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Pelatihan Media Pembelajaran Interaktif Berbasis Game Edukasi Kahoot Di SMP Pada Materi Bilangan Bulat Dewi Anggreini; Sukiyanto Sukiyanto; Denik Agustito
Jurnal Penelitian dan Pengabdian Masyarakat Vol. 4 No. 1 (2026): February 2026
Publisher : Yayasan Pondok Pesantren Sunan Bonang Tuban

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61231/2mgy1t42

Abstract

Enjoyable learning can influence student learning outcomes. Learning success is influenced by several factors, one of which is the learning media factor. Technology-based learning media is very likely to overcome problems that often arise in the world of learning. Because technology has a very important role in developing innovation, ideas or concepts in learning. With technology, learning can be packaged into games, one of which is the Kahoort educational game. The priority problems faced by junior high schools are: (1) Weak student understanding of negative integers (-). The solution to overcome this problem is: Improving student understanding by using Kahoort educational game-based learning media; (2) Teachers need innovation in learning. The solution to overcome this problem is: Introducing students to interactive learning media based on Kahoort educational games. The implementation of this community service uses a training method, using quantitative. The community service instrument uses a questionnaire. The results obtained are that this community service received high enthusiasm from community service participants (training) and partners where the community service was held.
Analisis Kesalahan Siswa dalam Mengerjakan Soal Perkalian dan Pembagian Pecahan Di Sekolah Dasar Dewi Anggreini; Rendra Dwi Cahya; Mahmuda Titi Muanifah
Educational Research Indonesia Vol 1 No 2 (2024): Desember
Publisher : Laskar Karya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65678/eri.v1i2.109

Abstract

Penelitian ini bertujuan untuk mengetahui  presentase kesalahan siswa dalam mengerjakan soal materi perkalian dan pembagian pecahan pada siswa kelas IV SD Negeri Tempursari Sleman Yogyakarta.  Faktor-faktor penyebab kesalahan siswa dalam mengerjakan soal perkalian dan pembagian pecahan pada siswa kelas IV SD Negeri Tempursari Sleman Yogyakarta.  Penelitian ini menggunakan metode penelitian kuantitatif deskriptif, dengan subjek penelitian yaitu siswa kelas IV SD N Tempursari. Metode pengumpulan data yang digunakan yaitu observasi, tes, wawancara, dokumentasi dan instrumen penelitian. Keabsahan data menggunakan uji kredibilitas dan triangulasi. Teknik analisis data yang digunakan yaitu Miles dan Huberman yang terdiri dari pengumpulan data, reduksi data, penyajian data dan kesimpulan.  Hasil penelitian ini menunjukan bahwa: Kesalahan yang paling banyak dilakukan yaitu kesalahan siswa dalam keterampilan proses (process skill error) materi perkalian dan pembagian pecahan dengan rata- rata kesalahan sebesar 71,4% yang termasuk kategori tinggi. Kesalahan siswa dalam penulisan jawaban (encoding error) materi perkalian dan pembagian pecahan dengan rata-rata kesalahan sebesar 55,6%, yang dikategorikan sedang. Kesalahan siswa dalam transformasi soal (transfomation error) materi perkalian dan pembagian pecahan dengan rata-rata kesalahan 39,7%, yang termasuk kategori rendah. Kesalahan siswa dalam membaca soal (reading error) materi perkalian dan pembagian pecahan didapatkan rata-rata persentase sebesar 19,37%, kategori sangat rendah. Kesalahan siswa dalam memahami isi (comprehension error) soal materi perkalian dan pembagian pecahan dengan rata-rata kesalahan sebesar 7,9%, yang termasuk kategori sangat rendah. Ada beberapa hal yang bisa membuat siswa melakukan kesalahan saat mengerjakan soal, salah satunya adalah faktor internal. Contohnya, siswa tidak membaca soal dengan teliti, kesulitan memahami isi soal, tidak bisa menangkap inti dari pertanyaan yang diajukan, dan lupa pada konsep dasar yang penting. Kondisi kelas yang tidak mendukung bisa membuat siswa sulit berkonsentrasi saat mengerjakan tugas..
Pengembangan media komik materi penjumlahan bilangan cacah kelas II SDN Randusari Yogyakarta Egi Alridhayansah; Trisniawati Trisniawati; Mahmudah Titi Muanifah; Nelly Rhosyida; Dewi Anggreini
Trihayu: Jurnal Pendidikan Ke-SD-an Vol 12 No 2 (2026): Trihayu: Jurnal Pendidikan Ke-SD-an
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/trihayu.v12i2.21101

Abstract

This study aims to (1) develop a feasible learning comic media named KOJUMCAH (Whole Number Addition Comic) for second-grade students at SDN Randusari, (2) describe the feasibility of KOJUMCAH learning media (Whole Number Addition Comic) in the second grade of SDN Randusari, and (3) describe student responses to the use of educational comic media in learning whole number addition in the second grade of SDN Randusari. This research is a Research and Development (R&D) study. The development steps used are based on Borg and Gall's development procedure theory, limited to 7 steps: potential and problems, data collection, initial product development, expert validation, design revision, limited product trial, and revision of limited product trial results. This research was conducted at SDN Randusari with a subject of 8 second-grade students (limited product trial). Data collection techniques used were observation, interviews, and questionnaires. Data analysis techniques used were qualitative and quantitative data analysis. The results of this study are as follows: (1) The development of the KOJUMCAH media, which presents a storyline-based learning of mathematics for second-grade elementary students. (2) The feasibility of the product based on validation results shows a score percentage of 80.83% from the material expert, 98.61% from the media expert, and 98.61% from the second-grade teacher, indicating that the product falls under the "very feasible" category. (3) Student responses were highly positive, with an average percentage of 88.9%, also indicating a "very feasible" category. Based on these results, it can be concluded that the KOJUMCAH (Comic on Addition of Whole Numbers) media is feasible to be used as an alternative learning media for teaching addition of whole numbers in second-grade elementary mathematics, as it meets the "very feasible" criteria based on expert validations and received highly positive responses from students.