Articles
Pengembangan Bahan Ajar Konsep Dasar IPS Berbasis Karakter untuk Mahasiswa PGSD
Monalisa Gherardini;
Aren Frima
Journal of Elementary School (JOES) Vol 2 No 2 (2019): Journal of Elemantary School (JOES)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)
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DOI: 10.31539/joes.v2i2.950
This article discusses the process in designing teaching materials in the form of Social Studies Basic Concept textbooks for PGSD STKIP PGRI Lubuklinggau students. The method used by the author in designing teaching materials is part or two initial stages of the ADDIE development model which consists of the analysis, design, deleopment, implementation, and evaluation stages. The analysis phase aims to identify the curriculum, the need for teaching materials, while the design phase is to design the textbook framework and research instruments. Based on these two stages, the concept of character education is obtained which can be integrated into learning by presenting in the Social Studies Basic Concept Book so that the learning of Social Sciences Basic Concepts is more meaningful and can be one of the character reading materials for students. The analysis results obtained that all components included in the Valid category with an overall average score of 3.22 with a maximum score of 4.00. Conclusions, that the character-based teaching materials in the form of textbooks IPS basic concepts are valid. Keywords: Teaching Materials, Characters, IPS PGSD
APLIKASI PEMBELAJARAN TEKNIK DASAR SEPAK BOLA BERBASIS ANDROID
Rais Firlando;
Aren Frima;
Lukman Sunardi
Jurnal Teknologi Informasi Mura Vol 12 No 2 (2020): Jurnal Teknologi Informasi Mura Desember
Publisher : LPPM UNIVERSITAS BINA INSAN
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DOI: 10.32767/jti.v12i02.1097
Dalam dunia pendidikan dan pengajaran, untuk menarik minat dan menambah pengetahuan serta pehamahaman siswanya, tentunya harus memiliki inovasi dan kreatifitas untuk meningkatkan prestasi belajar siswanya terutama dalam pembelajaran teknik dasar sepak bola. Untuk menjawab tantangan tersebut, peneliti akan membuat suatu model media pembelajaran berbasis android untuk pembelajaran teknik dasar sepak bola di SMP Ar Risalah Lubuklinggau. Pemilihan media pembelajaran berbasis android ini dikarenakan siswa dan guru sudah familiar dengan penggunaan mobile gadget berbasis android. Dalam perancangannya, peneliti melakukan pendekatan metode pengembangan sistem prototype.Tahapan perancangan awal dimulai dengan analisis kebutuhan data, kemudian dilanjutkan dengan membangun desain prototype sistem dengan menggunakan Unified Modelling Language (UML). Untuk perancangan prototype sistem menggunakan bahasa pemrograman Java dengan IDE Android Studio. Hasil akhir dari sistem ini adalah purwarupa (Prototype) aplikasi media pembelajaran teknik dasar sepakbola berbasis android.
Pengembangan Lembar Kerja pada Pembelajaran Tematik Berbasis Kearifan Lokal Siswa Sekolah Dasar
Fransiska Anggraini;
Aren Frima;
Andri Valen
Jurnal Basicedu Vol 6, No 2 (2022): April Pages 1500- 3199
Publisher : Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/basicedu.v6i2.2515
Penelitian ini bertujuan untuk mengembangkan LKS tematik berbasis kearifan lokal kelas IV yang valid dan praktis. Jenis penelitian ini yaitu research and development (R & D) dengan menggunakan model pengembangan ADDIE yang terdiri dari 5 tahapan yaitu: tahap analisis, tahap desain, pengembangan, implementasi, dan evaluasi. Teknik pengumpulan data menggunakan wawancara dan angket. Instrumen yang digunakan dalam penelitian LKS tematik berbasis kearifan lokal adalah angket penilaian ahli bahasa, ahli materi, dan ahli media. Sedangkan untuk kepraktisan LKS tematik berbasis kearifan lokal menggunakan angket respon siswa dan guru. Berdasarkan hasil analisis penilaian oleh tiga ahli menunjukkan bahwa LKS tematik berbasis kearifan lokal kelas IV termasuk kedalam kategori sangat valid dengan diperoleh jumlah skor rata-rata 3,50. Sedangkan hasil analisis penilaian angket kepraktisan LKS tematik berbasis kearifan lokal kelas IV memenuhi kriteria praktis dengan diperoleh jumlah skor rata-rata 4,18. Sehingga dapat disimpulkan bahwa LKS tematik berbasis kearifan lokal memenuhi kriteria valid dan praktis, serta dapat digunakan dalam pembelajaran.
Pengembangan Media Exploading Box Pop Up 3D Pada Pembelajaran Tematik Kelas IV Sekolah Dasar
Aren Frima;
Aswarliansyah Aswarliansyah;
Rafelda Octa Wahyuni
Journal of Elementary School (JOES) Vol 5 No 2 (2022): Journal of Elementary School (JOES)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)
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DOI: 10.31539/joes.v5i2.4460
This study aims to develop a learning product in the form of developing learning media Exploading Box Pop Up 3d in Class IV thematic learning at SD Negeri 76 Lubuklinggau which is valid and practical. This type of research is research and development (R&D) with the development model used, namely 4D (define, design, develop and desiminate). The research sample or the subject of class IV students totaling 16 students. Data collection techniques were carried out through interviews, documentation, and questionnaires. The data analysis technique uses the average score. The results showed that: 1) The quality of the 3d pop up box exploding media seen from the aspect of validity was included in the valid category with an average score of 0.76%; 2) The quality of the 3d pop-up box exploding media is seen from the practicality aspect of student responses with a score of 71.5% and teachers with an average of 91%. So it can be concluded that the pop up 3d pop-up box media in thematic learning of theme 1 sub-theme 1 meets the valid and practical criteria so that it can be used in learning.
Penerapan Model Pembelajaran Two Stay Two Stray pada Pembelajaran IPA
Eka Lokaria;
Aren Frima;
Miftahul Jannah
Journal of Elementary School (JOES) Vol 6 No 1 (2023): Journal of Elementary School (JOES)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)
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DOI: 10.31539/joes.v6i1.4414
This study aims to determine the completeness of learning outcomes after the application of the Two Stay Two Stray model in science learning in Class V SD Negeri 2 Sungai Baung. The research method used is post-test. The population of all fifth graders of SD Negeri 2 Sungai Baung is 38 students and the sample or research subject of some of the population is 38 students. The data collection technique used a test in the form of an essay. The data analysis technique used the "z" test, based on the results of the hypothesis = 4,95 dan = 0,1736. > table then Ha was accepted, Ho was rejected. Thus, the hypothesis test in the study was proven true and the learning outcomes of fifth grade students of SD Negeri 2 Sungai Baung after the implementation of the Two Stay Two Stray model were significantly completed. Keywords: Two Stay Two Stray Model, Science Learning Outcome
WORKSHOP IMPLEMENTASI KURIKULUM MERDEKA BELAJAR PADA GURU SEKOLAH DASAR GUGUS I KECAMATAN SUMBER HARTA
Andri Valen;
Aren Frima;
Cahyo Dwi Andita;
Tidi Maharani
Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Vol 4 No 1 (2023): Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Volume 4, No 1 Maret 2023
Publisher : LP3M STKIP MUHAMMADIYAH MUARA BUNGO
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DOI: 10.52060/jppm.v4i1.1075
PKM was motivated by the results of observations that elementary school teachers in Sumber Harta sub-district had not received socialization and training on designing learning tools and independent learning curriculum evaluation tools so that socialization and training were needed to prepare learning tools and independent learning curriculum evaluation tools. The main goal of PKM is to make teachers more professional and improve teacher pedagogic competence with regard to the ability to manage, design learning tools, and carry out learning and evaluate learning outcomes. The method applied is through a scheme of providing materials, training, and mentoring. The PKM was held at Sumber Harta 1 Public Elementary School, which was attended by 23 participants from the teachers of the Gugus I Elementary School, Sumber Harta District, Musi Rawas Regency. The results of the PKM were the implementation of socialization activities and training in the preparation of independent learning curriculum learning tools. Elementary School teachers at Cluster 1 Sumber Harta District have knowledge and skills regarding the Implementation of the Free Learning Curriculum. Teachers can also develop skills in making Learning Toolkits, Modules, LKPD, and Independent Curriculum Evaluation Instruments properly and professionally and increase capacity/expertise up to recognized competencies.
Pengembangan Modul Matematika Berbasis Contextual Teaching Learning pada Siswa Kelas IV 48 Lubuklinggau
Endang Fitri Utami;
Elya Rosalina;
Aren Frima
Journal of Education and Culture (JEC) Vol. 2 No. 2 (2022): Journal of Education and Culture
Publisher : Indra institute Research & Publication
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DOI: 10.58707/jec.v2i2.226
This study aims to develop a product in the form of a mathematics module based on Contextual Teaching Learning for fourth grade elementary school students in accordance with the 2013 curriculum and produce valid, practical and effective modules for use in learning.This research is a development research with a four-D development model. Based on the results of the analysis of assessments by the three experts, namely: 80 linguists, 90 media experts, 95 material experts, it shows that the contextual teaching learning- based mathematics module on statistical material meets the very valid criteteria.While the results of the research on teacher practicality sheets obtained an average of 87,5% and students consisting of 6 people obtained an average of 93,3% that the Contextual Teaching Learning-based Mathematics Module met the very practical criteria. And the results of the research on the effectiveness of all fourth grade students showed that the Mathematics Module based on Contextual Teaching Learning met the criteria for being quite effective with a final score of 75, so it can be concluded that the Mathematics Module based on Contextual Teaching Learning statistical material met the criteria of being valid, practical and effective and could be used in learning.
PENERAPAN MODEL ROLE PLAYING DALAM PEMBELAJARAN IPS KELAS IV SD NEGERI TABA TINGGI
Triana Anjarsari;
Aren Frima;
Andri Valen
Primary Education Journal Silampari (PEJS) Vol 3 No 1 (2021): Primary Education Journal Silampari (PEJS)
Publisher : LP4MK STKIP PGRI Lubuklinggau
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DOI: 10.31540/pejs.v3i1.2065
This study aims to determine the completeness of the fourth grade social studies learning at SD Negeri Taba Tinggi after implementing the role playing model. The research method used was pre experimental design. Data collection techniques in research using essay tests. The data analysis techniques for the Post test showns that the zvalue is 3,04. This result is compared with the ztabel value at a significant completed of 5% namely 1,64. Based on these result it is known that the zvalue (3,04) > ztabel (1,64). So it can be concluded that the application of the Role Playing model in social studies learning at SD Negeri Taba Tinggi after the Role Playing model is Significant applied. Keywords: Application, Role Playing, Social Studies Learning.
Pengembangan Modul IPA Berbasis Kontekstual Berbantuan Aplikasi Adobe Flash pada Siswa Kelas V SD
Wahyu Sholeh Munandar;
Aren Frima;
R. Angga Bagus Kusnanto
Journal of Elementary School (JOES) Vol 6 No 1 (2023): Journal of Elementary School (JOES)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)
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DOI: 10.31539/joes.v6i1.6746
This study aims to develop a product in the form of Development of Contextual-Based Science Modules Assisted by Adobe Flash Applications for Fifth Grade Students of SD Negeri Rejosari in accordance with the 2013 curriculum and to produce Contextual-Based Science Modules Assisted by Adobe Flash Applications that are valid, practical and effective for use in learning. This research is a development research with four-D development model. Based on the results of the assessment analysis by the three experts, namely: linguist, 0.75 media expert 0.87 and 0.89 material expert, it shows that the Contextual-Based Science Module Assisted by Adobe Flash Application on animal and human movement organs fulfills the very valid criteria. While the results of the research on teacher practicality sheets obtained an average of 68,57% and students consisting of 6 people obtained an average of 68,09% that the Contextual-Based Science Module Assisted by Adobe Flash Applications met the practical criteria. And the results of the study on the effectiveness of all fifth grade students showed that the Contextual-Based Science Module Assisted by Adobe Flash Applications met the Medium criteria with a final score of 0.6, so it can be concluded that the Contextual-Based Science Module Assisted by Adobe Flash Applications met the criteria of being valid, practical and effective and could be used in learning. Keywords: Adobe Flash, Science Module, Development, Elementary School.
APLIKASI PEMBELAJARAN TEKNIK DASAR SEPAK BOLA BERBASIS ANDROID
Rais Firlando;
Aren Frima;
Lukman Sunardi
Jurnal Teknologi Informasi Mura Vol 12 No 2 (2020): Jurnal Teknologi Informasi Mura Desember
Publisher : LPPM UNIVERSITAS BINA INSAN
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DOI: 10.32767/jti.v12i02.1097
Dalam dunia pendidikan dan pengajaran, untuk menarik minat dan menambah pengetahuan serta pehamahaman siswanya, tentunya harus memiliki inovasi dan kreatifitas untuk meningkatkan prestasi belajar siswanya terutama dalam pembelajaran teknik dasar sepak bola. Untuk menjawab tantangan tersebut, peneliti akan membuat suatu model media pembelajaran berbasis android untuk pembelajaran teknik dasar sepak bola di SMP Ar Risalah Lubuklinggau. Pemilihan media pembelajaran berbasis android ini dikarenakan siswa dan guru sudah familiar dengan penggunaan mobile gadget berbasis android. Dalam perancangannya, peneliti melakukan pendekatan metode pengembangan sistem prototype.Tahapan perancangan awal dimulai dengan analisis kebutuhan data, kemudian dilanjutkan dengan membangun desain prototype sistem dengan menggunakan Unified Modelling Language (UML). Untuk perancangan prototype sistem menggunakan bahasa pemrograman Java dengan IDE Android Studio. Hasil akhir dari sistem ini adalah purwarupa (Prototype) aplikasi media pembelajaran teknik dasar sepakbola berbasis android.