelas masih bersifat konvensional yaitu kegiatan yang hanya berpusat pada guru saja. Oleh karena itu, pembelajaran dinilai kurang efektif bagi siswa. Dari permasalahan tersebut, peneliti menerapkan Metode Spalding. Metode Spalding diharapkan mampu meningkatkan hasil belajar siswa. Melalui metode ini diharapkan siswa dapat lebih mudah mengungkapkan gagasan, ide, dan termotivasi untuk lebih aktif dalam pelaksanaan pembelajaran. Penelitian ini merupakan Penelitian Tindakan Kelas (PTK) yang terdiri atas 2 siklus dimana 1 siklus terdiri dari satu pertemuan dan setiap siklus terdiri atas empat tahap, yaitu tahap perencanaan, pelaksanaan, observasi, dan refleksi. Subjek penelitian ini adalah siswa kelas V SDN Watubelah Kabupaten Cirebon. Setelah dilakukan penelitian, hasilnya menunjukkan bahwa hasil belajar siswa meningkat pada setiap siklusnya dan nilai siswa ada pada kategori baik
Penerapan Media Pembelajaran Aplikasi Animaker untuk Meningkatkan Hasil Belajar Siswa Kelas V SDN 3 Lajer Firda Fauziah Rakhmah; Susilawati Susilawati; Erna Labudasari
J-CEKI : Jurnal Cendekia Ilmiah Vol. 3 No. 5: Agustus 2024
Publisher : CV. ULIL ALBAB CORP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/jceki.v3i5.4633

Abstract

Words According to Fatakh (2010) the word "media" comes from the Latin medius which literally means middle, intermediary or introduction. Media is something that delivers or forwards information or messages between the source (message giver) and the message recipient. According to Blake and Horalsen: "Media is a communication channel or medium used to carry or convey messages, where this medium is a road/traffic for messages between the communicator and the communicant, which is deliberately created and occurs in a class together. Planning the learning media for the Animaker application uses several designs including using a Learning Implementation Plan (RPP), Application of the Animaker application learning media is carried out in two cycles, each cycle consisting of one meetings and each cycle consists of four components, namely: planning, action, observation, and reflection. Learning outcomes in science subjects on the water cycle and natural events using the Animaker application learning media only showed an increase of 37% in cycle I. Learning outcomes of the Animaker application learning media to improve class V learning outcomes at SDN 3 Lajer with Natural Sciences (Science) subjects. Theme 8 subtheme 1 Water Cycle and Events in class V students of SDN 3 Lajer, Tukdana District, Indramayu Regency after carrying out pre-cycle actions, cycle I and cycle II experienced an increase and exceeded the research target, namely 82%.
Penerapan Model Pembelajaran Problem Based Learning (PBL) Berbantu Media Wizeer.Me untuk Meningkatkan Hasil Belajar IPA Rizki Tri Noviani; Susilawati Susilawati; Erna Labudasari
J-CEKI : Jurnal Cendekia Ilmiah Vol. 3 No. 5: Agustus 2024
Publisher : CV. ULIL ALBAB CORP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/jceki.v3i5.4738

Abstract

This researcher aims to: 1) utilize learning media based on the Problem Based Learning learning model assisted by wizzer.me media in science subjects; 2) find out what factors hinder the improvement of student learning outcomes at SD Negeri III Lohbener; 3) find out to what extent the wizzer.me learning media is able to improve student learning outcomes in science subjects at SD Negeri III Lohbener, Indramayu Regency. This research uses stages: Planning, Action, Observation and Evaluation. This research was carried out at SD Negeri III Lohbener, which is located in Lohbener village, Lohbener sub-district, Indramayu Regency. Data sources were obtained through: interviews, observations, documentation, cycle I activities, cycle II activities. Thus, from the statement above, the researcher can conclude that: 1) through the use of assisted media, namely wizzer.me, in collaboration with Problem Based Learning learning media, it turns out that there are many benefits, including: (a) the existence of assisted media, wizzer.me, students are able to understand the material which has been conveyed, (b) the use of media with the Problem Based Learning learning model in learning is very effective and suitable for improving student learning outcomes (c) students study material continuously according to students' needs without making them feel bored or bored in learning. 2) The obstacle in using wizzer.me assisted media is that when accessing requires internet with full signal strength and with the many features of wizzer.me there are still paid features to be able to access the media. 3) Using the Problem Based Learning learning model assisted by wizzer.me media is able to improve student learning outcomes in science subjects, this is because students are interested in using wizzer.me media and this media is able to strengthen students' memory of the material presented by the teacher.