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Development of Interactive Video to Enhance Students’ Understanding of Physical Bullying at SDN 62 Rontu, Bima City Nurmala, Nurmala; Lastuti, Sri; Imamsyah, Mirham
Journal of Educational Sciences Vol. 9 No. 5 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.5.p.3534-3546

Abstract

Physical bullying is a type of violence that involves direct physical contact, such as kicking, pulling hair, pinching, or hitting, which can result in physical injuries and long-term psychological effects on victims. This study aims to develop an interactive learning medium in the form of an anti-bullying video titled Stop bullying to improve students’ understanding of physical bullying at SDN 62 Rontu, Bima City. The development process followed the ADDIE model, which includes five phases: Analysis, Design, Development, Implementation, and Evaluation. The research involved 30 students from Grades I to VI. Instruments used in the study included validation questionnaires from subject matter and media experts, response questionnaires for students and teachers, observation sheets, and pre-test and post-test assessments. The validation results showed high validity, with scores of 93.3% from content experts and 90% from media experts. The practicality assessment resulted in scores of 88.13% from students and 88.3% from teachers. The N-Gain test indicated a 0.71 increase in understanding, categorized as high. These findings suggest that the interactive video is an effective and appropriate educational tool for addressing physical bullying in elementary schools.
Development of Digital-Based Interactive Games to Improve Indonesian Speaking Skills of Grade IV Students of SDN 2 Suntu, Bima City Sulastri, Sulis; Lastuti, Sri; Akbar , Muh. Rijalul
Journal of Educational Sciences Vol. 9 No. 5 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.5.p.3547-3558

Abstract

This research aims to create and implement learning tools in the form of digital-based interactive games to improve the speaking skills of fourth grade students of SDN 2 Suntu, Bima City, with a special focus on conjunction sentence material. The method used in this research is Research and Development (R&D) with the ADDIE approach, which consists of five stages namely analysis, design, development, implementation, and evaluation. The validation results show that this media is declared very feasible by material experts with a percentage of 83% and by media experts with a percentage of 90%. The practicality test showed results reaching 88.7% (for small groups) and 90% (for large groups), which indicated that this media was easy to use and interesting for students. The effectiveness test through N-Gain analysis resulted in a value of 0.79 which is included in the high category, which means there is a significant increase in students' speaking ability after using this media. Therefore, the Interactive game media is declared feasible, practical, and effective as one of the alternatives to digital-based interactive game learning to improve students' speaking ability at the elementary school level.
PENGEMBANGAN INSTRUMEN EVALUASI PEMBELAJARAN MENGGUNAKAN APLIKASI QUIZIZZ UNTUK MENGUKUR KEMAMPUAN BERPIKIR KRITIS PESERTA DIDIK KELAS 5 SDN INPRES PARADOWANE Muhammad Nilwan; Sri Lastuti; Suriya Ningsyih
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i3.30881

Abstract

This research focuses on developing a digital-based learning evaluation tool using the Quizizz platform to assess the critical thinking abilities of fifth-grade students in the IPAS subject "Bumiku Sayang, Bumiku Malang." The study utilized a Research and Development (R&D) approach with the ADDIE framework (Analysis, Design, Development, Implementation, and Evaluation). The instrument underwent validation by subject matter and media experts, and its practicality and effectiveness were evaluated through questionnaires and pre-test/post-test analysis. Validation results indicated a high level of feasibility, with scores of 96% and 91% from content and media experts, respectively. The practicality test yielded scores of 92.2% from teachers and 94% from students, categorized as very practical. Meanwhile, effectiveness testing involving 20 students showed an increase in the average score from 36.95 (pre-test) to 72.95 (post-test), with an N-Gain score of 0.37, classified as moderate. These results suggest that the Quizizz-based evaluation instrument is valid, highly practical, and moderately effective in evaluating elementary students’ critical thinking skills.
Pengembangan Media Kartu Interaktif Menggunakan Wordwall untuk Meningkatkan Kemampuan Berpikir Kritis Peserta Didik pada Mata Pelajaran IPAS Kelas IV SDN Naganuri Sape M. Syafiullah; Sri Lastuti; Muh. Rijalul Akbar
Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Vol. 5 No. 2 (2025): Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 2025 (2)
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jppi.v5i2.1453

Abstract

Pengembangan kemampuan berpikir kritis menjadi kebutuhan mendasar bagi peserta didik dalam konteks pembelajaran abad 21 dalam menghadapi berbagai tantangan serta perkembangan teknologi yang semakin pesat. Sayangnya, kompetensi ini belum optimal di SDN Naganuri Sape. Salah satu kendala utama teridentifikasi pada pemilihan media pembelajaran yang kurang relevan dengan kebutuhan siswa. Alternatif solusi yang diajukan adalah pengembangan media pembelajaran berbasiskan teknologi yang selaras dengan tuntutan abad 21, yaitu kartu interaktif dengan memanfaatkan platform Wordwall . Penelitian ini dirancang untuk mengkaji kelayakan, kepraktisan, dan efektivitas media kartu interaktif Wordwall  pada upaya meningkatkan keterampilan berpikir kritis siswa. Metodologi yang dipakai yakni penelitian pengembangan (Research and Development) dengan mengadopsi model ADDIE sebagai kerangka kerja. Subjek penelitian ini adalah siswa kelas IV SDN Naganuri Sape yang berjumlah 20 orang, dengan variabel media interaktif Wordwall  serta kemampuan berpikir kritis dan instrumen penelitian yang digunakan berupa angket, wawancara, dokumentasi, dan tes pretest posttest. Hasil uji kelayakan media memperlihatkan persentase sangat layak (90%), sementara uji kepraktisan dari guru dan siswa sangat baik (92% dan 97,3%). Analisis efektivitas memperlihatkan N-Gain score 0,73 (kategori cukup efektif). Disimpulkan bahwa media kartu interaktif Wordwall  yang dilaksanakan pengembangan cukup efektif membuat peningkatan kemampuan berpikir kritis siswa kelas IV SDN Naganuri Sape.
Pengembangan Media Video Interaktif Berbasis Artificial Intelligence untuk Meningkatkan Keterampilan Literasi Siswa Kelas II di SDN 18 Dodu Kota Bima Binda Nitasari; Sri Lastuti; Muh. Rijalul Akbar
Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Vol. 5 No. 2 (2025): Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 2025 (2)
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jppi.v5i2.1464

Abstract

Penelitian ini ditujukan guna menjelaskan proses meningkatnya kemampuan literasi siswa melalui penerapan media video interaktif berbasis Artificial Intelligence (AI) pada siswa kelas II SDN 18 Dodu Kota Bima. Masalah tersebut dianalisis melalui penelitian yang dilakukan di SDN 18 Dodu Kota Bima. Pendekatan penelitian yang diterapkan adalah Research and Development (RnD). Proses pengembangan media ini memakai model pengembangan ADDIE yang mencakup 5 tahap utama, meliputi: (1) Analysis, (2) Design, (3) Development, (4) Implementation, serta (5) Evaluation. Data melalui proses analisis dengan menerapkan teknik analisis deskriptif, yang meliputi proses mengumpulkan data, seperti kusioner (angket) yang berupa angket validasi digunakan untuk menilai kelayakan media dan materi berdasarkan aspek tampilan, penyajian, dan bahasa, serta angket respon siswa dan guru bertujuan untuk mengukur tingkat kepuasan, kemudahan penggunaan, serta efektivitas media dalam pembelajaran, tes hasil belajar digunakan untuk mengevaluasi peningkatan pemahaman siswa sebelum dan sesudah menggunakan media, observasi bertujuan untuk mengukur keterlibatan siswa, interaksi dengan media, respons terhadap fitur AI, serta merekam keterampilan literasi siswa, selain itu pengumpulan data menggunakan dokumentasi implemetasi, setelah pengumpulan data selanjutnya penyederhanaan data, menyajikan data, serta penarikan kesimpulan. Hasil penelitian memperlihatkan bahwasanya penerapan media video interaktif berbasis Artificial Intelligence (AI) mempunyai tingkat efektivitas untuk mengupayakan peningkatan kemampuan literasi siswa kelas II SDN 18 Dodu Kota Bima. Hasil analisis menunjukkan adanya peningkatan kemampuan literasi dengan nilai N-Gain mencapai 0,44 yang terklasifikasi dalam kategori sedang. Oleh karena itu, media ini bisa dipergunakan menjadi salah satu pilihan dalam mengupayakan peningkatan keterampilan literasi siswa di Sekolah Dasar.