Wendri Wiratsiwi
Program Strudi Pendidikan Guru Sekolah Dasar Universitas PGRI Ronggolawe Tuban

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KEVALIDAN MEDIA PERMAINAN PAES-SLE BERBASIS PENDIDIKAN KARAKTER PADA ANAK TUNAGRAHITA DI SD INKLUSI NISAA OKTIA SAPUTRI NISAA; Wendri Wiratsiwi
ELENOR: Elementary School Journal Vol 1 No 1 (2022)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v1i1.463

Abstract

Penelitian ini merupakan penelitian dan pengembangan (Research and Development) yang bertujuan untuk mengembangkan media permainan PAES-SLE (papan estafet susun puzzle) berbasis pendidikan karakter pada anak tunagrahita di SD Inklusi, serta untuk mengetahui kevalidan/kelayakan dari media permainan tersebut. Intrumen pengumpulan data yang digunakan dalam penelitian dan pengembangan ini adalah lembar pedoman wawancara dan observasi, lembar validasi ahli media dan ahli pendidikan karakter. Teknik analisis data yang digunakan adalah data wawancara, data observasi, dan data kevalidan. Berdasarkan uji validasi pengembangan media permainan ini yaitu valid/layak dengan presentase untuk ahli media adalah 96,67% dan ahli pendidikan karakter adalah 90%. Dan telah dilakukan revisi pada media permainan ini sehingga dapat diuji cobakan di lapangan. Data dari hasil validasi, menunjukkan bahwa pengembangan media permainan PAES-SLE (papan estafet susun puzzle) berbasis pendidikan karakter pada anak tunagrahita di SD Inklusi adalah valid/layak untuk digunakan
KELAYAKAN GAME STUDY AND FUN BERBASIS PENDIDIKAN KARAKTER UNTUK ANAK TUNAGRAHITA DI SD INKLUSI Aris Sri Yulian; Wendri Wiratsiwi
ELENOR: Elementary School Journal Vol 1 No 1 (2022)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v1i1.476

Abstract

Pendidikan karakter dipilih sebagai suatu upaya perwujudan pembentukan karakter peserta didik ataupun generasi bangsa yang berakhlak mulia. Demikian pula bagi siswa tunagrahita yang ada di SD Inklusi, mereka juga membutuhkan pendidikan karakter dengan pelayanan khusus. Penelitian ini bertujuan untuk mengembangkan game study and fun berbasis pendidikan karakter dan untuk mengetahui tingkat kelayakan terhadap pengembangan game tersebut. Pengembangan game study and fun berbasis pendidikan karakter ini menggunakan metode Reaserch and Development (R&D) yang terdiri dari 5 tahap yaitu analyze, design, develop, implement, dan evaluate. Pada penelitian ini teknik pengumpulan data yang digunakan adalah angket. Instrumen pengumpulan data meliputi lembar validasi ahli media dan ahli Pendidikan karakter. Hasil penilaian terhadap tingkat kelayakan dari ahli media sebesar 93,33% dan ahli Pendidikan karakter sebesar 89,44% dengan kriteria “valid”. Dari hasil penilaian tersebut, maka pengembangan game study and fun layak dan valid digunakan sebagai media pembelajaran tentang Pendidikan karakter.
PENGEMBANGAN SOAL AKM NUMERASI BERBASIS ETNOMATEMATIKA UNTUK MENINGKATKAN PEMAHAMAN NUMERASI PADA SISWA KELAS V SD Fatma Cristina Wati; Wendri Wiratsiwi
ELENOR: Elementary School Journal Vol 2 No 2 (2024)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v2i2.1352

Abstract

Numeracy literacy is the ability of students to understand mathematical concepts in everyday life. The government's effort to improve students' numeracy skills is by implementing the Minimum Competency Assessment which is implemented at the elementary to high school level. However, the results of interviews conducted at SDIT Al Uswah Tuban show that students' numeracy skills are still low due to a lack of practice questions. The questions used are still general, not including local cultural wisdom. Based on this, this study was designed to measure students' numeracy skills and provide insight into the historical heritage in the Kambang Putih Museum Tuban to students through the questions. This research uses the Research and Development (RnD) method with the Tessmer model. The development stages include preliminary stage and formative evaluation stage. The formative evaluation stage consists of expert review, one-to-one, small group, and field test stages. This research produced 15 questions. Based on the test results at each stage, the validity level of the question is 88% which is included in the valid category, the practicality level gets a score of 88% which is included in the practical category, the effectiveness level with a percentage of 76% which is declared effective, and the question is declared reliable because based on Cronbach Alpha analysis it gets a coefficient of 0.60.
PENGEMBANGAN E-MODUL MENGGUNAKAN MICROSOFT SWAY UNTUK MENINGKATKAN HASIL BELAJAR PENDIDIDIKAN PANCASILA SISWA KELAS V SDN 1 SENDANGMULYO Sa'diyatul Jazilah; Wendri Wiratsiwi
ELENOR: Elementary School Journal Vol 3 No 1 (2024)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v3i1.1354

Abstract

Technology-based teaching materials can attract students' interest and attention in the learning process. This research was conducted with the aim of developing an e-module product using microsoft sway to improve student learning outcomes. This research method is Research and Development (R&D) using the ADDIE model, namely Analysis, Design, Development, Implementation and Evaluation. The research subjects were teachers and 5th grade students of SDN 1 Sendangmulyo. Data collection techniques through observation, interviews, expert validation, questionnaires, and tests. The results of media expert validation are 96%, while the results of material expert validation are 96%. When referring to the validation criteria table, this e-module is declared valid. The results of the teacher response questionnaire are 100% while the student questionnaire is 96.6%, so based on the practicality analysis table, this e-module is declared very practical. The results of the trial conducted on grade 5 students of SDN 1 Sendangmulyo were very effective, because the percentage of students who achieved the criteria for achieving learning objectives (KKTP) was 93%. When referring to the effectiveness level criteria table, this e-module is effective.
PENGEMBANGAN MEDIA AUGMENTED REALITY PADA MATERI VOLUME BANGUN RUANG DALAM MENINGKATKAN HASIL BELAJAR SISWA KELAS V SDN BATURNO Nur Aulia Agustina; Wendri Wiratsiwi
ELENOR: Elementary School Journal Vol 3 No 1 (2024)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v3i1.1392

Abstract

 Abstract. The problem in class V SDN Baturno is the low academic achievements of students, particularly in Mathematics. The main factor is the lack of use of innovative learning media, by developing augmented reality media is expected to overcome this problem. The formulation of the problem in this study describes the development process, the level of validity, the level of practicality and the effectiveness of augmented reality media. This study aims to describe the development process, determine the level of validity, level of practicality and effectiveness of augmented reality media. The method used in this research is the development method or Research and Development (R&D) with the ADDIE model. The development procedure in this study includes analysis, design, development, implementation, and evaluation which refers to Robert Maribe Branch. Based on the results of material expert validation getting a percentage of 95.45%, the augmented reality media developed in the criteria is very valid for use.  Media expert validation gets a percentage score of 97.72% stated that augmented reality media is stated in very valid criteria to be developed.  The level of effectiveness is measured by a test sheet which is found from 12 students there are 10 students who are complete. Student learning outcomes have progressed very rapidly compared to the daily test which only 1 student completed the KKTP. It can be concluded that the augment media.
PENERAPAN MEDIA PEMBELAJARAN PIXELWAVE UNTUK MENINGKATKAN KETERAMPILAN MENYIMAK DALAM PELAJARAN BAHASA INDONESIA KELAS V SEKOLAH DASAR Nia Yuliani; Wendri Wiratsiwi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 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.v10i4.30507

Abstract

Listening skills are one of the skills that must be mastered by students because this ability is the foundation of the other three language skills, namely speaking, reading, and writing. By having good listening skills, students will more easily understand the material or information presented by the teacher. From there, they can use it to develop more structured speaking and writing skills. However, in the field, many students still have low listening skills. This is caused by the use of media and learning methods that are still conventional and tend to use the lecture method, so that student engagement in the learning process is still lacking. For this reason, an interactive multimedia-based learning media called Pixelwave was developed as a supporting tool to improve students' listening skills. The type of research used in this study is R&D (Research and Development). The subjects were 25 fifth-grade elementary school students in Regency X. The results showed a significant increase in students' listening skills after using Pixelwave media compared to conventional media. From the data analysis conducted, it can be concluded that the use of Pixelwave media has proven effective in improving fifth-grade students' listening skills in Indonesian language lessons. Thus, this media can be recommended as a fun learning alternative to improve students' reading skills.  
A PENINGKATAN HASIL BELAJAR MATEMATIKA MATERI BANGUN DATAR MELALUI ICE BREAKING PADA SISWA KELAS II SD Indra Dwi Nur Maula; Wendri Wiratsiwi
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 02 (2025): Volume 11 No. 02 Juni 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i02.6791

Abstract

Matematika sering disebut sebagai salah satu bidang ilmu yang kerap dipandang sulit dan kurang diminati oleh siswa, terutama di jenjang Sekolah Dasar. Kurangnya minat ini sering kali berujung pada pencapaian siswa terhadap hasil belajar menjadi kurang maksimal. Karena itu, penting untuk menerapkan strategi pembelajaran yang menyenangkan dan mendorong keterlibatan siswa. Penelitian yang dilakukan ini ditujukan untuk meningkatkan pembelajaran di bidang Matematika dengan memanfaatkan aktivitas ice breaking kelas II. Penelitian ini mengadopsi model dari Kemmis dan Taggart, yang terdiri dari tahapan perencanaan, tindakan, observasi, dan refleksi yang dilakukan dalam dua siklus. Berdasarkan penelitian, hasil yang diperoleh menyatakan bahwa adanya kemajuan yang cukup signifikan. Pada siklus pertama, hanya 3 dari 9 siswa (33,3%) yang mencapai ketuntasan. Setelah strategi diperbaiki pada siklus kedua, 8 siswa (88,8%) mencapai ketuntasan. Penggunaan ice breaking bukan saja berkontribusi pada peningkatan hasil belajar, namun juga menghasilkan lingkungan belajar yang lebih mengesankan serta menyenangkan. dikatakan bahwa ice breaking adalah strategi bermanfaat untuk meningkatkan pengajaran matematika pada sekolah dasar.
PENERAPAN MEDIA FLASHCARD UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATA PELAJARAN IPAS MATERI ENERGI DISEKITAR KITA PADA KELAS III UPT SDN SUMURGUNG 1 nila putri utami; Wendri Wiratsiwi
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 02 (2025): Volume 11 No. 02 Juni 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i02.6800

Abstract

The aim of this research is to improve learning in the field of science by utilizing flashcard media for class III for the 2024/2025 academic year. This research adopts the model from Kemis and Taggart, which consists of planning, action, observation and reflection stages carried out in two cycles. In this study there were 9 children from class III UPT SDN Sumurgung 1. In cycle 1 the results showed a percentage of 33,33% who achieved the KKTP, in cycle 2 the percentage of achievement increased to 88,88% so that the KKTP indicator was successfully met. The gains in cycle 2 showed positive developments from implementation in the previous cycle of 55%. Thus, based on research findings, it is known that the use of flashcard media contributes positively to improving science learning outcomes.