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Pengembangan Multimedia Berbasis Animasi Adobe After Effects pada Materi Sistem Pernapasan Manusia Kelas 5 Sekolah Dasar Aisyah Firna Sari; Wahyudi Wahyudi; Bagus Amirul Mukmin
Pendekar: Jurnal Pendidikan Berkarakter Vol 7, No 3 (2024): September
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/pendekar.v7i3.25049

Abstract

Abstrak: Penelitian ini berfokus pada pengembangan media pembelajaran multimedia berbasis animasi Adobe After Effect untuk mengatasi minimnya pemahaman siswa kelas 5 SD Negeri Paron terhadap materi sistem pernapasan manusia . Penggunaan media pembelajaran yang terbatas pada gambar dan sumber belajar yang kurang variatif menjadi penyebab rendahnya hasil belajar siswa. Tujuan penelitian ini adalah menghasilkan media pembelajaran yang valid, praktis, dan efektif. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model ADDIE yang meliputi Analysis yang melibatkan analisis kerja dan analisis kebutuhan, Design mencangkup pembuatan rancangan multimedia, Development melibatkan uji coba awal, Implementation merupakan uji coba luas, dan Evaluation mencakup hasil uji coba dan evaluasi media serta implikasinya. Instrument penelitian meliputi pedoman wawancara, angket, dan soal tes evaluasi. Hasil penelitian menunjukkan bahwa multimedia berbasis animasi Adobe After Effect yang dikembangkan didapatkan presentase akumulasi kevalidan 93% dengan kategori sangat valid. Presentase akumulasi kepraktisan memperoleh skor rata-rata sangat praktis93,5% dengan kategori sangat praktis. Presentase keefektifan memperoleh skor presentase akumulasi 94% dengan kategori sangat efektif. efektif meningkatkan hasil belajar siswa dengan ketuntasan klasikal mencapai 100%. Kesimpulannya, Mmultimedia berbasis animasi Adobe After Effect pada materi sistem pernapasan manusia kelas 5 SD terbukti valid, praktis, dan efektif digunakan dalam pembelajaran, sehingga dapat menjadi solusi untuk meningkatkan pemahaman siswa terhadap materi tersebut.Abstract: The use of learning media that is limited to images and less varied learning resources is the cause of low student learning outcomes. The purpose of this study is to produce valid, practical, and effective learning media. The research method used is Research and Development (R&D) with the ADDIE model which includes Analysis involving work analysis and needs analysis, Design covering the creation of multimedia designs, Development involving initial trials, Implementation is a broad trial, and Evaluation includes the results of trials and evaluation of media and their implications. The research instruments include interview guidelines, questionnaires, and evaluation test questions. The results of the study showed that the developed Adobe After Effect animation-based multimedia obtained an accumulated validity percentage of 93% with a very valid category. The accumulated practicality percentage obtained an average score of 93.5% with a very practical category. The effectiveness percentage obtained an accumulated percentage score of 94% with a very effective category. Adobe After Effect animation-based multimedia on the human respiratory system material for grade 5 elementary school has proven to be valid, practical, and effective for use in learning, so it can be a solution to improve students' understanding of the material. 
Crossword Plants: Developing an Audio-Visual Interactive Multimedia to Improve Fourth-Grade Students’ Learning Outcomes on Plant Parts Nerina Tita Rahmadani; Wahyudi Wahyudi; Aprilia Dwi Handayani
BIOCHEPHY: Journal of Science Education Vol. 6 No. 1 (2026)
Publisher : MO.RI Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52562/biochephy.v6i1.1977

Abstract

This study was motivated by the low learning outcomes of fourth-grade students at SDN Keniten 1 on the topic of plant parts, caused by limited student engagement and the use of less interactive learning media. The study aimed to develop an audio-visual Crossword Plants-based interactive multimedia that is valid, practical, and effective in improving students’ learning outcomes. The research employed the Research and Development (R&D) method using the ADDIE model, comprising five stages: Analysis, Design, Development, Implementation, and Evaluation. The research subjects were 24 fourth-grade students of SDN Keniten 1. Data were collected through observation, interviews, questionnaires, and tests. The results showed that the developed interactive multimedia achieved a validity score of 78% from media experts (feasible category) and 91% from material experts (highly feasible category). The practicality level reached 96% based on teacher responses, 100% in the limited trial, and 97.5% in the large-scale trial, all categorized as highly practical. The effectiveness of the media was indicated by classical learning mastery of 87.5% in the limited trial and 93.75% in the large-scale trial, along with N-Gain scores of 0.75 and 0.76, both in the high category. Furthermore, the Paired Sample t-Test results showed a Sig. (2-tailed) value of less than 0.05, indicating a significant difference between students’ pretest and posttest scores after using the media. Therefore, the audio-visual Crossword Plants-based interactive multimedia was found to be valid, practical, and effective in improving the learning outcomes of fourth-grade students at SDN Keniten 1 on the topic of plant parts.
Transforming the Arts Education Curriculum as a Strategy for Strengthening 21st-Century Competencies: A Comparative Study of Indonesia and Singapore Ayu Titis Rukmana Sari; Wahyudi Wahyudi
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 11 No 2 (2026): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v11i2.27974

Abstract

Arts education serves to foster students' creativity and visual skills, collaboration, and reflective abilities for the development of 21st-century competencies. Southeast Asian countries use different methods to improve arts education amidst the era of globalization and digital transformation. Singapore emphasizes outcomes aligned with 21st-century competencies (21CC) and systemic support from the education ecosystem, while Indonesia emphasizes local cultural values ​​and character building through the independent curriculum. The purpose of this study is to compare arts education curricula in Indonesia and Singapore with a focus on four main dimensions: philosophy, structure, implementation, and evaluation. This research was conducted through a qualitative approach combined with a comparative study design. Primary data came from official policy documents, such as the Independent Curriculum (Indonesia) and the MOE Arts Syllabus 2024 (Singapore), while secondary data came from scientific literature related to 21st-century arts education. The results show that the philosophy and structure of the curriculum differ significantly. The independent curriculum emphasizes flexibility and local wisdom, allowing for pedagogical innovation, but faces differences in school competency levels. In contrast, Singapore's curriculum is more consistent in its implementation because it is systematic, tiered, and integrated with 21CC, and supported by institutional collaboration and digital technology. Singapore emphasizes authentic assessment, portfolios, and process rubrics, while Indonesia continues to rely on conventional assessments, which can be strengthened with standardized rubrics and teacher training. These findings confirm that alignment between the philosophy, structure, implementation, and assessment of the curriculum determines the effectiveness of arts education in developing 21st-century competencies.