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WEB-BASED GENIALLY MEDIA FOR UNDERSTANDING THE FOOD CHAIN MATERIAL IN ELEMENTARY SCHOOLS Azida, Alfie Rahmi; Hardiansyah, Framz; Armadi, Ali
El Midad: Jurnal Jurusan PGMI Vol. 17 No. 1 (2025): EL MIDAD: JURNAL JURUSAN PGMI
Publisher : Universitas Islam Negeri Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20414/elmidad.v17i1.13334

Abstract

Science education in elementary schools faces challenges in teaching complex and abstract materials, such as food chains, which require deep visual and conceptual understanding. This study aims to evaluate the effectiveness of using web-based genetic media in improving students' understanding of food chain material in science learning in elementary schools. This study used a quasi-experimental design with two groups: the experimental group using web-based Genially Media and the control group using conventional learning methods. Data were obtained through pre-tests and post-tests measured by objective test instruments. The results showed that the experimental group experienced a significant increase in understanding, with an average N-gain of 0.66, while the control group only obtained an N-gain of 0.29. The t-test confirmed that the difference between the experimental and control groups was significant (p = 0.000). These findings indicate that web-based genetic media improves students' understanding of food chain material. The implications of this study provide a basis for the application of web-based technology in science learning in elementary schools and encourage the development of more interesting and effective interactive learning methods. This study also suggests further research with stronger experimental designs and larger samples.
Religious Character Formation in the Age of TikTok: Navigating Digital Disruption in Indonesian Islamic Elementary Schools Masruroh, Masruroh; Wahdian, Agus; Armadi, Ali
Journal Evaluation in Education (JEE) Vol 6 No 3 (2025): July
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jee.v6i3.1819

Abstract

Purpose of the study: The rapid pace of digitalization among elementary school children, particularly through social media such as TikTok, has raised concerns about the erosion of religious values instilled in madrasah environments. The emergence of the TikTok syndrome—characterized by dependence on short digital content—has the potential to shift children's focus away from religious practices and spiritual character development. Methodology: The study employs a descriptive quantitative approach using a survey method. The research subjects were 60 fifth-grade students at an elementary madrasah located in Sumenep Regency, selected through random sampling. The instrument used was a closed-ended questionnaire consisting of 25 statements, with two main variables: religious character and TikTok syndrome symptoms. Main Findings: The results of the study indicate that students generally have good religious character, as evidenced by their practice of praying five times a day, honesty, and respect for teachers and parents. However, the level of TikTok consumption is quite high, with some students showing signs of disruption, such as forgetting to study and delaying prayers. Novelty/Originality of this study: This study is among the first to empirically examine the intersection between TikTok usage and religious character formation in early-grade Islamic education. It introduces the concept of "TikTok syndrome" in the context of spiritual development among children—a construct that remains underexplored in existing literature. Theoretically, this study contributes to the growing scholarship on media-socialization and religious identity construction in digital contexts.
Inovasi Abad 21: Penguatan Komeptensi Guru Dalam Pemanfaatan Media Pembelajaran Adaptif Berbasis Augmented Reality Dengan Bantuan Aplikasi Asemblr Edu Di Era Industri 5.0 AR, Muhammad Misbahudholam; Armadi, Ali; Sama', Sama'; Astuti, Yeni Puji; Astutik, Choli
Jurnal Medika: Medika Vol. 4 No. 3 (2025)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/x1njce91

Abstract

Transformasi pendidikan di era Industri 5.0 menuntut guru untuk adaptif terhadap teknologi dan inovatif dalam merancang pembelajaran yang kontekstual dan interaktif. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kompetensi guru dalam mengembangkan dan memanfaatkan media pembelajaran digital berbasis Augmented Reality (AR) melalui aplikasi Assemblr Edu. Pelatihan dilaksanakan di SDN Baban I, Kabupaten Sumenep sebagai Mitra pengabdian, dengan melibatkan 18 orang guru sebagai peserta aktif. Metode pelatihan menggunakan pendekatan participatory educational yang menggabungkan praktik langsung (hands-on training), pendampingan, dan refleksi kolaboratif. Hasil evaluasi menunjukkan peningkatan signifikan kompetensi guru, dengan rata-rata skor meningkat dari 50,1 (pre-test) menjadi 83,98 (post-test). Aspek yang mengalami peningkatan meliputi penguasaan teknis aplikasi Assemblr Edu, integrasi media Augmented Reality (AR) ke dalam modul ajar, kemampuan merancang media interaktif, serta kepercayaan diri dalam menggunakan teknologi digital. Pelatihan ini menunjukkan bahwa pendekatan partisipatif berbasis praktik efektif dalam memperkuat literasi digital guru, kompetensi guru dan menjawab tantangan pendidikan pada abad ke-21.
THE EFFECT OF USING KAHOOT INTERACTIVE LEARNING MEDIA ON STUDENTS' LEARNING OUTCOMES IN GRADE V SCIENCE SUBJECTS AT STATE ELEMENTARY SCHOOL LARANGAN BARMA 1 Suudiyah Arifiana, Friska; Armadi, Ali; Hardiansyah, Framz
Indonesian Journal of Educational Science (IJES) Vol 7 No 2 (2025): Indonesian Journal of Education Science (IJES)
Publisher : Universitas Sulawesi Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31605/ijes.v7i2.4887

Abstract

The use of interactive learning media is increasingly popular as a solution to improve student learning outcomes. However, limited research is still exploring the influence of game-based learning media, such as Kahoot, at the elementary school level, especially in the Natural and Social Sciences (IPAS) subject. This study aims to test the effect of using Kahoot on the learning outcomes of fifth-grade students in the IPAS subject at SD Negeri Larangan Barma 1. The method used was an experiment with a pre-test and post-test design involving two groups of students: the experimental group using Kahoot and the control group using conventional learning methods. The results showed that Kahoot significantly improved student learning outcomes compared to the control group. These findings support the theories of constructivism and intrinsic motivation and indicate that game-based learning media can increase student motivation and engagement in learning. The practical implications of this study are that integrating digital learning media such as Kahoot can be an effective alternative to improve learning outcomes in elementary schools. However, challenges related to infrastructure and the digital divide need to be considered in its implementation. Further research with larger samples and extended periods is required to confirm these findings.
KEMAMPUAN NUMERASI PESERTA DIDIK MELALUI MEDIA PEMBELAJARAN BIG BOOK BERBASIS STEAM AR, Muhammad Misbahudholam; Kurratul Aini; Ali Armadi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 8 No. 03 (2023): Volume 08 No. 3 Desember 2023
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v8i3.11218

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh media pembelajaran big book berbasis STEAM terhadap kemampuan numerasi pada mata pelajaran matematika peserta didik fase B di SDN Pajagalan III. Pengumpulan data dilakukan menggunakan tes yang sesuai dengan indikator kemampuan numerasi. Analisis penelitian ini menggunakan uji independent sample t test setelah sebelumnya dilakukan uji validitas dan uji reliabilitas terhadap instrumen penelitian, serta dilakukan uji normalitas sebagai uji prasyarat. Hasil penelitian menunjukkan nilai Sig. (2-tailed) sebesar 0,001<0,05 yang artinya media pembelajaran big book berbasis STEAM berpengaruh terhadap kemampuan numerasi peserta didik.
PENGARUH MEDIA PEMBELAJARAN DOMAT (DOMINO MATEMATIKA) DALAM MENINGKATKAN PEMAHAMAN SIMBOL MATEMATIKA SISWA KELAS 2 DI SEKOLAH DASAR Amna, Aisyatul; Framz Hardiansyah; Ali Armadi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, Nomor 04, Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.19985

Abstract

This study aims to determine the effect of the application of cards in the domino game on the mathematics learning achievement of grade 2 students in mathematics learning. The study was conducted at SDN Babbalan. The research method used was a quasi-experimental study with a post-test control Group Design research design. Sampling was carried out using the Random Sampling technique. The first research sample consisted of 33 students for the experimental class that applied the domino card game learning media, and the second sample also consisted of 32 students for the control class that applied the conventional learning model. Data analysis in both study groups used the t-test. From the results of the analysis, the results showed that the significance value was 0.043 <0.05. This indicates that the use of modified domino card media affects the mathematics learning achievement of grade 2 students in understanding mathematical symbols.
ANALISIS IMPLEMENTASI KURIKULUM MERDEKA (IKM) DALAM PEMBELAJARAN IPAS PADA FASE B KELAS IV SDN GEDUGAN II Wulandari, Putri; Ali Armadi; Agus Wahdian
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, Nomor 04, Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.19998

Abstract

The aim of this study is to examine the implementation of the Merdeka Curriculum in IPAS learning for Phase B in grade IV at SDN Gedugan II. The Merdeka Curriculum provides students with opportunities to engage in various extracurricular learning activities designed to optimally develop their concepts and competencies. Data for this research were collected through in-depth interviews with teachers, classroom observations, and analysis of relevant documents. A descriptive qualitative approach was used to understand the existing conditions and practices within the educational setting of SDN Gedugan II. The findings of the study indicate that most teachers have successfully implemented the Merdeka Curriculum in IPAS learning for Phase B in grade IV, although there are challenges in its implementation that need to be addressed to enhance the quality of learning.