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Pendampingan Pengembangan Soal IPA SMP Berbasis Asesmen Kompetensi Minimum (AKM) pada Guru SMP Swasta di Tulungagung Setiani, Rahyu; Syafi'ah, Rohmatus
Mitra Mahajana: Jurnal Pengabdian Masyarakat Vol. 5 No. 1 (2024): Volume 5 Nomor 1 Tahun 2024
Publisher : LPPM Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37478/mahajana.v5i1.3772

Abstract

Most science teachers, especially in private junior high schools in Tulungagung, have not implemented AKM-based assessments due to their limitations on the concept of AKM, resulting in difficulties in preparing AKM-based science questions. This community service activity is a real response to these needs with the aim that teachers can understand the concept of AKM and design questions that are by competency standards, especially in science learning. The stages of this Community Service Programme (PkM) include preparation, implementation, evaluation, and reporting. Preparation was carried out with an initial survey to identify the problems and needs of partners, the formation of the PkM team, and coordination between the PkM team and partners for programme planning. Implementation involved 11 junior high school science teachers from 8 private schools in Tulungagung, with activities consisting of explanation of concepts and practice of making questions. Evaluation was carried out by comparing the condition of partners before and after the activity, followed by an accountability report and scientific publication. Although the mentoring activities in the preparation of AKM questions have not achieved 100% success, some results can be noted. As many as 45% of participants were able to develop literacy-based junior high school science AKM questions. However, 55% of other participants still experienced difficulties in preparing AKM questions, both literacy and numeracy, due to the limited time for mentoring. In terms of enthusiasm, the mentoring activities can be said to be successful because 100% of the participants showed high enthusiasm and actively participated in the activities. They also actively sent their work results in the form of the preparation of AKM-based junior high school science questions, showing their readiness to apply these concepts in classroom learning.
KEPRAKTISAN MEDIA FLIPBOOK BERBASIS INQUIRY LEARNING BERBANTUAN YOUTUBE & CROSSWORD UNTUK SISWA KELAS VII SMP Firdausy, Laina Chamelia; Setiani, Rahyu
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 5 No. 4 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v5i4.7639

Abstract

Flipbook is one of the interesting, efficient, and effective learning media to be used in science learning. The development of inquiry learning-based flipbooks is expected to make students more active in teaching and learning activities. This research is motivated by the lack of learning media that can be used in science learning. The purpose of this study was to describe the flipbook development process and to produce a flipbook that is valid and practical for use in learning. The method used in this research is ADDIE model development research. The instruments used in this research are material expert validity questionnaires, media expert validity questionnaires, and flipbook practicality observation sheets. The subjects of this study were students of class VII A SMPN 3 Kedungwaru. The results of the material expert validation showed a percentage score of 87.8% with a very valid category, while the results of the media expert validation showed a percentage score of 83.63 with a very valid category. Practicality observation results with an average amount of 88% with a very practical category. So it can be concluded that inquiry learning-based flipbook media can be used as science learning media for class VII. ABSTRAKFlipbook merupakan salah satu media pembelajaran yang menarik, efisien, serta efektif untuk digunakan dalam pembelajaran IPA. Pengembangan flipbook berbasis inquiry learning diharapkan dapat membuat siswa lebih aktif dalam kegiatan belajar mengajar. Penelitian ini dilatarbelakangi oleh kurangnya media pembelajaran yang dapat digunakan dalam pembelajaran IPA. Tujuan penelitian ini adalah untuk mendeskripsikan proses pengembangan flipbook dan untuk menghasilkan flipbook yang valid dan praktis untuk digunakan dalam pembelajaran. Metode yang digunakan dalam penelitian ini merupakan penelitian pengembangan model ADDIE. Instrumen yang digunakan dalam penelitian ini merupakan angket kevalidan ahli materi, angket kevalidan ahli media, serta lembar observasi kepraktisan flipbook. Subjek penelitian ini peserta didik kelas VII A SMPN 3 Kedungwaru. Hasil validasi ahli materi menunjukkan Presentase skor Sebesar 87,8 % dengan kategori sangat valid, sedangkan hasil validasi ahli media menunjukkan presentase skor sebesar 83,63 dengan kategori sangat valid. Hasil observasi kepraktisan dengan jumlah rata-rata sebesar 88% dengan kategori sangat praktis. Sehingga dapat di simpulkan bahwa media flipbook berbasis inquiry learning dapat di gunakan sebagai media pembelajaran IPA kelas VII.  
Pengembangan Media Interaktif Berdiferensiasi PaSiBaTer untuk Menguatkan Karakter Kepedulian Siswa Kelas 5 Sekolah Dasar Purnamasari, Yuli; Trisnantari, Hikmah Eva; Setiani, Rahyu
Nusantara of Research : Jurnal Hasil-hasil Penelitian Universitas Nusantara PGRI Kediri Vol 11 No 3 (2024)
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/nor.v11i3.23527

Abstract

Pancasila Education learning practices have not been able to form character and accommodate the learning needs of all students. Technology optimisation is needed to support learning. Through differentiated interactive media PaSiBaTer, an acronym for pairing cards, watching videos, reading reading materials and applying Pancasila values is expected to improve the caring character of grade V students. This type of development research (R & D) adopts the steps of Borg and Gall. The research stages include: 1) needs analysis and planning; 2) media development, validation, revision; 3) implementation with small group and field trials; 4) measuring effectiveness. Media expert validation for display 82.5; video 84.7; reading material 84.7 with very valid criteria. Material expert validation score 97.5 with very valid criteria. The results of learning observations show the criteria for media practicality are very high. The effectiveness of the media is proven by the results of the SPSS 29 t-test, student character observation data before and after using the media with a significance value of <0.001. There is a significant difference between before and after the use of media to improve students' caring character.
Pendampingan Pemanfaatan Canva AI dalam Pembuatan Media Infografis IPAS untuk Guru SD Rohmatus Syafi’ah; Mukhammad Zainul Muttaqin; Rahyu Setiani; Alik Mustafidal Laili; Eka Yuliana Sari; Vindhy Dian Indah Pratika
Jurnal Pengabdian kepada Masyarakat Desa (JPMD) Vol. 6 No. 3 (2025): JPMD
Publisher : LP3M IAIFA Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58401/jpmd.v6i3.2744

Abstract

The rapid development of digital technology requires teachers to possess digital literacy and the ability to innovate in developing 21st-century learning media. This Community Service Program (PkM) focuses on enhancing the digital competence of teachers at Mulyosari 2 Elementary School, Tulungagung, through mentoring on the use of Artificial Intelligence (AI) features in Canva for designing Science and Social Studies (IPAS) infographic media. The program was conducted using a participatory action approach consisting of three stages: collaborative planning, intensive mentoring, and evaluation. The results show an improvement in teachers’ skills in utilizing Canva AI features such as Magic Write and Text to Image, as well as their ability to produce original, contextual, and efficient infographic designs. All participants successfully created at least one feasible infographic product, accompanied by increased motivation, confidence, and professional satisfaction. Overall, this activity contributes to strengthening teachers’ digital literacy and promoting technology-based learning innovation in elementary education.
Science Creativity Assessment Instruments in the Merdeka Curriculum in Elementary Schools Rahyu Setiani; Rohmatus Syafi'ah; Setyo Hartanto; Ela Rolita Arifianti; Dwikoranto; Syafiah, Rohmatus
AT-THULLAB : Jurnal Pendidikan Guru Madrasah Ibtidaiyah Vol 8 No 2 (2024): At-Thullab : Jurnal Pendidikan Guru Madrasah Ibtidaiyah
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30736/atl.v8i2.2062

Abstract

This research is motivated by the alignment between the learning objectives of Natural Sciences (IPA) and the Merdeka curriculum, one of which is to develop student creativity. Therefore, it is necessary to prepare an assessment instrument that can measure student creativity, including creative thinking skills. This research aims to determine whether the assessment instrument to measure creative thinking skills is feasible to use or not. In this research, the approach employed is Research and Development (R&D). The development research method follows the Borg and Gall model. The data collection method uses a questionnaire that is given to validators. The validation sheet is the instrument used. Content validity is the method used for data analysis. The test instrument's validity was high, with Aiken's V score of 0.82, surpassing the 0.800 threshold for high validity. This makes the instrument reliable for assessing students' creative thinking skills. It is suitable for use in elementary schools to evaluate higher-order thinking and creativity. The implications are that the instrument can be applied in elementary schools to assess student learning outcomes at the level of higher-order thinking skills, particularly related to creativity. Guildford's indicators—Fluency, Flexibility, Originality, Elaboration, and Redefinition—offer a comprehensive creativity assessment. Fluency (3 questions) measures idea quantity. Flexibility (2 questions) assesses adaptability to different perspectives. Originality (5 questions) evaluates the uniqueness of ideas. Elaboration (3 questions) examines idea detail. Redefinition (2 questions) measures perspective shifts. All questions are valid, ensuring accurate and thorough creativity evaluation.
CREATIVE SELF EFFICACY DALAM MENYELESAIKAN MASALAH MATEMATIKA Ayati, Julia Putri Riska; Afifah, Dian Septi Nur; Setiani, Rahyu
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol. 7 No. 1 (2024): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : Universitas Insan Budi Utomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/prismatika.v7i1.199

Abstract

The success of students in solving math problems is supported by students' positive attitudes towards learning in the classroom such as interest, curiosity, and self-efficacy. Self efficacy greatly affects students' persistence in solving problems, based on this condition, students tend to be less confident in their own abilities, therefore researchers are interested in digging deeper into students' ability to solve mathematical problems. This article aims to describe creative self efficacy in solving problems based on polya stages. This study uses descriptive research with a qualitative approach. The research subjects were 2 students in grade VII A SMPN 2 Kalidawir who had the highest scores. The selection of research subjects is based on the results of the creative self efficacy questionnaire. Data collection techniques with questionnaires, test questions and interviews. Data analysis techniques with data reduction, data presentation and conclusion drawn. To test the validity of the data using triangulation methods and sources. The test results are analyzed with polya steps and indicators. The results showed that creative self efficacy in solving S-1 math problems met the polya stage of planning solutions, solving problems, and re-examination. Meanwhile, S-2 fulfills the polya stages of understanding the problem, planning the solution, solving the problem and re-examining. Furthermore, it is recommended to further examine creative self efficacy in solving mathematical problems with different theories, methods and materials. For teachers, it can be used as a reference to train students in solving mathematical problems.
Mobile Learning to Improve Student Collaborative Skills: An Alternative to Online Learning in the Era of Covid-19 Pandemic Dwikoranto, D.; Setiani, Rahyu; Prahani, Binar Kurnia; Mubarok, Husni
Jurnal Penelitian dan Pengkajian Ilmu Pendidikan: e-Saintika Vol. 4 No. 3 (2020): November
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/e-saintika.v4i3.314

Abstract

This research aimed to produce a valid and effective mobile learning model and tools as an alternative to online learning solutions in the era of the Covid-19 pandemic. The tutorial tools are: tutorial activity design, tutorial activity unit, student activity sheet, and collaborative ability test. The trial design used a Pre-Experiment with a one group pre-test and post-test design. The research subject was the Pre-service Primary Teachers (PPTs) programming the elementary concept science course for the registration period of 2020. The data collection instruments included: (1) tutorial tool validity assessment sheet and (2) collaborative ability test. The research data were in the form of pre-test scores and post-test scores after going through a series of prerequisite tests: normality test and homogeneity test which were then analyzed using paired t-test. The mean level of improvement in the pre-test and post-test scores were calculated using the gain score. The results showed that: (1) the development of mobile learning which was included in the content and construct in the valid category, and supported by tutorial tools was included in the valid category and (2) the developed mobile learning was included in the effective category because of the significant increase in student collaborative abilities in limited trials and extensive trials in moderate criteria and students respond positively to the tools and tutorial processes. Based on the results above, it can be concluded that the development of mobile learning was valid and effective to improve student collaborative abilities.