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Pemanfaatan Media Powtoon Pada Materi Komik Di Sekolah Dasar Nafiatun Musofa; Nugrananda Janattaka
INVENTA: Jurnal Pendidikan Guru Sekolah Dasar Vol 3 No 2 (2019): Inventa: Jurnal Pendidikan Guru Sekolah Dasar
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (685.048 KB) | DOI: 10.36456/inventa.3.2.a2013

Abstract

The purpose of this study was to describe the use of powtoon media on theme 6 the comic material class of grade V B, and describe the impact of using powtoon media on theme 6 the comic material class of grade V B. Research conducted by researchers using qualitative research methods. The researcher used a qualitative descriptive approach and the method of collecting data used observation, interviews, and documentation. This method is used to obtain data on the use of Powtoon media and the use of Powtoon media. The subjects of this study were teachers and students of the class grade V B Sumbergedong 1 Elementary School. The result showed a description of the role of powtoon media in the material comic theme 6 is teacher can use powtoon as amedium by paying attention such as making material scripts, preparing sound recordings, adding interesting image or animations, using the timeline with correctly, and saving the scene. The impact of using powtoon as about a learning can be fortered in encouraging student learning, the potential students can develop, and students can understand the steps to make comics so measily.
SOSIALISASI PENDAMPINGAN PEMBELAJARAN BERBASIS GAMIFIKASI DI SDN TANJUNGSARI 1 KABUPATEN TULUNGAGUNG Nugrananda Janattaka; Nourma Okaviarini
Kanigara Vol 2 No 2 (2022): Kanigara
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/kanigara.v2i2.5978

Abstract

Technology-based learning is a form of adaptation of education to technological advances. The development of technological advances has led the world of education to adapt to global demands, both in the learning process and in the use of learning media. Gamification in the world of education can be defined to include game elements and elements in the learning environment, both the learning process and learning evaluation. The purpose of mentoring socialization at SDN Tanjungsari 1 is to introduce gamification support applications in education so that they can create innovative and interactive learning. The supporting applications used in this mentoring socialization are quizwhizzer and genially. The supporting application is an application that is quite easy to use and also has an attractive interface for elementary students. Mentoring is carried out twice, namely first discussing the use of quizwhizzer and making game elements in the quiz that will be applied. Meanwhile, at the second meeting, it was the use of genially in supporting learning using gamification in the form of online board games that were integrated with the ongoing learning theme.
Pengembangan Game Edukasi Bertema Doraemon Berbasis Canva pada Mata Pelajaran Bahasa Indonesia Kelas III SDN 1 Tawing: Penelitian Suci Anjar Yanti; Nugrananda Janattaka
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 1 (2025): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 1 (Juli 2025 -
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i1.1765

Abstract

This development research is motivated by the scarcity of digital-based learning media, which results in a monotonous learning experience similar to conventional approaches. The objective of this development is to create an educational Game themed around Doraemon using Canva for Indonesian language lessons for third-grade students studying Chapter 6: I'm Lost. The framework used in this research is the ADDIE model, which includes the phases of Analysis, Design, Development, Implementation, and Evaluation. Data collection techniques include observation, questionnaires, and documentation. Instruments include validation questionnaires and student responses. Based on the research findings, the Doraemon-themed educational Game created using Canva received a validity rating of 92% from media experts 1 and 2, and 95% from subject matter experts. Student responses in the questionnaire yielded a percentage of 95%. Therefore, the Doraemon-themed educational Game designed using Canva is highly suitable and effective as a technology-based learning medium for third-grade students at SDN 1 Tawing.
Pengembangan Media Pembelajaran E-Komik Digital Berbantuan Canva Materi Teks Eksposisi Kelas 5 Sekolah Dasar: Penelitian Yohanes Herlando Budi Santoso; Nugrananda Janattaka
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 1 (2025): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 1 (Juli 2025 -
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i1.1732

Abstract

Penelitian ini didorong kekurangan keragaman media sebagai komponen penting dalam pembelajaran kelas 5 SDN 7 Kampungdalem yang sebagian besar masih bergantung pada buku Cerdas Tangkas dan papan tulis. Untuk mengatasi masalah ini, maka dikembangkanlah E-Komik Digital yang didukung oleh Canva sebagai media pembelajaran untuk materi teks eksposisi, serta mengevaluasi kevalidan dan keterterapannya. Proses pengembangan mengikuti model pengembangan ADDIE (Analysis, Design, Development, Implementation, dan Evaluation). Teknik pengumpulan data melalui kuisoner, wawancara, dan dokumentasi, dilengkapi dengan instrumen yang meliputi lembar angket, pedoman wawancara, serta dokumentasi berupa foto. Kedua validasi dari ahli media dan materi diklasifikasikan sebagai “sangat valid,” dengan skor 97% dan skor 93%. Respons peserta didik dari kelompok besar dan kelompok kecil diklasifikasikan sebagai “sangat baik,” dengan kelompok besar mendapatkan skor 92% dan 93%, masing-masing. Selain itu, survei tanggapan guru memperoleh skor 91%, yang juga diklasifikasikan sebagai “sangat baik.” Dengan demikian, dapat disimpulkan pengembangan media pembelajaran E-Komik Digital menggunakan Canva untuk teks eksposisi menghasilkan produk yang sangat v untuk diterapkan dalam pembelajaran di kelas 5 di SDN 7 Kampungdalem
Pendampingan Kesehatan Masyarakat melalui Pemeriksaan Kesehatan Dasar dan Edukasi Gaya Hidup Sehat Dya Ayu Agustiana Putri; Nugrananda Janattaka; Leny Suryaning Astutik; Rahmad Setyo Jadmiko; Nourma Oktaviarini; Aditya Pringga Satria
BERBAKTI: Jurnal Pengabdian Kepada Masyarakat Vol. 2 No. 02 (2025): ISSUE DESEMBER
Publisher : PT. Mifandi Mandiri Digital

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

Abstract

Banyak individu yang sebenarnya memiliki keluhan kesehatan ringan namun tidak memahami penyebabnya. Dengan pendekatan dialogis, pendamping dapat menggali informasi mengenai pola hidup, kebiasaan makan, atau aktivitas harian yang dapat memicu keluhan tersebut. Banyak kelompok yang belum memiliki akses memadai terhadap layanan kesehatan dasar, sehingga pemeriksaan rutin sering terabaikan. Kondisi ini menyebabkan berbagai penyakit tidak terdeteksi sejak dini dan berdampak pada meningkatnya risiko komplikasi. Upaya untuk mendekatkan layanan kesehatan kepada masyarakat terus dibutuhkan sebagai bagian dari strategi pencegahan. Pemeriksaan kesehatan dasar menjadi langkah awal untuk mengetahui kondisi tubuh seseorang secara objektif. Pengabdian ini menggunakan metode Participatory Action Research (PAR) karena pendekatan ini menempatkan masyarakat sebagai mitra aktif dalam seluruh proses kegiatan, mulai dari perencanaan hingga evaluasi. Metode ini dipilih agar masyarakat tidak hanya menjadi penerima manfaat, tetapi turut berperan dalam membangun kesadaran dan kemandirian dalam menjaga kesehatan. Program dilaksanakan di Desa Pucanglaban, Kecamatan Pucanglaban, Kabupaten Tulungagung, Provinsi Jawa Timur. Hasil pelaksanaan program pendampingan kesehatan di Desa Pucanglaban menunjukkan bahwa masyarakat memiliki antusiasme tinggi dalam mengikuti pemeriksaan kesehatan dasar dan sesi edukasi gaya hidup sehat, terlihat dari tingginya jumlah peserta yang hadir hingga melebihi target awal. Temuan ini menjadi dasar bahwa masyarakat memerlukan pemahaman lebih dalam mengenai pengelolaan kesehatan sehari-hari.
Sosialisasi Deep Learning dan Penerapannya dalam Implementasi Pembelajaran sebagai Upaya Peningkatan Kompetensi Guru SDN Talun 05 Nourma Oktaviarini; Nugrananda Janattaka; Nurna Listya Purnama Sari
BERBAKTI: Jurnal Pengabdian Kepada Masyarakat Vol. 2 No. 03 (2026): ISSUE FEBRUARI
Publisher : PT. Mifandi Mandiri Digital

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

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan pemahaman guru Sekolah Dasar mengenai kompetensi profesional dalam konteks implementasi Kurikulum Deep Learning. Kegiatan dilaksanakan pada tanggal 14 Juli 2025 di SDN Talun 05, Kecamatan Talun, Kabupaten Blitar, dengan peserta sebanyak 12 guru SD. Metode pelaksanaan kegiatan berupa ceramah, diskusi kelompok, serta studi kasus berbasis praktik pembelajaran. Hasil kegiatan menunjukkan bahwa para guru memperoleh pemahaman yang lebih baik mengenai konsep kompetensi profesional, strategi pembelajaran mendalam (deep learning), serta keterkaitan keduanya dalam praktik kelas. Kegiatan ini memberikan dampak positif terhadap kesiapan guru dalam menghadapi tantangan pembelajaran abad 21.
PENGEMBANGAN MEDIA VIDEO ANIMASI PEMBELAJARAN BERBANTUAN CANVA PADA MATERI BANGUN DATAR KELAS 5 SD NEGERI 1 BATANGSAREN Fajar Rasyid Armansyahrudin; Aditya Pringga Satria; Nugrananda Janattaka
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42834

Abstract

This study aims to develop an animated learning video as an instructional media assisted by the Canva application on plane geometry material for fifth-grade students of SD Negeri 1 Batangsaren that is practical and effective for use in the learning process. The background of this study is based on the limited use of engaging and interactive learning media, which has an impact on students' low interest and understanding of mathematics material. This study employed the Research and Development (R&D) method using the ADDIE development model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The subjects of this study were fifth-grade students of SD Negeri 1 Batangsaren. The research instruments used included material expert validation questionnaires, media expert validation questionnaires, teacher response questionnaires, and student response questionnaires. The results showed that the validity of the developed Canva-assisted animated learning video media obtained a score of 92% from material experts and 89% from media experts. The teacher's response to the media reached 90%, while students' responses reached 88%. This study concludes that the Canva-assisted animated learning video media on the topic of area and perimeter of plane figures is valid and can be implemented as a learning medium to improve students' interest and understanding in mathematics learning at the elementary school level.
PENGEMBANGAN MEDIA POSTER BERBASIS CANVA PADA PEMBELAJARAN BAHASA INDONESIA DI SEKOLAH DASAR Sintya Putri Rahmatus Safa; Nugrananda Janattaka
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.57313

Abstract

This study aims to develop Canva-based poster learning media for Indonesian language subjects and test its validity and practicality. The research method uses Research and Development (R&D) with the ADDIE model covering Analysis, Design, Development, Implementation, and Evaluation stages. Research subjects were 19 fifth-grade students at SDN 1 Rejoagung, Tulungagung Regency. Data were collected through expert validation sheets (media, content, language experts) and student response questionnaires. Results show that the Canva poster media achieved a very valid category with 88.5% media validity, 98% content validity, and 100% language validity. Media practicality showed positive student responses with an average score of 88.8%. These findings indicate that Canva-based poster media is effective and practical for Indonesian language learning, particularly for figurative language (majas) materials, and can enhance student motivation and engagement in the learning process.
PENGEMBANGAN MODUL DIGITAL BERBANTUAN CANVA MATERI AWALAN TER- DAN KATA HUBUNG BAHASA INDONESIA KELAS V SDN 1 KEDUNGWARU KABUPATEN TULUNGAGUNG Akris Melya Putri Andias; Nugrananda Janattaka
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.57501

Abstract

This study aimed to develop a Canva-assisted digital module for learning Indonesian language on the topics of prefixes ter- and conjunctions for fifth-grade students at SDN 1 Kedungwaru, TulungagungRegency. The research employed the Research and Development (R&D) method using the ADDIE model, consisting of Analysis, Design, Development, Implementation, and Evaluation stages. The research subjects were 30 fifth-grade students. Data were collected through interviews, questionnaires, and documentation. The instruments included material expert validation sheets, media expert validation sheets, teacher response questionnaires, and student response questionnaires. Data were analyzed using descriptive quantitative and qualitative techniques. The results showed that the digital module obtained a media expert validation score of 97.22% and a material expert validation score of 95%, both categorized as very valid. Small-group trials achieved 85%, teacher responses reached 97.5%, and field trials reached 92.8%, all categorized as very practical. Therefore, the Canva-assisted digital module is feasible and effective for Indonesian language learning in elementary schools.
ANALISIS KEMAMPUAN BERCERITA SISWA KELAS IV DALAM PEMBELAJARAN BAHASA INDONESIA DI SDN 3 TANGGULTURUS KABUPATEN TULUNGAGUNG Titis Sukma Miranda; Aditya Pringga Satria; Nugrananda Janattaka
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Verified
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.58902

Abstract

This study aims to determine the storytelling ability of fourth-grade students at SDN 3 Tanggulturus, Tulungagung Regency. The approach used was descriptive qualitative, with a research subject of 9 students. Data collection was carried out through direct classroom observation and interviews with the class teacher and the students concerned. The results showed that students' storytelling ability obtained a score of 192 with a percentage of 53%, which falls into the sufficient category. This achievement indicates that students' storytelling ability still requires improvement, particularly in the fluency of delivering stories using proper and correct Indonesian and in building self-confidence when performing in front of the class. This study is expected to serve as a consideration for teachers and schools in designing learning activities that provide more opportunities for students to practice storytelling regularly so that their abilities can develop optimally.