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Penggunaan Video Animasi untuk Meningkatkan Pengetahuan dan Kesadaran Siswa Sekolah Dasar Terhadap Perundungan Anisa Fiola Karimah; Julia Julia; Prana Dwija Iswara; Ali Ismail; Diah Gusrayani; Isrokatun Isrokatun
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 1 (2024): Edisi Januari 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i1.841

Abstract

Bullying is a problem that can occur in educational settings. The existence of bullying in primary education can be the seed of other forms of violence. The role of educators in schools is needed in an effort to reduce the number of bullying through various strategies. This study aims to determine the effect of using character education-based animated videos on students' understanding based on two aspects, namely knowledge and awareness of bullying. The research subjects were high school students in Sumedang Regency. This study used a quantitative approach with a one group pretest-posttest design. The data collection instrument was a test administered to 96 students to measure the level of knowledge and awareness about bullying. The results of the paired t-test showed that the knowledge aspect obtained a value of p<0.05 (0.00<0.05) and the awareness aspect obtained a value of p<0.05 (0.00<0.05), meaning that there was a difference between the average score of the pre-test and post-test scores from the knowledge and awareness aspects. The use of character education-based animated videos significantly improved the knowledge and awareness of high school students towards bullying behavior.
Pengembangan Media Pembelajaran VG-Plant Berbasis Articulate Storyline 3 pada Materi Perkembangbiakan Tumbuhan Kelas IV Viena Aunillah Carl Vinson; I. Isrokatun; Ali Ismail
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 2 (2024): Edisi Mei 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i2.871

Abstract

This study describes the process of developing VG-Plant learning media based on articulate storyline 3 on plant reproduction material in class IV elementary school. The purpose of this research is to determine the feasibility of VG-Plant media through the validation process of experts, measure the perception of media usability, and determine the compatibility of media on several different android version devices. The research was conducted using the Research and Development (R&D) method and the ADDIE model which goes through five stages, namely the analysis, design, development, implementation, and evaluation stages. The subject of this research was 32 fourth grade students and the feasibility of material and media was taken from the validation of experts. The results of this study are VG-Plant learning media relevant to the needs of the science learning process in grade IV on plant reproduction material. VG-Plant media design is made in the form of a.apk file. VG-Plant media is calculated using the Content Validity Index (CVI) and has the feasibility of content and media quality with a scale of 1 and in the "relevant and feasible to use" category. Then, the usability of VG-Plant media is categorized as "Excellent" with a value of 88 which is calculated using the System Usability Scale (SUS) questionnaire. And VG-Plant media has met compatibility standards in the aspects of adaptability and installability with a test percentage of 100% on several android versions. Thus, it can be concluded that VG-Plant media is feasible to use and can be operated on all devices with android specifications version 6 to android version 13.
Pengembangan Media Bomb-Bomb Car pada Materi ASEAN Kelas VI SD Dika Esa Putra; Nurdinah Hanifah; Ali Ismail
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 2 (2024): Edisi Mei 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i2.884

Abstract

Research and Development (RnD) is the method used in this study with the aim of determining the feasibility of using bomb-bomb car media in ASEAN class VI SD material. The research model used is ADDIE which consists of five stages, namely Analysis, Design, Development, Implementation and Evaluatuion. The results of this study are that after passing a validation process by 4 media experts and 5 material experts, this media gets an i-CVI and s-CVI value of 1 both in terms of media and material so that the bomb-bomb car media can be declared valid or suitable for use. Then, after the validation process, the bomb-bomb car media was also implemented to 27 grade VI elementary school students in Sumedang Regency and received an average SUS score of 94 with the category of "Best Imaginable" or has a very high level of usability. Thus, the data can prove that the bomb-bomb car media is valid or suitable for use in ASEAN class VI elementary school material.
Pengembangan Media Kampanye Sekolah Sehat Berbasis Teknologi pada Siswa Kelas Tinggi Sekolah Dasar Aulia Rahmawati; Ani Nur Aeni; Ali Ismail
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 2 (2024): Edisi Mei 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i2.911

Abstract

The health of school-age children is one of the big problems facing Indonesia. School Health Efforts (UKS) aim to improve student health, but UKS is not yet running as optimally as possible. Innovations are needed that can optimize the implementation and achievements of school health, especially in improving student health. This research aims to develop Healthy School Campaign media for high-class students at SDN Gudang Kopi II. This research uses the Research and Development (RnD) method with the ADDIE development model flow. This research was carried out at Gudang Kopi II Elementary School, Sumedang Regency. The type of data collected is qualitative and quantitative data. This research and development produced Healthy School Campaign media in the form of an e-flipbook with product specifications including: 1) Health material and information with 3 main focuses, namely healthy nutrition, physical health, and immunization health, 2) Healthy canteen educational videos, 3) Movement videos and healthy school songs, 4) Application to scan nutritional information from barcodes on food or beverage product packaging, 5) Crossword puzzle games. Based on validation results by experts and student questionnaire responses, this e-flipbook is in the very good category for use as Healthy School Campaign Media.
Pengaruh Model PjBL terhadap Keterampilan Kolaborasi Siswa pada Pembelajaran IPA di Kelas V Ajeng Anggraeni; Ani Nur Aeni; Ali Ismail
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 3 (2024): Edisi September 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i3.1131

Abstract

The purpose of this study is to understand the impact of the PjBL paradigm on student collaboration. This study employs a quantitative approach using the kind of study design that just uses a posttest control group. The instruments used in this study are the angket and lembar observation instruments. The sample selection technique used in this study is the jenuh sample since all of the population was designated as the study sample. The sample for this study is all students in class 5 SDN 2 Tawangbanteng for experiential learning and all students in class 5 SDN 1 Sukaratu for control. Data analysis is conducted using both descriptive and inferential statistics. The independent sample test, homogeneity test, and normality test comprise the inferential statistical test. Subsequently, to reduce some significant effects, use effect size in conjunction with Cohen's law. Based on the results of the deskriptif statistical analysis, 15 students with highly collaborative criteria were evaluated in the experimental class, while 9 students in the control group were evaluated with collaborative criteria. The results of the inferential statistical test show that Ho is not supported by H1, with a sig value of 0,003<0,05. There are differences in the collaborative learning outcomes between students using the PjBL model and students using the conventional model. Based on the uji impact size results, the category sedang has a nilai of 0.79. Due to this, it can be inferred that the PjBL model has an adverse effect on student collaboration in IPA classes in grade 5.
Analisis Keefektifan Implementasi Game Based Learning dalam Meningkatkan Pemahaman Siswa Materi Sistem Tata Surya Indri Rahayu Septiani; Enjang Yusuf Ali; Ali Ismail
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 3 (2024): Edisi September 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i3.1171

Abstract

This research discusses the impact of the model chosen by the teacher on students' understanding during the learning process. The effectiveness of the model used also determines the success of the learning process. Based on observations in class IV of Sukasari Elementary School in June 2023, researchers found problems in the learning mechanism that had a negative effect on students' understanding results. This problem is caused by the lack of effectiveness of conventional learning models which are teacher-centered, less varied and uninteresting. Therefore, researchers recommend Game Based Learning as an alternative to traditional teaching to improve students' understanding of the material. The target of this research is to analyze the effectiveness of Game Based Learning in increasing students' understanding of the concept of solar system material in class VI SDN Sukasari by research using the quasi experimental design method with a two group pre-test-post-test design. The results of the research show that the application of Game Based Learning in schools is effective in increasing students' understanding of the concept of solar system material. The effect is classified as moderate with the N-gain value in the experimental class using Game Based Learning at Sukasari Elementary School being 0.6357 and the n-gain percent being 0.6357. 63.5659%. The effectiveness of the n-gain score is classified as moderate because it is higher than 0.30 and lower than 0.70. Therefore, this research proves that the application of Game Based Learning in schools is effective in increasing students' understanding of the concept of solar system material.
Development of Android-based application on volume material in grade V Olisna, Olisna; Julia, Julia; Iswara, Prana Dwija; Ismail, Ali; Gusrayani, Diah; Isrokatun, Isrokatun
Jurnal Pendidikan Matematika RAFA Vol 9 No 2 (2023): Jurnal Pendidikan Matematika RAFA
Publisher : Program Studi Pendidikan Matematika, Universitas Islam Negeri Raden Fatah Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19109/jpmrafa.v9i2.20037

Abstract

In learning mathematics, especially volume material, students still have difficulty understanding the concept. One of the causes is the lack of use of learning media in the classroom to make it easier for students to understand the lesson. This study aims to develop learning media in the form of android-based applications about volume in class V and to determine the feasibility of the applications that have been developed. The research method used in this research is Research and Development (R&D) with the ADDIE development model. The data collection technique used in this study was an expert validation questionnaire and a user response questionnaire. The results showed that the developed application received a material and language expert validation score of 93.91%, and a media expert validation score of 86.67%. In addition, the results of product trials in small groups received a score of 98.33%, and the test results from the large group trial were 96.48%. This android application media on volume material is very feasible to use in learning.
Pengaruh Fun Learning Berbantuan Media Flash Card terhadap Pemahaman Konsep Siswa Kelas V di Sekolah Dasar Fauziyah, Syifa; Ali, Enjang Yusup; Ismail, Ali
Jurnal Basicedu Vol. 8 No. 4 (2024)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v8i4.7928

Abstract

Agar siswa memahami materi yang diberikan oleh guru, pemilihan model pembelajaran yang efektif dan media yang tepat sangatlah penting sepanjang proses belajar. Tujuan studi ini adalah untuk mengevaluasi bagaimana pembelajaran fun learning yang dibantu dengan media flash card mempengaruhi pemahaman konsep siswa tentang sistem pencernaan. Metodologi kuantitatif digunakan dalam penelitian ini, yang dirancang sebagai eksperimen quasi-eksperimental dengan rancangan non-equivalent control group design dengan pola pretest-posttest. Menurut hasil penelitian, kelas eksperimen memiliki skor rerata pretest sebesar 53,60 dan posttest sebesar 81,00, sedangkan kelas kontrol memiliki skor rerata pretest sebesar 51,83 dan posttest sebesar 66,75. Kedua kelas menunjukkan peningkatan pemahaman konsep. Untuk melihat perbedaan efektivitasnya dilakukan uji N-gain dan hasilnya menunjukkan bahwa kelas eksperimen memiliki skor N-gain sebesar 0,6426, sementara kelas kontrol memiliki skor N-gain sebesar 0,2927. Dapat disimpulkan, dibandingkan dengan model pembelajaran konvensional, model pembelajaran fun learnung yang dibantu oleh media flash card terbukti lebih efektif dalam meningkatkan pemahaman siswa tentang materi sistem pencernaan.
Efektivitas Model Pembelajaran Problem Based Learning Dalam Meningkatkan Pemahaman Konsep Siswa Kelas V Materi Siklus Air Pradana, Fahmi; Ali, Enjang Yusup; Ismail, Ali
Jurnal Basicedu Vol. 8 No. 5 (2024)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v8i5.8332

Abstract

Penggunaan model pembelajaran yang monoton dalam proses pengajaran dapat menyebabkan rendahnya partisipasi siswa di kelas dan kurangnya kemampuan berpikir kritis. Hal ini juga berdampak negatif pada kemampuan pemahaman siswa. Keberhasilan proses pembelajaran terlihat dari seberapa baik siswa memahami materi yang diajarkan. Tujuan dari penelitian ini adalah untuk mengevaluasi bagaimana penggunaan pendekatan Problem Based Learning mempengaruhi pengetahuan konseptual siswa kelas V sekolah dasar. Metodologi yang digunakan adalah desain eksperimen kuasi dengan Non-Equivalent Control Group. Aturan tes dan observasi menjadi instrumen penelitian. Untuk membuat kesimpulan, data yang dikumpulkan melalui alat ini diperiksa dan dievaluasi. Berdasarkan hasil penelitian, nilai N-Gain kelas eksperimen sebesar 0,62, sedangkan kelas kontrol sebesar 0,16. Hal ini menunjukkan bahwa kelas eksperimen dan kelas kontrol memiliki tingkat pertumbuhan pengetahuan konseptual yang berbeda secara signifikan, dan model pembelajaran berbasis masalah mempunyai dampak yang lebih besar pada kelas kontrol. Pengetahuan konseptual siswa meningkat secara dramatis, yang konsisten dengan tujuan penelitian.
Penerapan Model Pembelajaran SETS (Science, Environment, Tecnology and Society) untuk Meningkatkan Hasil Belajar PLH Aufa, Ismi Nabila; Ismail, Ali; Syahid, Aah Ahmad
ISLAMIKA Vol 6 No 4 (2024): OKTOBER
Publisher : Pendidikan Agama Islam STIT Palapa Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36088/islamika.v6i4.5197

Abstract

This research aims to improve student learning outcomes in Environmental Education (PLH) subjects through the application of the SETS (Science, Environment, Technology and Society) learning model. The research subjects were grade 2 students at SDN 221 Babakan Sentral. This study uses a classroom action research method which is divided into two stages. Each stage includes four steps: plan, implement, observe, and evaluate. Information is collected by observing and testing learning outcomes. The research results show that the application of the SETS model can improve student PLH learning outcomes. This increase can be seen from the increase in the average class score and the percentage of student learning completion from cycle I to the next cycle. Apart from that, the SETS model also increases students' active participation in learning and their ability to relate PLH concepts to science, technology and society. In conclusion, the SETS learning model is effective in improving learning outcomes and students' understanding of PLH material.
Co-Authors Aah Ahmad Syahid Aah Ahmad Syahid, Aah Ahmad Adrian, Karan Bagas Agustina, Rizka Agustina, Shofia Ahmad, Ikhsan Ibrahim Ainny, Tunny Nur Ajeng Anggraeni Alam Gymnastiar Ali Topan, Rexsa Ali, Enjang Yusuf Ali, Enjang Yusup Amalia, Irma Fitria Andri Suryadi Andri Suryadi, Andri Anggraeni, Daniya Ani Nur Aeni Ani Nur Aeni Ani Nur Aeni Ani Nur Aeni, Ani Nur Anisa Fiola Karimah Ardi Apriansah Arip Nurahman Astri Oktavia Atep Sujana Atep Sujana Aufa, Ismi Nabila Aulia Rahmawati AYU LESTARI Ayu Lestari Az-Zahra, Lumenia Cucun Sunaengsih, Cucun Dadan Nugraha Dalfa Darul Wasilah Darul Wasilah, Dalfa Dea Ifadah Demmy Dharma Bhakti Diah Gusrayani, Diah Dika Esa Putra Dwi Kemalia, Lula Dwi Kemaliah, Lula Eka Cahya Prima Endi Suhendi Enjang Yusuf Ali Enjang Yusuf Ali Fajar Oktaladi Firanty Hafidzah Alqirany Gunawan, Rendra Hamdani, Nizar Alam Hanbali, Ayala Paska Holillah, Aulia I. Isrok’atun, I. Isrok’atun Ida Kaniawati Ikhlas, Putri Nur Iman Nasrulloh Indri Rahayu Septiani Irma F A Irma Fitria Amalia Irma Fitria Amalia Isrokatun Isrokatun Isrok’ atun, I. Jamahsyari, Yolan Faiz Julia Julia Julia Julia Junianti, Chealsy Juniati, Sri Rizki Karlina, Dety Amelia Khaerunnisa, Via Khairunnisa Kurnia Jayadinata, Asep Lasmita Sari Lasmita sari Maulana Maulana Maulana Maulana, Maulana Muhammad Fadzillah Fuadi aldi Nadiya Nurul Aghniya Nasrulloh, iman Nasution, Qonita Nurhamidah Nopitasari, Eva Nurahman, Zulfan Nurdinah Hanifah Nurul Agniya, Nadia Olisna, Olisna Pakpahan, Alvin Yunus Christofer Pelawi, Eko Lawianta Pradana, Fahmi Prana Dwija Iswara, Prana Dwija Purnomo Sidiq Putri, Rika Hayani Radila Putri Gunadi Rana Gustian Nugraha, Rana Gustian Regina Lichteria Panjaitan, Regina Lichteria Rizal Adimayuda Salsabila Aulia Putri Salsabila Baliani Putri Sopian Saprudin Saprudin sari, Lasmita Septi Aditia Ahmad Siregar, Nurmelina Siti Rukhoyah Fitriyah Siti Sarah Sopari Surya Gumilar Surya Gumilar Surya Gumilar Surya Gumilar, Surya Syifa Fauziyah, Syifa Tasya Aprillianti Putri Tetep, Dr Viena Aunillah Carl Vinson Vina Nova Permata Viona Ratna Sariputri Wawan Setiawardani Widia Rahmawati, Widia Yani, Sindi Zahra Aghniya, Hawa Zahra Saleha