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Pengembangan Media Kartu Kuartet pada Pembelajaran IPAS Materi Keanekaragaman Flora dan Fauna di Indonesia Kelas V SDN 1 Pemenang Barat Ni Putu Eka Pradiana Gustini; Lalu Hamdian Affandi; Prayogi Dwina Angga
Jurnal Ilmiah Profesi Pendidikan Vol. 11 No. 2 (2026): Mei (on progress)
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jipp.v11i2.4988

Abstract

Rendahnya penggunaan media pembelajaran inovatif di sekolah menyebabkan peserta didik merasa bosan dan sulit memahami materi keanekaragaman hayati Indonesia. Penelitian ini bertujuan untuk mengetahui kevalidan dan kepraktisan media kartu kuartet pada pembelajaran IPAS materi keanekaragaman flora dan fauna di Indonesia untuk kelas V SDN 1 Pemenang Barat. Metode yang digunakan adalah penelitian pengembangan (Research and Development) dengan model 4D yang meliputi tahap define, design, develop, dan disseminate. Hasil penelitian menunjukkan bahwa media kartu kuartet memiliki tingkat kevalidan sangat tinggi dengan persentase 98% dari ahli media dan 92% dari ahli materi, serta tingkat kepraktisan yang sangat praktis berdasarkan respon guru (95%) dan respon peserta didik (96,3%). Berdasarkan hasil tersebut, dapat disimpulkan bahwa media kartu kuartet sangat layak dan praktis digunakan sebagai alat penunjang pembelajaran IPAS yang efektif dan menyenangkan bagi siswa sekolah dasar.
The Implementation of Projek Penguatan Profil Pelajar Pancasila through The Sasak Heritage Collage Activity in Elementary Schools Nurwahidah Nurwahidah; Setiani Novitasari; Iva Nurmawanti; Ketut Sri Kusuma Wardani; Prayogi Dwina Angga
Jurnal Penelitian Pendidikan IPA Vol 9 No SpecialIssue (2023): UNRAM journals and research based on science education, science applic
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9iSpecialIssue.6330

Abstract

This study aimed to determine the practicality of implementing the Projek Penguatan Profil Pelajar Pancasila through the Sasak Heritage Collage activity in elementary schools. The research was conducted in SD Negeri 36 Cakranegara during the odd semester of the 2023/2024 academic year, with data collected from one teacher and 22 students. Descriptive quantitative analysis was performed on the data using implementation sheets, as well as teacher and student response questionnaires. The research findings indicated that: (1) The implementation of Projek Penguatan Profil Pelajar Pancasila through the Sasak Heritage Collage activity was successful in each of the following activities: a) activities investigating Sasambo cultural diversity such as language, traditional houses, and traditional clothing, with an implementation percentage of 84.72%; b) activities investigating Sasambo cultural diversity such as traditional cuisine and dance, with an implementation percentage of 88.89%; c) Sasak heritage collage activity, with an implementation percentage of 100%; and d) presentation activities resulting from Sasak cultural collages, with an implementation percentage of 75.56%. (2) The practicality of implementing the Projek Penguatan Profil Pelajar Pancasila through the Sasak Heritage Collage activity was deemed very practical, with a practicality percentage of 93.75% for teachers and 87.61% for students
Pengembangan Buku Aktivitas Anak Hebat sebagai Upaya Penerapan Gerakan 7 Kebiasaan Anak Indonesia Hebat di Kelas IV SDN 20 Cakranegara Ni Made Kusumasari; Prayogi Dwina Angga; I Putu Herry Widhi Andika
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 2 (2026): May
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i2.1946

Abstract

This study aims to determine the validity, practicality, and effectiveness of the great children activity book as an effort to implement the Gerakan 7 Kebiasaan Anak Indonesia Hebat in grade IV of SDN 20 Cakranegara. The method used in this study is Research and Development (R&D), with a 4D model consisting of define, design, develop, and disseminate. The subjects in this study were 27 grade IV students and one teacher at SDN 20 Cakranegara. The object of this study was the great children activity book, designed as an effort to implement the Gerakan 7 Kebiasaan Anak Indonesia Hebat. The data analysis techniques used were descriptive qualitative and quantitative. Data were collected using observation sheets, interview sheets, validity questionnaires, practicality questionnaires, and pretest/posttest questionnaires. The results showed that the media expert's validity was 90%, categorized as very valid, and the material expert's validity was 95,83%, categorized as very valid. The practicality level based on student responses in trial I was 90,87%, categorized as very practical, and in trial II, the practicality score was 88,27%, categorized as very practical. Furthermore, based on teacher responses in trial I, the practicality score was 91,66%, categorized as very practical, and in trial II, the practicality score was 97,22%, categorized as very practical. The effectiveness level, with an N-Gain score of 0,36, falls into the moderate category, indicating that the use of the great children activity book in implementing the Gerakan 7 Kebiasaan Anak Indonesia Hebat, is quite effective. Thus, the activity book developed is declared valid, practical, and effective, so that it can be used in implementing the Gerakan 7 Kebiasaan Anak Indonesia Hebat.
DIGITALISASI EDUKASI EKOSISTEM PESISIR MELALUI MEDIA KREATIF Ayu Adhita Damayanti; Prayogi Dwina Angga; Moh. Ali Albar; Bagus Dwi Hari Setyono; Opi Aprilianti; Muhammad Saufi; Muhammad Kahfika Ikhwanushafa; Pandya Bara Nidal
Journal of Community Empowerment Vol 5, No 2 (2026): Juni
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jce.v5i2.39809

Abstract

ABSTRAKEkosistem pesisir menghadapi ancaman degradasi serius akibat penumpukan sampah plastik dan kerusakan mangrove. Keberlanjutan kawasan ini sangat bergantung pada literasi lingkungan generasi muda, namun metode edukasi konvensional dinilai kurang optimal, sehingga inovasi pembelajaran digital sangat krusial. Program pengabdian ini bertujuan meningkatkan kesadaran lingkungan anak pesisir sejak dini, sekaligus memberdayakan komunitas mitra (Cemara Eco Green Mangrove Society) melalui penguatan teknis tata kelola media edukasi guna mentransformasi peran relawan menjadi inisiator penggerak serta dan memperkuat kapasitas komunitas mitra dalam memproduksi media edukasi kreatif. Permasalahan utama di Dusun Cemara, Lombok Barat, adalah lebih dari 70% siswa belum memahami fungsi mangrove dan bahaya plastik, serta ketiadaan media edukasi digital adaptif berbasis kearifan lokal. Metode pelaksanaan menggunakan Project-Based Learning (PjBL) yang mencakup koordinasi sosialisasi, pengembangan aplikasi luring tiga bahasa berbasis Android, pelatihan literasi digital, dan Focus Group Discussion (FGD), sosialisasi, pelatihan, pendampingan, serta monitoring dan evaluasi. Program yang melibatkan 90 partisipan (75 anak dan 15 relawan guru) ini berhasil memenuhi target kuantitatif dan kualitatif. Pertama, capaian kognitif anak melonjak dari rerata 42,5 pada tes awal menjadi 70,0 pada tes akhir dengan perolehan nilai N gain 0,48 kategori sedang. Kedua, kapasitas kelembagaan komunitas mitra sukses bertransformasi menjadi tinggi, ditandai kecakapan relawan memproduksi aplikasi interaktif dan video animasi secara mandiri. Luaran program ini berkontribusi langsung pada pencapaian SDGs pilar pendidikan berkualitas (SDG 4) dan pelestarian ekosistem lautan (SDG 14). Program ini juga berhasil meningkatkan tingkat keberdayaan manajemen komunitas secara signifikan. Melalui integrasi teknologi dan pemberdayaan ini, luaran program berkontribusi langsung pada pencapaian Sustainable Development Goals (SDGs) pilar pendidikan berkualitas (SDG 4) dan pelestarian ekosistem lautan (SDG 14).Kata kunci: Edukasi Digital; Ekosistem Pesisir; Konservasi Mangrove, Literasi Lingkungan; Pemberdayaan Komunitas. ABSTRACTCoastal ecosystems face serious degradation threats due to plastic waste accumulation and mangrove damage. The sustainability of this region heavily depends on the environmental literacy of the younger generation. However, conventional educational methods are deemed suboptimal, making digital learning innovations highly crucial. This community service program aims to enhance early environmental awareness among coastal children while empowering the partner community (Cemara Eco Green Mangrove Society) through technical strengthening in educational media management to transform volunteers into active initiators and strengthen the partner's capacity in producing creative educational media. The main problem in Dusun Cemara, West Lombok, is that over 70% of students do not understand mangrove functions and plastic hazards, alongside the lack of adaptive, local wisdom-based digital educational media. The implementation method utilizes Project-Based Learning (PjBL), encompassing coordination, the development of an offline trilingual Android-based application, Focus Group Discussions (FGD), socialization, training, mentoring, as well as monitoring and evaluation. Involving 90 participants (75 children and 15 volunteer teachers), this program successfully met its quantitative and qualitative targets. First, the children's cognitive achievement increased significantly from an average of 42.5 in the pre-test to 70.0 in the post-test, obtaining an N-gain score of 0.48 (medium category). Second, the institutional capacity of the community partner successfully transformed into a high category, indicated by the volunteers' proficiency in independently producing interactive applications and animated videos. The program's outputs directly contribute to achieving the Sustainable Development Goals (SDGs), specifically quality education (SDG 4) and life below water (SDG 14).Keywords: Coastal Ecosystem; Community Empowerment; Digital Education; Environmental Literacy; Mangrove Conservation
Development of Smart Apps Creator-Based Learning Media for the Human Auditory System Topic in IPAS Subject for Grade V at SDN 14 Ampenan Fitri Cahyani; Muhammad Erfan; Prayogi Dwina Angga
Journal of General Education and Humanities Vol. 4 No. 2 (2025): May
Publisher : MASI Mandiri Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58421/gehu.v4i2.444

Abstract

Learning media play a crucial role in the success of the educational process. Without appropriate media, learning tends to become monotonous, relying solely on the teacher and lacking variety in resources. The integration of media significantly influences students' cognitive development. Observations and questionnaire distribution revealed learning challenges, where teachers predominantly used LKS (student worksheets), resulting in low student achievement in the topic of the human auditory system. Conversely, the potential analysis showed that all students owned smartphones. This research aimed to develop a valid and practical learning medium on the topic of the human auditory system using Smart Apps Creator. This study employed a Research and Development (R&D) design using the Sugiyono model to evaluate the feasibility and practicality of the developed media. The study was conducted at SDN 14 Ampenan, involving 19 fifth-grade students. Instruments included validation questionnaires for material experts and media experts, as well as practicality questionnaires for student and teacher responses. The results showed: (1) material expert validation yielded a score of 83.3%, indicating a "very valid" qualification; (2) media expert validation reached 76.6%, indicating a "valid" qualification; (3) product trials by teachers and students resulted in scores of 87.64% and 87.5% respectively, classified as "very practical"; and (4) implementation trials scored 93.05% (teacher) and 95.2% (student), also categorised as "very practical." Based on these findings, the Smart Apps Creator-based learning media is considered feasible and effective for use in the classroom. The media is designed to be interactive, enabling students to actively engage in the learning process through features such as simulations, quizzes, and real-time feedback, thereby enhancing their understanding of the material.
“Tegodek-Godek dait Tetuntel-Tuntel”: Development of Digital Books to Strengthen Character Education for Elementary School Children Nisha Ayu Dwi Sukazi; Khairun Nisa; Prayogi Dwina Angga
Journal of General Education and Humanities Vol. 4 No. 2 (2025): May
Publisher : MASI Mandiri Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58421/gehu.v4i2.449

Abstract

The limited media of pictorial reading that raises local wisdom and the lack of application of character values in learning are problems that underlie the need to develop relevant and contextual media for students. This research and development aims to develop a digital folklore book of the Sasak tribe, "Tegodek-Godek dait Tetuntel-Tuntel," with good validity and practicality and is useful as a means of strengthening character values for students. This research is a type of Research and Development (R&D) research with a 4D model approach. This research was carried out at SDN 14 Cakranegara and involved 33 students in grade V. The instruments used in this study were a validation questionnaire for media experts and subject matter experts, as well as a questionnaire for student and teacher responses as product users. The digital folklore book "Tegodek-Godek dait Tetuntel-Tuntel" as a whole has been declared very valid and very practical by validators and respondents. The results of the study showed that the results of the media validation test obtained a percentage of 100% (very valid); the validation of material experts reached 96.66% (very valid); student response results of 89.62% (very practical); and the teacher's response results were 97.5% (very practical). Thus, the existence of digital storybooks based on local wisdom can be used as an alternative learning media that is contextual to strengthen character education in elementary schools, as well as to encourage the development of similar media in other cultural areas.