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Pengembangan Media Sacword (Smart Apps Creator Terintegrasi Wordwall Game) Materi Operasi Hitung pada Sekolah Dasar Saputra, Eryc; Asrafiani Arafah, Andi; Sukriadi, Sukriadi; Muhammad Ramli Buhari; Muhlis, Muhlis; Hety Diana Septika
JURNAL PENDIDIKAN MIPA Vol. 14 No. 3 (2024): JURNAL PENDIDIKAN MIPA
Publisher : Pusat Publikasi Ilmiah, STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/jpm.v14i3.1963

Abstract

Studi ini didasarkan karena kemajuan perkembangan teknologi yang mempengaruhi banyak aspek kehidupan, salah satunya pendidikan. Kemajuan teknologi mengubah dunia pendidikan diikuti dengan permasalahan dalam proses pendidikan, khususnya dalam pembelajaran matematika. Tujuan dari studi ini untuk memahami proses pengembangan, kelayakan dan respon peserta didik. Pengembangan media Sacword (Smart Apss Creator Terintegrasi Wordwall Game) dilakukan dengan menggunakan metode penelitian Research & Development memakai model pengembangan ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Teknik pegumpulan data yang dipakai yaitu, observasi, wawancara dan angket. Media ini telah teruji kelayakannya oleh para ahli dan respon pengguna. Penilaian kelayakan dari ahli media memperoleh nilai 90% kategori sangat layak. Penilaian kelayakan ahli materi memperoleh nilai 84% dengan kategori sangat layak, kemudian penilaian dari ahli bahasa memperoleh nilai 96% dengan kategori sangat layak. Hasil yang didapat dari respon siswa dapat dilihat mulai tes skala kecil dan tes skala besar. Penilaian tanggapan siswa pada tes skala kecil diperoleh nilai 99,3% dengan kategori sangat layak, kemudian penilaian tanggapan siswa pada tes skala besar diperoleh nilai 99,6% dengan kategori sangat layak. Berdasarkan hasil uji kelayakan dan tanggapan pengguna, media Sacword (Smart Apps Creator Terintegrasi Wordwall Game) dapat disimpulkan sesuai untuk penggunaan media pembelajaran matematika kelas II SDN 007 Samarinda Ilir.
PENGEMBANGAN LKPD ELEKTRONIK BERBASIS MIT APP INVENTOR MATERI IPAS DI SD NEGERI 007 SAMARINDA ILIR Gunawan, Sahrul; Buhari, Muhammad Ramli
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 4 (2024): Volume 09 No. 04 Desember 2024 In Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i4.19617

Abstract

Penelitian ini dilatarbelakangi oleh kemajuan perkembangan teknologi yang mempengaruhi banyak aspek kehidupan, salah satunya pendidikan. Kemajuan teknologi mengubah dunia pendidikan diikuti dengan permasalahan dalam proses pembelajaran, terutama pembealajaran IPAS. Siswa kesulitan dalam memahami materi sifat-sifat cahaya. Oleh karena itu penulis mengembangkan media LKPD Elektronik yang media ini dapat diakses menggunakan gawai, media ini dapat menampilkan materi, video pembelajaran, soal LKPD, quiz dengan efektif dan kelayakan dalam pengoperasian. Penelitian ini bertujuan untuk mengetahui proses pengembangan, kelayakan dan respon peserta didik. Pengembangan media LKPD Elektronik Berbasis MIT App Inventor menggunakan metode penelitian Research and Development (R&D) dengan model pengembangan model ADDIE, mencakup lima tahap yaitu, analysis, design, development, implementation, and eavaluation. Teknik pengumpulan data mencakup observasi, wawancara, angket. Media ini telah teruji kelayakannya oleh para ahli dan respon pengguna.Penilaian kelayakan dari tiga ahli media memperoleh nilai rata-rata 88% dengan kategori sangat layak. Penilaian kelayakan dari tiga ahli materi memperoleh nilai rata-rata 83% dengan kategori sangat layak, kemudian penilaian dari tiga ahli bahasa memperoleh rata-rata nilai 90% dengan kategori sangat layak. Hasil yang didapat dari respon peserta didik dapat dilihat dari tes skala kecil dan tes skala besar. Penilaian respon peserta didik pada tes skala kecil diperoleh nilai 97% dengan kategori sangat layak, kemudian penilaian respon peserta didik pada tes skala besar diperoleh nilai 94% dengan kategori sangat layak. Berdasarkan respon pengguna, dapat disimpulkan bahwa media LKPD Elektronik Berbasis MIT App Inventor ini layak digunakan sebagai media pembelajaran IPAS kelas V SDN 007 Samarinda Ilir.
PENGARUH PENGGUNAAN MEDIA GAME INTERAKTIF BERBASIS WORDWALL TERHADAP HASIL BELAJAR MATA PELAJARAN SBDP SISWA KELAS V SD NEGERI 004 SAMBUTAN TAHUN PEMBELAJARAN 2024/2025 Rabiatul Adawiyah; Muhlis; Muhammad Ramli Buhari; Yudo Dwiyono; Sukriadi; Hety Diana Septika
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.29740

Abstract

Instructional media plays a vital role in helping students understand learning materials in a more enjoyable and meaningful way. The use of interactive game-based media such as Wordwall is one innovation that can increase students' motivation and learning outcomes. This study was motivated by the low learning achievement of fifth-grade students at SD Negeri 004 Sambutan in the SBdP (Art and Culture) subject. The aim of this study is to determine the effect of using interactive game-based media with Wordwall on students’ learning outcomes in the topic of recognizing various decorative patterns from different regions of Indonesia. This research employed a quantitative approach using a Quasi-Experimental method with a Nonequivalent Control Group Design. The population consisted of all fifth-grade students, totaling 73, with class V B as the control group and class V C as the experimental group. Data collection techniques included observation, testing, and documentation, using instruments such as pretest and posttest sheets and documentation guidelines. Data analysis techniques involved normality tests, homogeneity tests, N-Gain tests, and hypothesis testing using a T-Test. The results of the hypothesis testing showed an Asymp.Sig. (2-tailed) value of 0.000, which is less than 0.05. Based on the decision rule of the T-Test, this result indicates a statistically significant difference between the experimental and control groups. Therefore, it can be concluded that the use of interactive game-based media using Wordwall has a significant effect on improving the learning outcomes of fifth-grade students at SD Negeri 004 Sambutan in the 2024/2025 academic year.
KEPEMIMPINAN DIGITAL DALAM PENDIDIKAN BUDAYA INSTITUSI SENI BUDAYA Azainil; Dwi Nugroho Hidayanto; Muhammad Ramli Buhari; Suprihartini; Novarita
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.35932

Abstract

The digital transformation era presents both challenges and opportunities for art and cultural education institutions in Indonesia. Leadership in this context requires not only administrative and managerial capabilities but also the ability to integrate digital innovation with local cultural values. This study aims to analyze the model of digital leadership in cultural education institutions and to identify effective strategies for maintaining the balance between technological innovation and cultural preservation. This research employed a qualitative approach using a multiple case study design across three Indonesian art and cultural institutions: the Indonesian Institute of the Arts (ISI) Yogyakarta, the Jakarta Institute of the Arts (IKJ), and the Nusantara Academy of Arts and Culture (AKSBN). Data were collected through in-depth interviews, participatory observations, and institutional document analysis. Thematic analysis was conducted using the Miles, Huberman, and Saldaña framework. The findings reveal five key dimensions of culturally rooted digital leadership: (1) digital vision grounded in local cultural values; (2) pedagogical innovation in art education through technology; (3) intercultural collaboration and global networking; (4) strengthening institutional digital identity; and (5) ethical and spiritual awareness in digital transformation processes. The proposed Cultural–Digital Leadership Model emphasizes that the success of digital transformation in art institutions is not measured by the level of technology adoption, but by how effectively technology reinforces cultural identity, ethics, and national character. This study contributes theoretically to the development of a culturally grounded educational leadership model and practically provides guidance for policymakers and institutional leaders in designing sustainable and culturally conscious digital transformation strategies for art and cultural education.
Digital Technology and Local Policy: An Evidence-Based Collaborative Model for Sports Talent Identification Buhari, Muhammad Ramli; Hamdiana, Hamdiana; Ismawan, Hendry; Khumaini, Muhammad Hakam Fitrah
Journal of Coaching and Sports Science Vol. 4 No. 2 (2025): Journal of Coaching and Sports Science
Publisher : CV. FOUNDAE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/jcss.v4i2.903

Abstract

Background: Talent identification requires objective and consistent data use, yet many athlete development systems still rely on limited technological support and uneven policy implementation. Aligning digital tools with local policy is therefore essential for creating a more coherent evidence-based approach. Aims: This study explains the relationship between technology utilization and local policy support in enhancing talent identification effectiveness and formulates a collaborative conceptual model integrating both components. Methods: This study used a quantitative explanatory design involving 50 participants consisting of coaches, physical education teachers, and student athletes selected through purposive sampling. Data were obtained through TIDev outputs, validated questionnaires, and structured observations. Analysis was performed using descriptive statistics, Pearson's correlation, and multiple regression through SPSS to evaluate technology utilization, policy support, and talent mapping efficiency. A conceptual model was formulated through interpretive synthesis based on empirical patterns and relevant theories. Results: Technology utilization showed high mean scores, while policy implementation and impact were moderate. Correlation analysis indicated no significant relationship between policy support and technology use. Regression results showed that TIDev significantly improved talent-mapping efficiency, whereas policy support had no direct effect. Expert validation yielded a high I-CVI score (0.88), confirming relevance of the proposed collaborative model. Conclusion: This study shows that TIDev contributes meaningfully to improving the effectiveness of talent identification, whereas local policy support has not yet been fully integrated into operational practice. Based on the empirical patterns, a collaborative conceptual model was formulated to illustrate how technological evidence and policy structures can be aligned to strengthen talent identification.