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Membangun Learning Community Melalui Pendampingan Lesson Study di SMP Kurnia Kota Bogor Surti Kurniasih; Teti Rostikawati; Lufty Hari Susanto; Muhammad Taufik A.
WIDYABHAKTI Jurnal Ilmiah Populer Vol. 2 No. 2 (2020): Maret
Publisher : STIKOM Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (846.142 KB)

Abstract

Kurikulum 2013 telah mengamanatkan bahwa proses pembelajaran harus berorientasi kepada siswa (Student Center Learning), dimana siswa sebagai pemeran utama dalam proses pembelajaran. Kenyataannya masih banyak guru yang mendominasi proses pembelajaran sehingga aktivitas siswa menjadi rendah. Keadaan demikian terjadi juga di SMP Kurnia Bogor. Berdasarkan observasi dan wawancara dengan Kepala Sekolah dan Guru, diperoleh informasi bahwa proses pembelajaran pada umumnya masih didominasi oleh guru. Belum nampak adanya kolaborasi antar siswa maupun guru dalam proses pembelajaran. Hal inilah yang ingin diubah dan diperbaiki agar pembelajaran menjadi lebih bermakna serta memberikan hak belajar kepada seluruh peserta didik. Solusi yang ditawarkan adalah memberikan pendampingan untuk mengembangkan Learning Community (komunitas belajar) melalui implementasi Lesson Study atau sering dikenal dengan istilah LSLC (Lesson Study for Learning Community). Kegiatan diawali dengan sosialisasi mengenai tujuan, manfaat, dan teknis pelaksanaan, serta tahapan Lesson Study. Implementasi lesson study mampu meningkatkan kolaborasi dan interaksi antara guru dalam merancang pembelajaran, juga diantara peserta didik melalui pembelajaran kolaboratif. Hal ini nampak dari aktivitas peserta didik yang cukup dalam proses pembelajaran, serta keterampilan guru sebagai fasilitator.
PENGEMBANGAN E-LKPD MENGGUNAKAN WEBSITE WIZER.ME PADA MATERI PENGARUH GAYA TERHADAP BENDA Firli Pitriyani; Teti Rostikawati; Dendy Saeful Zen
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.33365

Abstract

This study aims to develop an E-LKPD using the website wizer.me, as well as to determine the feasibility and effectiveness of the E-LKPD. The methodology used in this study is research and development with the ADDE development model at SDN Puspanegara 08. The research subjects were 4th grade student totaling 27 students. The research was conducted in the second semester of the 2024/2025 academic year. In this study, validation tests were conducted on the E-LKPD product by medi experts, language experts, and subject matter experts. The validation result from the media expert obtained 100% with a “very feasible” criterion, the language expert obtained 100% with a “very feasible” criterion, and the subject matter expert obtained 92% with a “very feasible” criterion. The result of the students response questionnaire showed 90% with a “very good” category, and the average N-Gain score was 0,71, which falls into the “high” category. The result of the study indicate that the use of E-LKPD via the wizer.me website is highly effective in supporting the learning process and has proven to improve student learning outcomes.
PENGEMBANGAN MEDIA GAME INTERAKTIF ELEKTRONIK BERBASIS QUIZWHIZZER PADA SUBTEMA USAHA PELESTARIAN LINGKUNGAN Lia Audina; Teti Rostikawati; Resyi A. Gani
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 11 No. 6 (2022): December
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/10.33578/jpfkip.v11i6.9212

Abstract

This article discusses the development and feasibility testing of QuizWhizzer-based Electronic Interactive Game media with the Sub-theme of An Attempt for Environmental Conservation at the fifthgrade students of SDN Cikutamahi 01. The method used is the Research and Development (R&D) with the ADDIE method (Analyzing, Designing, Developing, Implementing, and Evaluating). To find out the feasibility of QuizWhizzer-based Electronic Interactive game media, the researchers provided validation for 6 experts, trials, and field trials. The results indicate that the QuizWhizzer-based Electronic Interactive Game is feasible to use as an evaluation in the classroom. Based on the data validation, the media expert validation average percentage was 92%, the linguist validation average percentage was 100%, and the material expert validation average percentage was 98.33%. In addition, the results of the small group trial obtained 81.33%, and the data from the field trial obtained 95.23% in the "Very Good" category. It means that the electronic interactive game media based on QuizWhizzer on the subtheme of environmental conservation that was developed is very feasible to use as an evaluation for students at class V of SDN Cikutamahi 01.