Claim Missing Document
Check
Articles

Found 15 Documents
Search

PENGEMBANGAN E-LKPD SCAFFOLDING BERBASIS ANDROID MATERI TUMBUHAN, SUMBER KEHIDUPAN DI BUMI UNTUK MENINGKATKAN KEMANDIRIAN BELAJAR (SISWA KELAS IV SDN PAPUNGAN 2 KABUPATEN BLITAR) Setya Ningrum Nailul Hidayah; Mohamad Fatih; Cindya Alfi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31026

Abstract

To improve the learning independence of fourth-grade students at SDN Papungan 2, Blitar Regency, this study attempts to create an Android-based E-LKPD software on the topic "Plants, the Source of Life on Earth." The ADDIE paradigm, which consists of five stages—analysis, design, development, implementation, and evaluation—was applied in this study using a research and development (R&D) approach. A student learning independence questionnaire, expert validation, interviews, and observations were among the methods used to collect data. The validation results showed that the E-LKPD was classified as highly valid with scores from material experts of 82%, media experts 75%, and language experts 86%. The effectiveness test using N-Gain analysis showed an average increase in the independence score of 7.54%, which is considered low but indicates an increase because the independence aspect is affective and develops gradually. In addition, the results of the student learning independence questionnaire after using the E-LKPD showed a percentage of 93%, which is classified as very good. Thus, this scaffolding-based E-LKPD is declared feasible, effective, and strengthens students' skills in managing learning independently.
Development of Code-Based Chess Board Media to Improve Calculating Abilty in Collection Material Moch. Faizin; Mohamad Fatih
Edumaspul: Jurnal Pendidikan Vol 8 No 1 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

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

Abstract

Numeracy ability is mathematical intelligence which includes the ability to use numbers and calculations, patterns and logic, and a scientific mindset. This increase in numeracy skills can be improved with the help of learning media in the form of a code-based chess board. Innovations in implementing learning using games can be used as a reference for teachers so they can present interesting learning for students. The aim of this research is to determine the stages of development, level of validity and improvement of students' numeracy skills. This research is development research using a modified Borg & Gall development model. This research uses research instruments in the form of interviews, questionnaires, tests (pre-test and post-test) and also documentation. The results of this research show that the validity level of material experts got a score of 86% and the validity level of media experts got a score of 83%. Both validation results show that the media developed by researchers is very feasible and does not require revision. Meanwhile, the increase in students' numeracy skills after using code-based chess media in learning is included in the moderate category.
QR Code-Based Picture Story Book Media to Improve Analytical Thinking on Elemental Materials in Class 5 Literary Work at State 4 Purwodadi Primary School Malang District Dwi Yoni Hidayati; Cindya Alfi; Mohamad Fatih
Edumaspul: Jurnal Pendidikan Vol 8 No 1 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v8i1.8154

Abstract

A country needs to invest in its education. Without education, the people of the country will not understand what independence means. The public education system in this country will be run independently. Apart from that, the people will also have superior qualities that will be beneficial for the country. However, based on empirical data in this sector, there are limitations in the use and accessibility of learning media. Teachers will actually benefit from developing learning media because they will be better able to explain subject matter to students. Therefore, this research was conducted at SD Negeri 4 Purwodadi, Malang Regency. One type of research and development (R&D) is this research. The Borg and Gall research model was used in this research. The research findings are based on material expert scores which are considered "very valid" with a percentage of 87.5%. The material expert's assessment was assessed as "very valid" with a percentage of 95%. The linguist's assessment was considered "very valid" with a proportion of 90%. Validation of media suitability is rated "very valid" with a score of 90. Validation of test questions has a rating of 83% which means "quite valid". The proportion of media eligibility is 97%. Included in the "Very Appropriate, no need to revise" category when interpreted according to the validity criteria table. With a percentage of 73%, the feasibility of expert validation of linguists falls in the range of 70.01 – 85.00%. Enter under the title "Good, Appropriate, no need for revision" in the validity criteria table. The Ngain categorization that meets the "high" criteria is placed in the 0.70 < n < 1.00 group. Thus, it can be said that grade 5 students at SD Negeri 04 Purwodadi can develop their analytical thinking skills by using picture story books that depict elements contained in literary works.
Development of Tangram Media in Mathematics Learning Flat Built Materials to Improve Self Efficacy in Class 2 of Kendalrejo Negeri Srengat Primary School Mayang Aminin Hamid; Cindya Alfi; Mohamad Fatih
Edumaspul: Jurnal Pendidikan Vol 8 No 1 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

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

Abstract

The research aims to develop tangram media in flat building material which plays a role in increasing the self-efficacy of Class 2 of Kendalrejo Srengat District Elementary School. Blitar. Rises uses research and development (R&D) methods. The development stages used are ADDIE, namely Analysis, Planning, Development, Implementation and Evaluation. The data used is primary data from the research location, the subjects are 11 grade 2 students. The data collection technique is through a questionnaire and interview process, but during the pre-practice stage, observations are made, material and media experts, as well as a questionnaire for N-gam exam students. According to the results obtained by material experts (93%) and media experts (100%) it was declared very valid, media feasibility (100%) was declared very feasible, and the gain in increasing self-efficacy using the N-gain formulation obtained a value of 0.7788 which was declared high. This shows that tangram learning media can increase students' self-efficacy.
Truth Dare Card Media Develoment Improving the Abilty to think Creatively Pancasila Value Material Class V SDN Modangan 05 Blitar Ula Adiniyatul Mukaromah; Cindya Alfi; Mohamad Fatih
Edumaspul: Jurnal Pendidikan Vol 8 No 1 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

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

Abstract

The aim of this research is to develop truth or dare card media to improve creative thinking skills regarding Pancasila value material for class V at Modangan 05 Blitar Elementary School. This research utilizes research and development (R&D) techniques where the approach uses ADDIE, which stands for Analysis, Design, Development, Implementation, and Evaluation. Primary data collected from the field is the backbone of this research data collection. This data source comes from experts, instructors and students. The researchers used interviews and questionnaires as data collection strategies in this research. Carry out product testing in the field using methods such as observation, consulting with material experts, seeking input from media experts, and providing questionnaires to students as well as N-gain tests. According to the findings of material experts, the validity of the criteria was assessed as "very valid" with a score of 88%. The media expert's evaluation received a score of 100% and was rated "Very Valid" according to the criteria. The media feasibility study gave a result of 88.5%. The test results showed a significant value, indicating that the Truth or Dare card medium was accepted. In addition, there was an increase observed between the pre-questionnaire and post-questionnaire, which shows that the application of the Truth and Dare game media effectively improves students' creative thinking skills at SDN Modangan 05.