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Pendampingan kemampuan operasi hitung dasar melalui program SIGAPPPP (Siswa Gemar Penjumlahan, Pengurangan, Perkalian, dan Pembagian) pada siswa SDN TAROKAN 3 Dwiky Ahmad Waffa Febriansyah; Ronny Mahardika; M. Asrovil Anam; Agung Dwi Cahyo Anggoro; Bagus Amirul Mukmin; Wahyudi Wahyudi
Dedikasi Nusantara: Jurnal Pengabdian Masyarakat Pendidikan Dasar Vol 6 No 1 (2026): Dedikasi Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/dedikasi.v6i1.29140

Abstract

Rendahnya kemampuan numerasi siswa sekolah dasar, khususnya pada penguasaan operasi hitung dasar, masih menjadi permasalahan yang sering ditemukan dalam proses pembelajaran matematika. Kondisi serupa ditemukan di SDN Tarokan 3 Kabupaten Kediri, di mana terdapat 13 siswa kelas I hingga kelas III yang mengalami kesulitan dalam melakukan operasi penjumlahan, pengurangan, perkalian, dan pembagian. Kegiatan pengabdian ini bertujuan untuk meningkatkan kemampuan operasi hitung dasar siswa melalui Program SIGAPPPP (Siswa Gemar Penjumlahan, Pengurangan, Perkalian, dan Pembagian). Metode yang digunakan berupa pendampingan belajar yang dilaksanakan dua kali dalam seminggu dengan memanfaatkan Buku SIGAPPPP sebagai media pembelajaran. Kegiatan dilakukan melalui tahapan identifikasi kebutuhan, penyusunan media pembelajaran, pelaksanaan pendampingan, dan evaluasi. Pendampingan dilaksanakan melalui penjelasan konsep, demonstrasi metode berhitung, latihan soal, serta bimbingan individual sesuai kemampuan peserta didik. Hasil pelaksanaan menunjukkan adanya peningkatan kemampuan siswa dalam menyelesaikan operasi hitung dasar, khususnya perkalian dan pembagian. Selain itu, siswa menunjukkan peningkatan minat belajar, keaktifan, dan kepercayaan diri selama mengikuti kegiatan pembelajaran. Luaran program berupa Buku SIGAPPPP sebagai media pembelajaran numerasi sederhana yang dapat dimanfaatkan oleh guru maupun peserta didik secara berkelanjutan. Dengan demikian, Program SIGAPPPP dapat menjadi alternatif model pendampingan numerasi yang efektif untuk membantu meningkatkan kemampuan operasi hitung dasar siswa sekolah dasar.
Pengembangan Media Pembelajaran Monopoli Materi Bangun Ruang Matematika Kelas VI Sekolah Dasar Rosy Pratiwi Ananda Putri; Wahyudi Wahyudi; Muhamad Basori
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.v7i3.25518

Abstract

Abstrak: Penelitian ini dilatarbelakangi oleh hasil observasi dan wawancara dengan guru kelas VI di SD Negeri terhadap rendahnya hasil belajar matematika siswa. Hal tersebut dikarenakan proses pembelajaran yang dilakukan oleh guru belum optimal. Guru belum menggunakan media pembelajaran sebagai penunjang penjelasan materi dalam pembelajaran dengan maksimal. Oleh karena itu, diperlukan adanya pengembangan media pembelajaran yang dapat membantu guru dalam menyampaikan materi dan mempermudah siswa memahami materi. Berdasarkan permasalahan tersebut, peneliti mengembangkan "Media Pembelajaran Monopoli Materi Bangun Ruang Matematika Kelas VI Sekolah Dasar". Tujuan penelitian ini adalah untuk mengetahui tingkat kevalidan, kepraktisan, dan keefektifan dari produk yang dikembangkan. Metode yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE. Hasil penelitian ini adalah media monopoli mendapatkan skor rata-rata kevalidan dari ahli materi dan ahli media sebesar 87%. Skor rata-rata kepraktisan dari guru dan siswa kelas VI sebesar 94,5%. Nilai rata-rata soal evaluasi pada uji luas adalah 96 dengan ketuntasan klasikal 100%.Abstract: This research was motivated by the results of observations and interviews with class VI teachers at State Elementary School regarding the low mathematics learning outcomes of students. This is because the learning process carried out by the teacher is not optimal. Teachers have not used learning media to support the explanation of material in learning optimally. Therefore, it is necessary to develop learning media that can help teachers convey the material and make it easier for students to understand the material. Based on these problems, researchers developed "Monopoly Learning Media Material for Geometry Mathematics for Class VI Elementary Schools". The aim of this research is to determine the level of validity, practicality and effectiveness of the product being developed. The method used is Research and Development (R&D) with the ADDIE development model. The results of this research are that monopoly media received an average validity score from material experts and media experts of 87%. The average practicality score from class VI teachers and students was 94.5%. The average score for evaluation questions in the broad test is 96 with 100% classical completeness.
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.
Pengembangan Media Pembelajaran Pop Up Book Digital Materi Rantai Makanan untuk Siswa Kelas V SDN Bulusari 3 Berlian Agustri Setyowati; Wahyudi; Aprilia Dwi Handayani
Ibtida'i Vol 13 No 1 (2026): Juni 2026
Publisher : Program Studi Pendidikan Guru Madrasah Ibtidaiyah Fakultas Tarbiyah dan Keguruan Universitas Islam Negeri Sultan Maulana Hasanuddin Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32678/ibtidai.v13i1.13064

Abstract

Penelitian ini bertujuan mengembangkan media pembelajaran Pop Up Book Digital pada materi Rantai Makanan untuk siswa kelas V SDN Bulusari 3. Latar belakang penelitian ini adalah rendahnya hasil belajar siswa, di mana hanya 7 dari 23 siswa (30%) mencapai Kriteria Ketercapaian Tujuan Pembelajaran (KKTP) dengan nilai minimal 75. Hasil angket analisis kebutuhan juga menunjukkan 81% siswa menyatakan perlu adanya media pembelajaran yang lebih menarik dan interaktif. Metode yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE yang terdiri dari tahap Analyze, Design, Development, Implementation, dan Evaluation. Hasil penelitian menunjukkan bahwa media memperoleh rata-rata persentase validitas sebesar 88,5% dengan kategori sangat valid. Uji kepraktisan menghasilkan rata-rata 94% dengan kategori sangat praktis. Sedangkan uji keefektifan menunjukkan rata-rata sebesar 83,75% dengan kategori sangat efektif dan untuk mengetahui peningkatan hasil belajar diperoleh rata-rata skor N-gain sebesar 0,595 yang termasuk kategori sedang. Berdasarkan temuan tersebut, media pembelajaran Pop Up Book Digital materi Rantai Makanan dinyatakan sangat layak digunakan dalam pembelajaran IPAS kelas V Sekolah Dasar.
PENGEMBANGAN MULTIMEDIA BERBASIS ETNOMATEMATIKA PADA MATERI BANGUN DATAR UNTUK SISWA KELAS IV SDN RINGINANOM Anisa Rahayuningtyas; Nurita Primasatya; Wahyudi Wahyudi
Jurnal Manajemen Pendidikan Vol. 11 No. 4 (2026): Regular Issue (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jmp.v11i4.3165

Abstract

This study aims to describe the validity, practicality, and effectiveness of ethnomathematics-based multimedia developed on flat geometry material for fourth-grade students of SDN Ringinanom. This study uses a research and development (RnD) methodology with the ADDIE approach model. The ADDIE development approach consists of five phases: analysis, design, development, implementation, and evaluation. The subjects of this study consisted of fourth-grade teachers and all fourth-grade students of SDN Ringinanom, totaling 26. The results of the research that has been conducted show that (1) the results of the material expert validation test obtained a score percentage of 100% and the results of the media validation test obtained a score percentage of 78%. The two validation scores obtained were then accumulated to 89% with a very valid category. (2) the results of the teacher practicality test that has been conducted obtained a teacher response assessment of 100% with a very practical category. The results of the large-scale student practicality test obtained a final score of 87.5% with a very practical category. (3) The results of a large-scale effectiveness test conducted on 16 fourth-grade students at SDN Ringinanom showed that the average pretest score was 58.44 and the average posttest score was 91.88. Based on the Gain Score calculation results in the large-scale trial, the average N-Gain score was 0.8046 (80.46%), which is in the high category.
PENGEMBANGAN MEDIA PEMBELAJARAN PAPINTAR (PAPAN PINTAR PERKALIAN) MATERI MATEMATIKA PERKALIAN KELAS III SDN SONOPATIK KABUPATEN NGANJUK Putri Kalega Multazam; Wahyudi Wahyudi; Bagus Amirul Mukmin
Jurnal Manajemen Pendidikan Vol. 11 No. 4 (2026): Regular Issue (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jmp.v11i4.3470

Abstract

This study aims to describe the validity, practicality, and effectiveness of the "Papintar" media for the multiplication topic in Grade III at SDN Sonopatik, Nganjuk Regency. This research and development study employs the ADDIE model, comprising the stages of (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The subjects of this study were the teacher and students of Grade III at SDN Sonopatik, Nganjuk Regency. The results indicate that: (1) Validity test results from the subject matter expert and media expert were 86% and 84%, respectively; the combined average score was 85%, indicating a "highly valid" classification. (2) Practicality test results showed a teacher response score of 92%, while the student practicality test yielded a score of 100%; the combined average score for teacher and student practicality was 96%, indicating a "highly practical" classification. (3) Effectiveness test results from the limited trial showed an average score of 81 with a classical mastery rate of 87.5%. Meanwhile, the extensive trial yielded an average score of 86.25, with student scores exceeding the Minimum Mastery Criteria (KKM) of >75; the classical mastery rate in the extensive trial was 100%. Based on these results, the developed Papintar media can be considered highly effective for use in the learning process.