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Genially- based interactive learning media in the sub-theme of the uniqueness In my home town Madu Mitha Wulandari; Nurlinda Safitri; Ratih Purnamasari
Journal Of Teaching And Learning In Elementary Education Vol 6, No 2 (2023)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, FKIP, Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jtlee.v6i2.8038

Abstract

This development research uses the ADDIE model (Analysis, Design, Development, Implementation , Evaluation). This research was conducted at SD Negeri Cigombong 02, Bogor Regency, and consisted of 31 students. This research was conducted in the even semester of the 2022/2023 school year. The purpose of this research is to solve the problems that fourth grade students face in the learning process. The results of the research show that the developed interactive learning media is feasible for students to use. This can be seen from the validation results carried out by media experts, linguists, and material experts showing a high percentage. Assessments from media experts showed a percentage of 94% "very feasible", linguists showed a percentage of 100% “very feasible", and material experts showed a percentage of 96% "very feasible". The results of the expert validation as a whole show a percentage of 96.6 % with the criteria of "very feasible". The limited test conducted on 31 students obtained a response of 98.8 % in the "very good" category. Based on the results of the study, it was concluded that genially- based interactive learning media is very appropriate for students to use.
PENINGKATAN KREATIVITAS PESERTA DIDIK MELALUI MODEL PEMBELAJARAN PROJECT BASED LEARNING TEMA 6 KELAS III SEKOLAH DASAR Fahira Anatasya Hazri Handaka; Ratih Purnamasari; Maya Krisna Sushanty
Educational Technology Journal Vol 3 No 2 (2023): Volume 3 Nomor 2, Oktober 2023
Publisher : Universitas Negeri Surabaya

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

Abstract

This research was compiled with the aim of increasing the creativity of students by applying the Project Based Learning learning model to class IIIA students at SDN Semeru 1 Bogor. Creativity referred to in this study include; have curiosity, self-confidence, persistence, and high imagination and dare to express opinions. This type of research is Collaborative Classroom Action Research (PTKK), a type of research that examines learning problems in the classroom through reflection in an effort to find problems with various planned actions. The research design uses the Kemmis and Mc. Taggart. This research was conducted in the even semester of the 2022/2023 school year, in February. The subjects of this study were class IIIA students at SDN Semeru 1 consisting of 28 students. The object of research is the creativity of students. Data collection techniques using observation and interviews. Data were analyzed descriptively and presented in the form of tables and graphs. The results showed that there was an increase in students' creativity, namely in the first cycle of 69% (high), then in the second cycle it increased to 90% (very high). This means an increase of 21%. Thus the use of the Project Based Learning learning model in Theme 6, especially in the SBdP content of Decorative Works material can increase the creativity of class IIIA students at SDN Semeru I.
Pendampingan Guru SDN Bantar Kemang 2 untuk Meningkatkan Kompetensi Pembuatan Soal Asesmen Kompetensi Minimum Literasi Numerasi Rukmini Handayani; Ratih Purnamasari; Nurlinda Safitri
Jurnal Abdi Masyarakat Indonesia Vol 4 No 2 (2024): JAMSI - Maret 2024
Publisher : CV Firmos

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54082/jamsi.1077

Abstract

Asesmen Kompetensi Minimal (AKM) yang sudah digulirkan oleh pemerintah untuk mengganti sistem Ujian Nasional menjadi pengalaman baru bagi para guru. Meski hanya dilakukan untuk kelas 5, serta tidak dijadikan sebagai syarat kelulusan siswa, namun nilai AKM akan menjadi bukti keseriusan dalam mengelola sekolah. Hal ini dikarenakan masih kurangnya kemampuan guru dalam memahami framework AKM serta konteks yang harus dipenuhi. Selain itu, AKM masih relative baru, sehingga siswa belum terbiasa dengan soal AKM literasi numerasi. Hal ini memperkuat guru memiliki bank soal AKM untuk modal dalam melatih siswa. Oleh karena itu, pendampingan guru SD untuk meningkatkan kompetensi pembuatan soal AKM literasi numerasi. Tujuan dari PKM yakni, agar para guru SD mitra memiliki kompetensi dalam membuat soal sesuai framwork AKM literasi numerasi. Beberapa tahapan PkM: Sosialisasi AKM dan soal literasi numerasi; Analisis kesalahan soal literasi numerasi dari bank soal yang dimiliki guru; Merancang soal literasi numerasi sesuai framwork AKM; Latihan pembuatan soal AKM literasi numerasi secara berkelompok; Latihan pembuatan soal AKM literasi. Para guru peserta pendampingan antusias dalam menyusun soal AKM literasi numerasi. Hasil kegiatan berupa kemampuan guru dalam membuat soal sesuai framework AKM literasi numerasi sebagai berikut: 1). Konten, 100% sesuai konten materi pada kelas dan mata Pelajaran masing-masing.; 2). Proses Kognitif (Knowing, Applying, dan Reasoning), sebanyak 40% masih bersifat knowing, soal applying belum sampai nenamaham informasi secara tersirat dan memadukan interpretasi antar bagian dalam teks. dan dalam reasoning masih belum menyelesaikan masalah bersifat nonrutin; 3). Kontekstual, sudah dapat menyesuaikan kontekstual dari personal, sosial-budaya dan sains sesuai dengan materi.
Independent Curriculum Management Through Developing Teaching Modules on Style Materials Lina Novita; Stella Talitha; Rohimah Rohimah; Fitri Siti Sundari; Ratih Purnamasari
AL-ISHLAH: Jurnal Pendidikan Vol 16, No 2 (2024): AL-ISHLAH: JURNAL PENDIDIKAN
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v16i2.4824

Abstract

Educational achievement in Education for Sustainable Development (hereafter, EfSD) demands fair and equitable education. This condition gives rise to various preparations that must be taken into account by teaching staff through program plans and strategies designed to achieve the quality of education as regulated in the curriculum. The aim of the research is to examine the conditions for implementing EfSD in elementary schools through the management of learning modules. The research uses the Research and Development or RD method with the ADDIE model. The research begins with an analysis stage consisting of analysis of problems, needs and curriculum, teachers and students. The design stage takes the form of resource management and management of material aspects through the development of independent curriculum teaching modules. At this stage, a validation test was carried out by material experts and practitioners which resulted in an average of 94.48%. Then the implementation or trial phase was limited to 10 students, the test was extensive on 22 grade 4 students. The evaluation stage aims to determine the suitability of the independent curriculum teaching module product for use in schools. The test results showed that student responses were limited to 87.87% and broadly 93.24%. It can be concluded that the development of teaching modules attracts students to learn according to their characteristics, skills and interests.
Pengembangan Media Video Animasi Berbasis Animaker pada Pembelajaran Tema 8 Subtema Perubahan Lingkungan Dilla Nurillah Lestari; Irvan Permana; Ratih Purnamasari
DIKDAS MATAPPA: Jurnal Ilmu Pendidikan Dasar Vol 6 No 2 (2023): Juni
Publisher : STKIP Andi Matappa Pangkep

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31100/dikdas.v6i2.2849

Abstract

This study aims to develop animated video media based on animaker in learning the theme of 8 sub-themes of environmental change in class V SD Negeri Kota Batu 08 knowing the effectiveness of the media, as well as knowing student responses to the media. This research is a type of research and development (RnD) or research and development according to the ADDIE model covering Analysis, Design, Development, Implementation, Evaluation. The product resulting from this research is animaker-based animated video media which was developed in the form of validation tests by media expert validators, linguists and material experts, and student response questionnaires and evaluations. In feasibility, the percentage of media experts is 92.8%, material experts are 78.1% and linguists are 87.2%. The results of the practicality of learning media with the Animaker application can be observed from student response questionnaires and evaluation results. The results of the study prove that the learning media with the Animaker application is feasible to use. Student responses prove a positive impact with the percentage of scores obtained. Based on the student response questionnaire of 71.7%, it can help in the learning process that is more interesting, effective and efficient.
Pengembangan Media Pembelajaran Interaktif Berbasis Genially pada Subtema Pemanfaatan Kekayaan Alam di Indonesia Siska Rahmawati; Ratih Purnamasari; Roy Efendi
DIKDAS MATAPPA: Jurnal Ilmu Pendidikan Dasar Vol 6 No 4 (2023): Desember
Publisher : STKIP Andi Matappa Pangkep

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31100/dikdas.v6i4.3196

Abstract

This research aims to develop genially-based learning media in the sub-theme of utilizing natural wealth in Indonesia to determine the feasibility of these products. This research uses the R&D (Research and Development) research method using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The results showed that the interactive learning media developed was very suitable for use as a learning media in class IV-B of SDN Mekarjaya 10 Depok city in learning based on the average validation score of media experts 85.33%, the average validation score of linguists was 81.33%, and the average validation score of material with criteria of 85.33%, the validation results were included in the category of “very feasible” to use. Based on the student response questionnaire of 85.45%, it is included in the “very good” category.
PENGEMBANGAN VIDEO PEMBELAJARAN INTERAKTIF BERBASIS AUGMENTED REALITY PADA PEMBELAJARAN 1 SUBTEMA KETERATURAN YANG MENAJUBKAN Ayu Winda Sari; Teti Rostikawati; Ratih Purnamasari
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.v9i04.1606

Abstract

This study aims to develop an augmented reality-based learning video in learning 1 Sub-theme of Amazing Regularity. The method of this reserch and development uses ADDIE type (Analyze, Design, Development, Implementation, and Evaluation). This research involved one teacher as a media, material, and language expert. In brief, this study also involved two expert judgment validators. The population and sample in this study were class VI students at SDN Semplak 1 Bogor in the academic year 2021 / 2022 with a total of 28 students. The instruments used in this study consisted of expert validation sheets, student questionnaire sheets, and student evaluation sheets. Based on the average results of the validation carried out by the validator, the expert media average was 90.5%, the linguist average was 92.5%, and the material expert was 90%. Augmented reality-based interactive learning video media also have been effective in increasing the learning motivation of class VI students by 79% in the excellent category and 21% in the good category.
PENGEMBANGAN BAHAN AJAR KOMIK BERBASIS WEBTOON TEMA 8 SUBTEMA 3 AKU SUKA BERPETUALANG KELAS III Fuadah Hasanah; Ratih Purnamasari; Suci Siti Lathifah
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.v9i04.1657

Abstract

Penelitian ini bertujuan untuk mengetahui cara mengembangkan produk dan untuk mengetahui kelayakan produk bahan ajar komik berbasis webtoon kelas III tema 8 subtema 3 aku suka berpetualang. Penelitian ini merupakan jenis penelitian Research and Development (R&D), langkah-langkah penelitian dan pengembangan ini berpedoman pada model ADDIE dengan 5 tahapan yaitu analyze, design, development, implementation, evaluasi. Penelitian ini dilaksanakan di SDN Batutulis 01 dengan subjek penelitian kelas III. Pengembangan bahan ajar komik divalidasi oleh 3 validator dalam bidang bahasa, media, dan materi. Instrumen yang digunakan pada penelitian ini terdiri dari lembar validasi ahli dan angket respon siswa terhadap komik berbasis webtoon. Teknik analisis data terdiri dari Teknik analisis data kualitatif mengenai hasil wawancara dan Teknik analisis data kuantitatif mengenai hasil validasi ahli dan respon siswa. Hasil penelitian menunjukkan bahwa komik yang dikembangkan layak sebegai bahan ajar di kelas III-C SDN Batutulis pada pembelajaran berdasarkan rata-rata nilai validasi ahli media 80,0%, rata-rata nilai validasi ahli bahasa 87,5% dan rata-rata nilai validasi ahli materi dengan kriteria 92,5%, dengan kriteria sangat layak digunakan. Berdasarkan angket respon siswa sebesar 87,0%, bahan ajar yang dikembangkan dapat membuat siswa paham dengan materi yang digambarkan, merasa termotivasi dan senang sehingga bahan ajar tersebut sangat layak untuk digunakan dalam pembelajaran tema 8 subtema 3 aku suka berpetualang. Kata kunci: Komik, Bahan Ajar, Aku Suka Berpetualang
PENGEMBANGAN MEDIA VIDEO ANIMASI MENGGUNAKAN POWTOON PADA TEMA DAERAH TEMPAT TINGGALKU SUBTEMA KEUNIKKAN DERAH TEMPAT TINGGALKU Sri Ade Tia Widia Ningsih; Ratih Purnamasari; Dita Destiana
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.v9i04.1876

Abstract

This researchaims to detremine the development and fesibility of animated video media using Powtoon on the theme of the area where I live, sub-theme, the uniqueness of area where I live. This reserch uses an R&D (Research and development) research approach using the ADDIE model, there are five stages of analysis, design, implementation, evaluation. The subject of this research were class IVA student at Ciawi 23 state elementary school, consisting of 26 students. This research was conducted in the even semester of the 2022/2023 academic year. In this research, the instruments used consisted of validation sheets from media experts, language experts, material experts, student response questionnaire results, and teacher response questionnaire results. This is proven by the media validation results which obtained a percentage of 88%, language experts obtained a precentage of 90%, and material experts obtained a precentage of 88%.
ANALISIS KESULITAN BELAJAR MATEMATIKA PADA ANAK BERKEBUTUHAN KHUSUS TUNAGRAHITA RINGAN KELAS IV SDN PERWIRA Chairunisa; Ratih Purnamasari; Yudhie Suchyadi
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 5 (2023): Volume 09 No. 05 Desember 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i5.2005

Abstract

Education is a basic need for humans to achieve an expected goal, because without education we will not be able to develop the potential of ourselves optimally both cognitive, pricomotor and affective. Education is realized through the teaching and learning process. The government states that every citizen has the same right to receive quality education and citizens with physical, emotional, mental, intellectual and social disabilities are entitled to special education. Education is needed to develop the potential of children with special needs for their survival which must always be dynamic and optimistic. As a prospective teacher, you should know the learning difficulties experienced by students in class, especially the difficulties of students in learning mathematics. The purpose of this study was to determine the factors of difficulty in learning mathematics for children with special needs for mild intellectual impairment. The subjects of the study were 1 grade IV student with the initiative "D". This study used qualitative descriptive method. Observation place at SDN Perwira Kota Bogor. Information collection is carried out by observation and interviews. The factor that causes difficulty learning mathematics is that "D" has a lack of self-confidence. Must do repetition in counting. Lack of motivation, lack of focus in concentration, having problems with the health of his body which resulted in "D having difficulty learning mathematics.