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Pengembangan Media Flashcard Berbasis Augmented reality untuk Meningkatkan Kemampuan Pemecahan Masalah Pecahan Kelas IV Putra, Susetya Dwi; Andrijati, Noening; Nurharini, Atip
Jurnal Gentala Pendidikan Dasar Vol. 10 No. 1 (2025): Jurnal Gentala Pendidikan Dasar
Publisher : Department of Primary School Teacher Education, Faculty of Teacher Training and Education, Jambi University

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Abstract

This research aims to develop and evaluate the feasibility, practicality, and effectiveness of augmented reality-based flashcard media in enhancing students' problem-solving skills in fractions. Utilizing the Plomp development model, the study was conducted during the second semester of the 2024/2025 academic year in four public elementary schools in the Wijayakusuma cluster, Semarang City. A pretest-posttest control group design with simple random sampling was employed. The problem-solving ability test was aligned with Polya's indicators. The findings indicate that the augmented reality-based flashcard media is highly feasible, achieving an average feasibility score of 92.98%. Assessments based on media validation, material validation, and practicality all fell into the very feasible category. The practicality test yielded a score of 91.52% from both teachers' and students' responses, indicating high practicality. Effectiveness testing through pretests and posttests showed significant improvement in problem-solving abilities, with a significance value of 0.000 in the t-Test. N-Gain analysis revealed that the flashcard media was more effective than conventional learning, with a control class N-Gain of 0.5796 and an experimental class N-Gain of 0.7090. In conclusion, augmented reality-based flashcard media effectively enhances students' mathematical problem-solving skills in fractions and serves as an alternative solution to improve the quality of fourth-grade learning.
The Development of Kinesthetic Skills in the Lembu Dance Extracurricular Program at Elementary School Prabawati, Bunga Anggun; Nurharini, Atip
Jurnal Prima Edukasia Vol. 13 No. 2 (2025): May 2025
Publisher : Asosiasi Dosen PGSD dan Dikdas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpe.v13i2.82400

Abstract

This study aims to analyze the contribution of Lembu Creation Dance in extracurricular dance activities at SD Negeri Gondangrawe to the development of students' kinesthetic intelligence. Lembu Creation Dance is a modern dance art rooted in Indonesian culture, depicting the symbolism of the ox as an animal with significant historical and spiritual value. This study uses a qualitative approach with a descriptive method based on case studies. Data were obtained through observation, interviews, and documentation of 15 students who participated in extracurricular dance activities. The results showed that Lembu Creation Dance significantly increased students' kinesthetic intelligence through structured exercises involving body coordination, balance, flexibility, and understanding of symbolic meaning in dance movements. In addition to physical benefits, this activity also contributes to psychological aspects, such as increased self-confidence, courage to appear in public, and social skills. Participation in dance activities also shapes students' character, such as discipline, patience, and perseverance. However, several obstacles affect the effectiveness of this program, including limited facilities, short practice time, and variations in students' interests and abilities. To optimize this program, it is necessary to provide adequate facilities, flexible schedules, and innovative learning approaches involving technology. This study confirms that Lembu Creative Dance is not only a medium for preserving local culture but also a holistic educational tool to develop the physical, mental, and emotional potential of students as a whole
Flipbook-Based E-Module Media to Improve Learning Outcomes of Central Javanese Traditional Dance Material Rasyid, Brilyan Ardliansyah Al; Nurharini, Atip
Journal of Education Reseach and Evaluation Vol 9 No 2 (2025): May
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jere.v9i2.92995

Abstract

In this increasingly developing era, teachers are expected to be creative in creating learning media. In dance subjects where students sometimes have difficulty understanding the material, more interesting learning media are needed. This study aims to develop flipbook-based e-module learning media to improve student learning outcomes. This type of research is development. The model used is ADDIE. The methods used in data collection are observation, interviews, tests, questionnaires. Data collection instruments use questionnaires and test questions. The subjects used in this study were teachers, students, learning media experts, and learning material experts. Data analysis techniques used quantitative, qualitative, and N-gain descriptive. The results of the study showed the level of feasibility of the media expert test media 73.33% and the material expert test 85%, and the pretest and posttest learning outcomes of students in small-scale trials had an N-Gain value of 0.69. In large-scale trials, an N-Gain value of 0.71 was obtained. It was concluded that flipbook-based e-module media is feasible for use in the learning process of Central Javanese traditional dance material and can improve student learning outcomes.
PENGEMBANGAN MEDIA INTERAKTIF 3 DIMENSI VIRTUAL REALITY BERBASIS ANDROID PADA PEMBELAJARAN SENI TARI UNTUK MENINGKATKAN HASIL EVALUASI KOGNITIF SISWA SEKOLAH DASAR Firmansyah, Abu Fitroh; Nurharini, Atip
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.28986

Abstract

Penelitian ini bertujuan untuk mengembangkan dan mengevaluasi media pembelajaran 3D virtual reality berbasis android untuk pembelajaran seni tari pada siswa kelas V Di SDN 4 Ketringan. Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar siswa dalam mata pelajaran seni tari yang disebabkan oleh metode pembelajaran konvensional dan keterbatasan penggunaan media interaktif. Metode yang digunakan adalah research and development (r&d) dengan model pengembangan addie (analysis, design, development, implementation, and evaluation). Penelitian mencakup analisis kebutuhan, pengembangan produk, validasi ahli, serta uji efektivitas melalui pre-test dan post-test. Media dikembangkan menggunakan platform artsteps.com yang memungkinkan pembuatan pameran virtual dalam bentuk 3D virtual reality, dan dapat diakses melalui smartphone. Materi pembelajaran difokuskan pada unsur pendukung tari. Hasil uji kelayakan oleh ahli media dan ahli materi menunjukkan nilai validasi masing-masing sebesar 88,75% dan 89,7%, dengan kategori “sangat layak.” Uji efektivitas dilakukan pada kelompok kecil dan besar. Hasil pre-test dan post-test menunjukkan peningkatan yang signifikan. Uji-t menunjukkan perbedaan yang signifikan (p< 0,05), dan analisis n-gain menunjukkan peningkatan sedang (0,4911) pada kelompok kecil dan besar (0,7882) pada kelompok besar. Hasil ini menunjukkan bahwa media 3d virtual reality berbasis android efektif dalam meningkatkan pemahaman dan keterlibatan siswa dalam pembelajaran seni tari. Penelitian ini mengindikasikan bahwa multimedia imersif memiliki potensi besar dalam mendukung pembelajaran yang inovatif dan interaktif di tingkat sekolah dasar, khususnya dalam bidang seni.
Pengembangan Media Pembelajaran Pop-Up Book Berbasis Augmented Reality 3D untuk Meningkatkan Hasil Belajar Tari Tradisional Daerah Magelang Siswa Kelas V SDN Kedungsari 1 Paramita, Diah Ratri; Nurharini, Atip
Jurnal Ilmiah Profesi Pendidikan Vol. 10 No. 3 (2025): Agustus
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jipp.v10i3.3642

Abstract

Seni tari dapat dijumpai dalam berbagai budaya yang dimiliki masyarakat. Penelitian ini betujuan untuk mengembangkan produk media pembelajaran Pop-up Book yang berbasis Augmented Reality 3D serta menganalisis pengaruhnya terhadap peningkatan hasil belajar siswa kelas V SDN Kedungsari 1 dalam materi tari tradisional Magelang. Metode penelitian ini menggunakan metode pengembangan ADDIE. Pengumpulan data menggunakan teknik penyebaran angket respon siswa, memberikan posttest- pretest kepada siswa, dan penilaian lembar validasi. Data penelitian ini dianalisis menggunakan teknik uji validasi dan uji reabilitas serta dalam uji hipotesis menggunakan uji normalitas kemudian uji Wilcoxon. Hasil penelitian ini berupa pengembangan produk berupa media pembelajaran pada materi seni tari yaitu tari daerah Magelang di kelas V SDN Kedungsari 1 Magelang berupa Pop-up Book berbasis Augmented Reality 3D, layak digunakan berdasarkan hasil validasi ahli media, materi, serta praktisi pembelajaran diperoleh rata-rata 92,1 % dengan kriteria sangat baik. Adanya peningkatan hasil belajar siswa materi Tari tradisional daerah Magelang setelah menggunakan Pop-up Book berbasis Augmented Reality 3D berdasarkan hasil pretest dan postest siswa kelas V SDN Kedungsari 1 Magelang terhadap materi tari tradisional Magelang. Pop-up Book berbasis Augmented Reality 3D Tari tradisional daerah Magelang mendapatkan respon positif dari siswa dengan pemberian angket respon siswa.
Pendidikan Karakter di Asrama 2 PGSD UNNES Ngaliyan Afdhilla, Nisa; Nurharini, Atip; Lituhayu, Garini; Rosyidah, Ummi; Stevano, Marshelino
Nanggroe: Jurnal Pengabdian Cendikia Vol 3, No 2 (2024): May
Publisher : Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.11377782

Abstract

Character education is an important aspect that must be considered in forming individuals who are not only intellectually intelligent, but also have high moral and social integrity. In the context of higher education, especially in student dormitories, character education becomes increasingly important considering that dormitories are places where students spend most of their time and interact intensively with fellow residents. Semarang State University (UNNES) as one of the teacher education institutions in Indonesia, has a strategic role in producing prospective educators with character. Dormitory 2 PGSD UNNES Ngaliyan, with the vision of creating a healthy, superior and prosperous life, is committed to activating a character building and development program that trains independence, sensitivity, responsibility and leadership. This study used qualitative research methods. This qualitative approach is used to describe and analyze individual or group phenomena, events, social dynamics, attitudes, beliefs and perceptions. The research was carried out by means of observation and interviews containing questions for related parties according to the topic raised by the author. The results of this research are regarding the method used in the process of cultivating character in Dormitory 2 PGSD UNNES Ngaliyan, namely by creating regulations that the dormitory residents must adhere to and holding various kinds of activities involving the dormitory participants. In Dormitory 2 PGSD UNNES Ngaliyan activities there are various kinds of activities, namely in terms of spirituality there are mandatory congregational prayers for Muslims and Sunday worship for non-Muslims, activities for the Prophet's birthday, halal bihalal, and so on.
Peran Kegiatan Pesta Siaga dalam Penanaman Karakter pada Siswa Sekolah Dasar Qorneila, Yutika; Nurharini, Atip; Rachmawati S, Aulia Intan; Andika, Fadhlu Dwi; Kholifah, Laela Musri
Nanggroe: Jurnal Pengabdian Cendikia Vol 3, No 2 (2024): May
Publisher : Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.11238891

Abstract

Character cultivation is one thing that must be implemented from an early age. Apart from being done in the home environment, character cultivation can also be done in the school environment. One way to instill character in children in the school environment is by participating in extracurricular programs at school. One of the extracurriculars that is mandatory in elementary school is scouting. In scouting there is an activity that can instill character in children from an early age, namely the Alert Party. The Alert Party is a series of scout agendas or activities which are attended by students aged 7-10 years. Having this alert party can certainly help in cultivating the character of elementary school students. In this research, the author will analyze in more depth the role of alert party activities in cultivating character in elementary school students. The method used by the author is a descriptive qualitative method. The author uses data collection techniques in the form of interviews, observation and documentation. The results of this research show that alert parties have a role in cultivating the character of elementary school students. Characters that can be taken from this alert party activity include discipline and responsibility.
Development of Articulate Storyline based Local Content Learning Media to Improve Learning Outcomes of Elementary School Students Wulandari, Eka; Nurharini, Atip
Jurnal Penelitian Pendidikan IPA Vol 11 No 4 (2025): April
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i4.10785

Abstract

This study uses the Research and Development (R&D) method with the ADDIE development model, which aims to develop Articulate Storyline learning media that can improve learning outcomes of Semarang local content, namely Denok Deblong dance for grade IV elementary school students. The data collection techniques used are test techniques by giving pretests and posttests, and non-test techniques with observation, interviews, documentation, and questionnaires. The data analysis techniques used were normality test, T-test, and N-gain. The results showed that the local content learning media based on Articulate Storyline was categorized as very feasible to use with material validation results of 92.85%, and media validation of 93.75. The paired sample test showed a significance value of 0.001 <0.05 which means there is an influence on student learning outcomes before and after using Articulate Storyline local content media. The results of the small-scale N-Gain test were 0.5257 and large-scale 0.5998 which showed a moderate category. With the results of this study, it can be concluded that Articulate Storyline learning media is feasible and effective in improving the learning outcomes of local content of Denok Deblong dance for grade IV elementary school students.