Claim Missing Document
Check
Articles

Found 10 Documents
Search

Analysis of animation videos in online learning in class IV students of MI Imam Syafi'i Noviardani Kartika Prameswari; Nasyrotul Ummah
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 7 No 2 (2022): Jurnal pendidkan dasar nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v7i2.16951

Abstract

This research aims to find out how to use video in online learning and find out obstacles in using animated videos in class IV MI Imam Syafi'I. Researchers used a qualitative approach with the teachers' assistance and fourth-grade students as subjects in the study. In collecting data using techniques, including observation techniques, interviews, questionnaires, and also documentation. For data analysis techniques used in researchers such as data reduction, data display, conclusion/drawing. Animated videos used by teachers when online learning are animated GIF types. The benefits of animated videos are to improve student understanding and increase student attractiveness during learning. Based on the research results, the use of media can help teachers to increase creative activities when carrying out learning activities so that students are not easily bored, lazy and students become excited and active when learning takes place online. Educators can see the understanding and enthusiasm of students through a questionnaire distributed by the homeroom teacher in the form of a link. Meanwhile, the delivery of material in online learning using animated videos has several obstacles during learning, such as inadequate signals and sometimes the student quota is also limited, so that making animated videos does not work well and the delivery of material in learning activities is also less than optimal
Pengaruh Permainan Tradisional Terhadap Hasil Belajar Siswa Kelas I SDN Lidah Kulon IV Noviardani Kartika Prameswari; Kurnia Anggraini
Jurnal PGSD Vol 15 No 1 (2022)
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pgsd.15.1.75-86

Abstract

This Study purpose to determine the effect of traditional games application on students’ learning outcomes. This study uses quantitative data analysis, namely the Paired sample t test. The subjects of this study were 19 students of class I SDN Lidak Kulon IV. The data collection techniques in this study are tests, questionnaires and observations. This study uses a pre-experimental design with the types of pre-test and post-test. The traditional games used are the traditional cangklok game while the measurement of student learning outcomes is from learning about whole numbers. The results showed that there was a significant effect of traditional games on student learning outcomes. These results are based on the Paired sample t test, which is known to have a Sig value of (2-tailed) of 0.000.Since the value of Sig. (2-tailed) < 0.05 or 0.000 < 0.05, it can be concluded that there is a difference. With the implementation of traditional games in learning whole numbers, students learning outcomes increased because the traditional game of congklak was easy to use and it is fun.
Peningkatan Dalam Penggunaan Media Ular Tangga Mata Kuliah Pendidikan PKn SD Materi Strategi Pembelajaran Pada Kemampuan Kognitif Mahasiswa Semester 2 STKIP Bina Insan Mandiri Surabaya Noviardani Kartika Prameswari
Jurnal Bidang Pendidikan Dasar Vol 2 No 1 (2018): January
Publisher : Universitas Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (472.818 KB) | DOI: 10.21067/jbpd.v2i1.2188

Abstract

AbstrakPenelitian ini mengenai peningkatan penggunaan media ular tangga tentang kemampuan kognitif mahasiswa terhadap materi strategi pembelajaran mata kuliah Pendidikan PKN SD semester 2 STKIP Bina Insan Mandiri.Teknik pengumpulan data berupa tes kognitif, observasi dan catatan lapangan.Aktivitas siklus I skor rata-rata 2,96 dikategorikan cukup persentase keberhasilannya sebesar 74,03%. Aktivitas mahasiswa siklus II skor rata-rata 3,05 dikategorikan baik dan persentase keberhasilan 76,44%. Pada siklus III aktivitas mahasiswa meningkat rata-rata 3,27 dikategorikan sangat baik dan persentase keberhasilan 81,73%. Hasil belajar kognitif mahasiswa observasi awal rata-rata kelasnya 46,91. Pada siklus I rata-rata kelas sebesar 52,57, pada siklus II ratarata kelas 70,14 dan siklus III rata-rata kelas 84,84. Hal ini menunjukkan peningkatan hasil belajar kognitif mahasiswa dari awal sampai siklus III.yaitu persentase keterlaksanaan pembelajaran 97%. Hasil siklus III memenuhi keberhasilan.Jadi disimpulkan hasil belajar kognitif mahasiswa STKIP Bina Insan Mandiri materi Strategi Pembelajaran terjadi ketuntasan belajar dan setiap siklus mengalami peningkatan. AbstractThis research is about increasing the use of snake media about students' cognitive ability toward the subject matter teaching materials PKN SD semester 2 STKIP Bina Insan Mandiri. Data collection techniques include cognitive tests, observations and field notes. Activity cycle I average score of 2.96 is categorized quite a success percentage of 74.03. Student activity cycle II average score of 3.05 is categorized good and the percentage of success is 76,44%. In the third cycle of student activity increased an average of 3.27 is categorized excellent and the percentage of success is 81.73%. The cognitive learning outcomes of the students of the initial observation average of the class is 46,91 In the first cycle of the class average is 52, 57. in cycle II average class 70,14 and cycle II average class 84,84. This shows the improvement of cognitive learning outcomes of students from the beginning to the third cycle is the percentage of learning execution 97%. The results of cycle III meet the success. So concluded the cognitive learning outcomes of students STKIP Bina Insan Mandiri Learning strategy material there is mastery learning and every cycle has increased.
PENERAPAN MODEL PEMBELAJARAN TGT UNTUK MENINGKATKAN HASIL BELAJAR IPS SISWA KELAS V SEKOLAH DASAR Noviardani Kartika Prameswari
Ed-Humanistics Vol 3 No 1 (2018)
Publisher : Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Pengembangan Permainan Tebak Soal Dalam Power Point Untuk Meningkatkan Pengetahuan Kognitif Mahasiswa Mata Kuliah Pendidikan PKN Sd Program Studi PGSD STKIP Bina Insan Mandiri Noviardani Kartika Prameswari
Proceedings of The ICECRS Vol 1 No 3 (2018): Being Professional Teachers to Face Golden Generation in 2045
Publisher : International Consortium of Education and Culture Research Studies

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (203.236 KB) | DOI: 10.21070/picecrs.v1i3.1369

Abstract

This study aims to develop the learning game of PKN elementary education courses of fun learning materials in the 2nd semester students. The use of guessing games through power points in learning can motivate students to high learning spirit. Using the game guess the problem in the group can know the cognitive learning outcomes of students when students are doing the game is accompanied by lecturers. This research is a device development research that used in game in the form of guess problem while test result of learning in the form of pretest and postest. Subjects in this study were 2nd semester students with 36 students. The result of survey documentation study during one semester shows that 2 semester students STKIP Bina Insan Mandiri still lack in critical thinking and innovative in following learning. This is because the giving strategy and teaching method belom maximally. Monotonous learning in the classroom becomes one of the factors of non-success in teaching and learning activities in the classroom. Thus in the course of education PKN SD fun learning materials will be given a game that can make students the spirit in following the learning in the classroom.
PENINGKATAN MOTIVASI BELAJAR SISWA PADA PEMBELAJARAN DARING DENGAN MEDIA POWERPOINT KELAS V SDN SUMBEREJO II SURABAYA Noviardani Kartika Prameswari; Putri Navida Nur Assofy
JOEL: Journal of Educational and Language Research Vol. 1 No. 5: Desember 2021
Publisher : Bajang Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (319.425 KB)

Abstract

Penelitian ini bertujuan mendeskripsikan hasil dari penelitian untuk mengetahui Peningkatan Motivasi Belajar Siswa Pada Pembelajaran Daring Dengan Media Powerpoint Kelas V SDN SUMBEREJO II Surabaya serta kendala dalam Peningkatan Motivasi Belajar Siswa Pada Pembelajaran Daring Dengan Media Powerpoint Kelas V SDN SUMBEREJO II Surabaya. Penelitian ini menggunakan metode penelitian kualitatif deskriptif. Teknik Pengumpulan data dengan metode wawancara, angket dan dokumentasi. Subjek penelitain ini Kelas V SDN Sumberejo II Surabaya dengan jumlah 33 siswa. Hasil penelitian yang di peroleh bahwa media yang digunakan guru sangat berpengaruh pada motivasi belajar siswa. Motivasi yang diberikan guru saat pembelajaran daring sangat penting untuk membuat siswa lebih termotivasi dalam belajanya. Selain motivasi belajar, media pembelajaran yang menarik membuat siswa lebih fokus pada materi yang diberikan. Salah satu media yang digunakan guru saat pembelajaran daring adalah media powerpoint. Menggunakan media pembelajaran adalah salah satu cara guru untuk meningkatkan motivasi belajar siswa.
Implementasi Model Pembelajaran Tipe Sfae terhadap Hasil Belajar Siswa Kelas IV Sekolah Dasar Andika Aryanti; Noviardani Kartika Prameswari
Tematik: Jurnal Penelitian Pendidikan Dasar Vol. 1 No. 1 (2022)
Publisher : Medan Resource Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1237.425 KB) | DOI: 10.57251/tem.v1i1.226

Abstract

This research aims to describe and notify the students’ response towards the learning method of cooperative learning model (student facilitator and explaining) as well as describing and knowing the learning outcomes for students at fourth grade following the implementation of the cooperative learning model (student facilitator and explaining). This research follows the qualitative method by following the survey and test techniques to collect the data. There were 27 students in a class that were considered as the data. The researcher then analyzes the data descriptively and qualitatively.The research found that the students’ response was positive meaning that the cooperative learning model (student facilitator and explaining) worked and helped students’ marks to meet the satisfaction. With that being said, the researcher met the conclusion that the cooperative learning model has significantly improved the students’ result of fourth graders at SD Muhammadiyah 1 Menganti.
Pengaruh Media Audio Visual pada Materi Lambang Sila Pancasila Terhadap Hasil Belajar Tematik Kelas I Sekolah Dasar Noviardani Kartika Prameswari; Hermawati
Multiverse: Open Multidisciplinary Journal Vol. 1 No. 3 (2022)
Publisher : Medan Resource Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1430.476 KB) | DOI: 10.57251/multiverse.v1i3.833

Abstract

Penelitian ini ialah penelitan kuantitatif dengan menggunakan pendekatan Pre-Eksperimen Design serta menggunakan One-group Pretest-Posttest Design. Sampel yang digunakan dalam penelitian ini adalah peserta didik kelas 1 UPT SDN 229 Gresik berjumlah sebanyak 22 dari 27 siswa, dikarenakan terdapat yang tidak mengikuti pembelajran pada ketika itu. Penelitian ini dilakukan di satu kelompok eksperimen saja tanpa kelompok perbandingan. Teknik pengumpulan data yg sudah diperoleh peneliti melalui pre-test, post-test, dan kuesioner (angket). Sesuai pengolahan data secara statistik dengan Uji Normalitas diperoleh bahwa nilai sig < 0,05 untuk data pretest ataupun posttest. Artinya  kedua data tak saling terdistribusi normal. Karena datanya tidak terdistribusi normal, maka tidak bisa melakukan  uji t, sebagai akibatnya dilakukan Uji Chi Kuadrat diperoleh hasil Asymp.Sig. 0,018 < 0,05, maka ada pengaruh dari pemanfaatan media audio visual pada 1 kelas siswa kelas 1 UPT SDN 229 Gresik berjumlah 22 berasal 27 siswa yg mengisi responden.
Penggunaan Media Audio Visual untuk Memotivasi Belajar Siswa Kelas III MI Miftahul Ulum Surabaya Noviardani Kartika Prameswari; Ajeng Fitri Amalia; Norma Diana Fitri; Alfina Citrasukmawati
Pedagogika: Jurnal Ilmu-Ilmu Kependidikan Vol. 3 No. 1 (2023)
Publisher : Medan Resource Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57251/ped.v3i1.1048

Abstract

This descriptive qualitative study investigates the utilization and challenges associated with audio-visual media in enhancing the motivation of third-grade students at MI Miftahul Ulum Surabaya. Data collection involved observations, interviews, questionnaires, and documentation. Findings demonstrate that the use of audio-visual media effectively captures students' attention, increasing their motivation to actively engage in learning and facilitating comprehension of instructional content. However, challenges arise from limited access to necessary tools and the time-consuming preparation process for audio-visual materials. Thus, careful and thorough preparation is essential to ensure the optimal use of audio-visual media, enabling more effective learning experiences for students. Addressing these constraints can contribute to the successful integration of audio-visual resources in educational settings.
PENGARUH MEDIA LOOSEPART DALAM KURIKULUM MERDEKA BELAJAR PADA ANAK USIA DINI DI RA ANANDA SURABAYA Norma Diana Fitri; Indaria Tri Hariyani; Noviardani Kartika Prameswari; Mirapradipta Aryanti; Alfina Citrasukmawati
Atthiflah: Journal of Early Childhood Islamic Education Vol. 10 No. 2 (2023): Juni
Publisher : Prodi Pendidikan Islam Anak Usia Dini Institut Agama Islam Daruttaqwa Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The fundamental problem in this study is the low ability of children to solve a problem at RA Ananda Surabaya. Before children receive loose part learning at RA Ananda Surabaya, early childhood abilities have not been said to be successful in identifying problems and finding solutions according to their creative ideas. Therefore, researchers apply the loose part learning method at RA Ananda Surabaya so that teachers can plan lessons based on developing higher order thinking skills in children, Higher Order Thinking Skills (HOTS) in the independent learning curriculum.This study aims to understand how to apply loose part-based learning to RA Ananda Surabaya children who are still early in implementing the independent learning curriculum to solve a problem with creative ideas. This research includes quantitative description research, its implementation is carried out for 1 week, namely through observation in class learning. In this study the subjects observed were RA Ananda Surabaya children in group A, totaling 9 of them 5 boys and 4 girls. The ability to solve problems in this observation include: (a). children can think critically to solve problems in everyday life (b). arouse curiosity and find a solution to a problem. Data collection techniques are carried out through: (1) observation; (2) interviews; and (3) documentation. Data processing was carried out using percentage techniques and t-test (praired sample t-test). Based on the results of the t test calculation data, the value of tcount ? ttable (7.466 > 1.76131) is obtained. So it can be concluded that H0 is rejected and H1 is accepted, which means that there is an influence of loose parts media on children's ability to solve problems in the independent learning curriculum implemented by group A RA Ananda Surabaya, thus it can be concluded that there is a significant influence on children's ability to solve problems by using loose part learning in the independent learning curriculum.