Claim Missing Document
Check
Articles

Found 25 Documents
Search

PENGEMBANGAN E –LKPD BERBASIS APLIKASI QUIZIZ PADA MUATAN IPA MATERI EKOSISTEM DI KELAS V SD NEGERI 149/VIII MUARA TEBO KABUPATEN TEBO Fitriyani; Amril; Antik Estika Hader
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 3 (2023): Volume 09 No. 03 Juli 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i3.1534

Abstract

This research is motivated by the low scor in Natural science of students and the previous use of thematic books es a learning media, especially in the subjet Ecosystem, therefore, there is a need for an improvent in the learning process to anhance student’s learning outcomes by using a teaching media the can make student’s active and interactive during the learning proscess. This research adopts the ADDIE model. The ADDIE model consists of five stages of Developmen: Analyze, Desing, Development, Implementation, and evaluation. The first stage is the Analyze stage, where the need for development is analyze,the nex stage is the where a product to development is desinged. The com development stage, aimed t, producing the privously desingd product. The implementation stage follows, where devlopment productsis implemented. Lastly, the evaluation stage involves evaluating, the development product. The assesment results of the quizizz learning media, validated by there validators, yielded an average score 96% categorized as hing valid . of the quizizz learning media is considered by teachers resultes a precentage 90,5%, categorized as hinghly practical in terrms of ase of use anf time efficiency. The particlity tes involving 32 students who used the development fot topic 1 showed a completion rate 87,2% students, topic 2 had a completion rate of 94,4% had a complection rate of 94,2% media was categori as hingky pratical in trems of ase of use and time effcienci. It was also deemed hingly effectife.
PENGARUH MEDIA GAMBAR SERI TERHADAP KETERAMPILAN MENULIS KARANGAN SEDERHANA MUATAN BAHASA INDONESIA KELAS III SDN DESA TANJUNG PUTUS Dwi Novri Asmara; Antik Estika Hader; Mia Sartika Sari
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 3 (2023): Volume 09 No. 03 Juli 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i3.1575

Abstract

Problems in learning Indonesian in the discussion of simple essay writing material, where students lack interest in writing simple essays, students' knowledge is still little about writing simple essays, students who find it difficult to arrange sentences into a paragraph. Through this problem, the purpose of this study is to overcome the low skills of writing simple essays. To overcome this, interesting and appropriate media are needed so that students can easily understand the material. Therefore, researchers will apply serial image media. The type of research used was experimental, Quasi-Experiential Design. This research was carried out at SDN 128 Tanjung dropping out of class III and SDN 238 Tanjung dropping out of class III in the even semester of the 2022/2023 school year. The population in this study were 17 elementary school students from the two elementary schools. The data collection instrument used uses independent and dependent variables. Development of instruments used validity test, reliability test, level of difficulty test. Data collection techniques used pre-test (pre-test) and post-test (post-test). Data analysis techniques in this study used the Normality Test, homogeneity test and hypothesis testing. Based on the results obtained, the significance of the paired samples t test is 0.002 <0.05, which means that Ho is rejected and Ha is accepted. So it can be concluded from the experimental class and the control class, that the experimental class has the influence of serial picture media on student learning outcomes in Indonesian Language Theme 8 SDN 128 Tanjung Bawah, because the experimental class meets the criteria, while the control class does not meet the criteria.
PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE TEAMS GAMES TOURNAMENT (TGT) TERHADAP HASIL BELAJAR BAHASA INGGRIS SISWA KELAS I SDN 08 KOTO BARU Antik Estika Hader; Rauldatul Husni; Laila Nurjannah
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 04 (2023): Volume 09 No. 04 September 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i04.1629

Abstract

This research is motivated by the learning process that has not shown interesting progress and has not been able to encourage active participation from students. This situation directly negatively affects students' learning achievement in English subjects which is still relatively low. Therefore, efforts are needed to develop more effective and interesting learning methods to improve student learning outcomes in these subjects. This study aims to obtain information on how much influence the Teams Games Tournament (TGT) type cooperative learning model has on the English learning outcomes of grade I elementary school students. This research is an experimental research that uses pre-experimental research design, with the form of one group pretest-posttest design. The research location was SDN 08 Koto Baru, Koto Baru District, Dharmasraya Regency. The research sample consisted of 24 students who were all grade I students. The data collection instrument used was a multiple choice test of 10 items, which had been tested for validity and reliability. The results showed that the average pretest score was 76.25 and the average posttest score was 88.75. Description of the research data from the analysis of pretest and posttest data, using the Wilcoxon test shows a significance value of 0.001 <0.05. From the criteria, if the significance <0.05 then H0 is rejected and Ha is accepted. Thus, it can be concluded that there is a significant effect of the application of the Teams Games Tournament (TGT) type cooperative learning model on the English learning outcomes of grade I students of SDN 08 Koto Baru.
PENGARUH MODEL PEMBELAJARAN GAME BASED LEARNING (GBL) TERHADAP KETERAMPILAN BERPIKIR KRITIS SISWA PADA PEMBELAJARAN IPAS KELAS V DI UPT SD NEGERI 5 SITIUNG: berpikir kritis Antik Estika Hader; Raimon Efendi; Sindy Alhayyu Suci
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 3 (2024): Volume 10 No. 03 September 2024 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i3.3777

Abstract

The problem of this study is that students have not been trained to think at a high level, this is evident based on the results of daily questions. The purpose of this study was that there were differences after the GBL model treatment was applied to students' critical thinking skills in IPAS learning in class V UPT SD Negeri 5 Sitiung. The model used is Quasi Experimental Design. That is, research that has a control group, but cannot function fully to control external variables that affect the implementation of the experiment. This research was conducted at UPT SD Negeri 5 Sitiung. The results of this study indicate that the critical thinking skills of experimental class students who use the GBL learning model. Learning is done with the Independent samples Test in hypothesis testing, showing that sig (2-tailed) is smaller than 0.003 or <0.05 so that there is a significant influence between the Game Based Learning learning model on critical thinking of IPAS learning class V UPT SD Negeri 5 Sitiung.
PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE MAKE A MATCH TERHADAP HASIL BELAJAR MATA PELAJARAN PENDIDIKAN PANCASILA SEKOLAH DASAR Zumrotun Lutfiah; Antik Estika Hader; Yuyun Windiyani
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 3 (2024): Volume 10 No. 3 September 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i3.3938

Abstract

This research aims to determine the effect of using the Make A Match Type Cooperative learning model in class 1 Pancasila Education subjects. This is motivated by the low learning outcomes in Pancasila Education learning. This research is experimental research that uses a pre-experimental research design, with a pre-Experimental Design type of One Group Pretest-Posttest Design research. The location of this research was SDN 12 Koto Baru, Koto Baru District, Dharmasraya Regency. The research sample consisted of 21 students who were all class I students. The data collection instrument used was a 10-item multiple choice test, which had been tested for validity and reliability. The research results showed that the average pretest score was 65.71 and the average posttest score was 81.90. Description of research data from pretest-posttest data analysis, using the Wilcoxon test shows a significance value of 0.001 < 0.05. Which means there is an influence in implementing the Make A Match type cooperative learning model in class 1 of SDN 12 Koto Baru.
PENGEMBANGAN E–MODUL PEMBELAJARAN PENDIDIKAN PANCASILA MENGGUNAKAN CANVA MATERI SIKAP BANGGA SEBAGAI BANGSA INDONESIA DI KELAS IV SD Wiwik Okta Susilawati; Antik Estika Hader; Aulia Tifani
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 03 September 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4614

Abstract

This study is motivated by problems in the implementation of the Pancasila Education learning process in class IV, namely the low interest in learning of students and the low learning outcomes of students. Efforts to overcome these problems are to develop learning e-modules that can improve student learning outcomes with complete videos, quizzes and attractive images. This type of research uses the type of research and development R & D (Research and Development). The development model used is the 4D development model, namely: Define, Design, Development and Disseminate. Define stage, at this stage curriculum analysis, needs analysis, analysis of learner characteristics, and technology analysis are carried out. Stage Design, the design stage is carried out the design of teaching modules, the design of the e-module framework for learning Pancasila Education grade IV, and the design of research instruments. Development stage, which is carried out validation test, practicality test, and effectiveness test. The Disseminate stage, at this stage, is the distribution of Pancasila Education learning e-module products which are limited to SDN 04 Koto Baru. The results of this research and development have produced teaching materials for e-modules for learning Pancasila Education using Canva material on proud attitudes as an Indonesian nation in class IV SDN 03 Koto Baru obtained from 8 validators, the validity of e-modules obtained from 5 validation experts gets an average percentage of 87.5% with a very valid category, the practicality of e-modules obtained from educators and small group students with an average percentage of 96.32% in the very practical category, the results of the effectiveness carried out by 27 students who took part in learning using the developed learning e-modules with an average of 92.59% so that the teaching materials for learning e-modules are very effective.
PENGEMBANGAN MEDIA PEMBELAJARAN PUZZLE PADA MATA PELAJARAN MATEMATIKA MATERI BANGUN DATAR TERHADAP MINAT BELAJAR SISWA KELAS III Antik Estika Hader; Ana Novitasari; Sindy Novri Septia
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7583

Abstract

This research is motivated by the lack of student focus on learning, students tend to be silent listening to teacher explanations, and rarely use learning media. Monotonous learning makes students bored and unenthusiastic so that students' interest in learning mathematics is still low. Therefore, it is necessary to develop a learning media that can increase students' interest in learning, one of which is by using Puzzle learning media. This study aims to determine the validity, practicality and effectiveness of puzzle learning media. This study uses the Research and Development (R&D) method with the 4D development model (Define, Design, Develop and Disseminate). The subjects in this study were third-grade students of SDN 13 Koto Baru. The results of the puzzle learning media assessment on the validation test by three validators produced an average value of 87% categorized as valid. The practicality test by teachers and students produced an average value of 95.12% categorized as practical in terms of use. The effectiveness test is based on the results of the student learning questionnaire with an average of 87.8% was categorized as effective.
PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO ANIMASI BERBASIS STEM UNTUK MENINGKATKAN KETERAMPILAN BERPIKIR KRITIS SISWA PADA PEMBELAJARAN IPAS DI SEKOLAH DASAR Antik Estika Hader; Feby Kharisna; Wera Supita
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7624

Abstract

This research is motivated by students' lack of interest in learning, their passive responses when asked questions by the teacher, and their tendency to be disengaged and self-focused during class. Additionally, learning remains teacher-centered. These issues stem from the limited use of instructional media, particularly animated video media, in the learning process. This study aims to produce animated video learning media for ipas (science, social, and environmental education) in grade v that is valid, practical, and effective. this is a developmen research using the addie model, which includes the stages of analysis, design, development, implementation, and evaluation. The analysis stage includes curriculum analysis, needs analysis, and analysis of student characteristics. The design stage involves designing the learning tools and product, followed by product development, validation, and development trials. The development stage includes validity and practicality testing conducted at sdn 03 koto baru. the results of the validation test of the ipas animated learning video by three experts showed an average score of 80.95%, categorized as highly valid. Based on the analysis results, it can be concluded that the animated learning video for grade v ipas is highly suitable for use at sdn 03 koto baru. This research produced an animated learning video for grade v ipas that is highly valid, highly practical, and highly effective.
Pengembangan Elektronik Lembar Kerja Peserta Didik (E-LKPD) Menggunakan Liveworksheet Pada Materi Norma dalam Kehidupanku di Sekolah Dasar Anisatul Fitri; Wiwik Okta Susilawati; Antik Estika Hader
Journal of Vocational Education and Information Technology (JVEIT) Vol. 6 No. 2 (2025): Jurnal JVEIT : Vol 6 No 2 2025
Publisher : Lembaga Pengembangan dan Inovasi Universitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56667/jveit.v6i2.1943

Abstract

Penelitian ini bertujuan untuk“mengembangkan elektronik lembar kerja pesertadidik pada mata pelajaran Pendidikan Pancasila, untuk menambah bahan ajar yang ada di sekolah dan menghasilkan elektronik lembar kerja pesertadidik Pendidikan Pancasila yang valid, praktis, danefektif sehingga dapat membantu meningkatkansemangat dan hasil belajar peserta didik di SDN 10 Sitiung”. Penelitian ini bertujuan untuk mengembangkan bahan ajar berupa Elektronik Lembar Kerja Peserta Didik (E-LKPD) menggunakan platform Liveworksheet yang dibantu oleh aplikasi Canva, dalam mata pelajaran Pendidikan Pancasila kelas V SDN 10 Sitiung. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan Plomp yang terdiri dari tiga tahapan: preliminary research, prototyping, dan assessment. Produk E-LKPD dikembangkan untuk materi “Norma dalam Kehidupanku” pada semester I. Instrumen yang digunakan meliputi lembar validasi, angket kepraktisan, dan tes hasil belajar untuk mengetahui efektivitas. Hasil validasi menunjukkan bahwa E-LKPD masuk dalam kategori “sangat valid” dengan skor rata-rata 89%. Kepraktisan E-LKPD oleh guru dan siswa juga berada pada kategori “sangat praktis” dengan skor berturut-turut 95% dan 93%. Uji efektivitas menunjukkan bahwa penggunaan E-LKPD dapat meningkatkan hasil belajar siswa dengan tingkat ketuntasan klasikal mencapai 91%. Dengan demikian, E-LKPD berbasis Liveworksheet dinyatakan valid, praktis, dan efektif untuk digunakan dalam pembelajaran Pendidikan Pancasila kelas V SD.
PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE JIGSAW TERHADAP HASIL BEAJAR SISWA PADA PEMBELAJARAN IPAS KELAS IV SDN 13 KOTO BARU Muhammad Rosyid; Antik Estika Hader; Feby kharisna
Jurnal Dharma PGSD Vol 4 No 1 (2025): Januari 2026
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Dharmas Indonesia

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

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar siswa pada mata pelajaran IPAS di kelas IV SDN 13 Koto Baru. Berdasarkan hasil observasi dan wawancara selama kegiatan Praktek Lapangan Pendidikan (PLP), ditemukan bahwa siswa kurang aktif, tidak fokus dalam proses pembelajaran, serta dominannya metode ceramah yang digunakan guru menyebabkan siswa menjadi pasif dan kurang memahami materi. Untuk mengatasi permasalahan tersebut, peneliti menerapkan model pembelajaran kooperatif tipe Jigsaw sebagai alternatif yang diyakini dapat meningkatkan hasil belajar siswa. Penelitian ini menggunakan pendekatan kuantitatif dengan metode quasi-eksperimen. Desain penelitian yang digunakan adalah Single Group Interrupted Time Series Design. Populasi dalam penelitian ini adalah seluruh siswa kelas IV C SDN 13 Koto Baru, dengan jumlah sampel sebanyak 23 siswa. Teknik pengumpulan data dilakukan melalui tes (pretest dan posttest), observasi, dan wawancara. Instrumen diuji validitas dan reliabilitasnya sebelum digunakan. Hasil penelitian menunjukkan bahwa terdapat peningkatan yang signifikan terhadap hasil belajar siswa setelah penerapan model pembelajaran kooperatif tipe Jigsaw. Uji normalitas Shapiro-Wilk menunjukkan bahwa data pretest tidak berdistribusi normal (signifikansi 0,010 < 0,05), sedangkan data posttest berdistribusi normal (signifikansi 0,144 > 0,05). Nilai rata-rata pretest sebesar 43,26 meningkat menjadi 72,82 pada posttest. Hasil uji-t menunjukkan signifikansi 0,000 (p < 0,05), yang berarti terdapat pengaruh signifikan dari penerapan model pembelajaran Jigsaw terhadap hasil belajar siswa. Kesimpulan dari penelitian ini adalah bahwa model pembelajaran kooperatif tipe Jigsaw berpengaruh positif dan signifikan terhadap peningkatan hasil belajar siswa dalam pembelajaran IPAS. Model ini menciptakan suasana belajar yang aktif, menyenangkan, serta mendorong siswa untuk saling berinteraksi dan bertanggung jawab terhadap pembelajaran. Saran dalam penelitian ini yaitu guru disarankan menggunakan model pembelajaran kooperatif tipe Jigsaw sebagai alternatif dalam menyampaikan materi IPAS, khususnya untuk meningkatkan keaktifan dan hasil belajar siswa. Penelitian selanjutnya diharapkan dapat mengkaji pengaruh model ini terhadap aspek lain, seperti sikap sosial dan keterampilan komunikasi siswa.