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PENGEMBANGAN MEDIA FLIPBOOK BERBASIS PROBLEM BASED LEARNING ( PBL) PADA MATA PELAJARAN PENDIDIKAN PANCASILA KELAS IV SD NEGERI 52 LUBUKLINGGAU Cinta Sabrina; Hamdan; Andri Valen
Linggau Journal Science Education (LJSE) Vol. 6 No. 1 (2026): Linggau Journal Science Education
Publisher : LP3MKIL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55526/ljse.v6i1.993

Abstract

Pada penelitian ini bertujuan Pengembangan Media Flipbook Berbasis Problem Based Learning (Pbl) Pada Mata Pelajaran Pendidikan Pancasila Kelas IV yang valid, praktis, dan efektif. Metode yang digunakan adalah R&D dengan menggunakan model ADDIE. Subjek penelitian yaitu siswa kelas IV SD Negeri 52 Lubuklinggau. Data yang dikumpulkan melalui observasi, wawancara, angket, dokumentasi. Adapun instrumen yang digunakan yakni berupa lembar angket, soal tertulis. Hasil penelitian menunjukkan bahwa produk yang dikembangkan valid dengan rata-rata kevalidan sebesar 0,92 dan praktis berdasarkan hasil rekapitulasi kepraktisan guru, one to one, small group dengan klasifikasi sangat tinggi sebesar 97,04%, serta efektif untuk meningkatkan hasil belajar siswa berdasarkan skor N-Gain pada uji coba kelompok besar sebesar 0,79 dengan klasifikasi tinggi. Simpulan utama penelitian ini adalah produk yang dikembangkan terbukti valid, praktis, dan efektif sehingga layak untuk digunakan dalam materi Bangga Sebagai Bangsa Indonesia kelas IV SD Negeri 52 Lubuklinggau.
Pengembangan Media Smart Box Berbasis Qr Code pada Mata Pelajaran IPS Kelas V Arum Kumala; Yuni Krisnawati; Andri Valen
JOEAI (Journal of Education and Instruction) Vol. 9 No. 3 (2026): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/yqkmtv20

Abstract

This study aims to develop a valid, practical, and effective QR Code-based Smart Box media for fifth-grade social studies at SDN 38 Lubuklinggau. This research is a Research and Development study using the ADDIE development model. The results showed that the language validator scored 0.89, the media validator scored 0.90, and the material validator scored 0.96, meeting the validity criteria. Analysis of the teacher and student practicality assessment sheets showed that the QR Code-based Smart Box media met the criteria for being very practical, with an average score of 91.91%. Furthermore, the effectiveness assessment obtained an average N-Gain score of 0.79, categorized as high. Based on the results, it can be concluded that the QR Code-based Smart Box media is valid, practical, and effective, making it suitable for use in Chapter 7, "My Region, My Pride," Topic A, "What is the Culture of My Region?", at fifth-grade SDN 38 Lubuklinggau.   Keywords: Social Studies; Smart Box Media; Development; QR Code; Elementary School
Pengembangan Media Pembelajaran Diorama Berbasis Augmented Reality (AR) pada Pembelajaran IPAS Kelas V Elen Kusuma; Hamdan Hamdan; Andri Valen
JOEAI (Journal of Education and Instruction) Vol. 9 No. 3 (2026): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/926m8t40

Abstract

This study aims to develop Augmented Reality (AR)-based diorama learning media to improve students' understanding of Natural and Social Sciences (IPAS) material for grade V of SD Negeri 59 Lubuklinggau. The research method used is Research and Development (R&D) with the ADDIE development model, including the stages of Analysis, Design, Development, Implementation, and Evaluation. The media was tested in terms of validity, practicality, and effectiveness. The validation results showed that the media had a high level of validity, with an average score of 92% from language, media, and material experts, including the very valid category. The practicality of the media was assessed by teachers and students with scores of 92% and 93%, respectively, indicating a very practical category. The effectiveness of the media was demonstrated through pre-tests and post-tests, with an average score increasing from 64 to 83, and an N-Gain value of 0.52, including the fairly effective category. The results of this study indicate that AR-based diorama learning media is feasible, practical, and effective in improving students' understanding of science and natural sciences material, particularly on the topic of the environment and environmental degradation.   Keywords: Augmented Reality, Science and Natural Sciences, Learning Media, Diorama, ADDIE Model
Pengembangan Media Pembelajran Komik Digital Pendidikan Pancasila Kelas IV SD Robby Arya Wiraguna; Andri Valen; Cahyo Dwi Andita
Educatio Vol 20 No 2 (2025): Educatio
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edc.v20i2.30852

Abstract

This study aims to develop and produce a digital comic learning media used for teaching the meaning of the principles of Pancasila to fourth-grade students at SD Negeri Kertosari. The developed media is expected to meet standards of validity, practicality, and effectiveness. The method used is Research and Development (R&D) with the ADDIE development model. The research subjects included three validation experts, one fourth-grade teacher, and 21 fourth-grade students from SD Negeri Kertosari. Data collection was conducted through observation, interviews, questionnaires, and tests. The experts’ evaluations showed high validity scores of 97% from the language expert, 92% from the content expert, and 92% from the media expert, thus confirming the media as valid. Practicality assessments by the teacher and students obtained an average score of 88%, indicating that the media is practical. A large-scale trial showed an N-gain value of 0.71, categorized as high, indicating that the media is effective. Therefore, it can be concluded that this digital comic learning media is feasible to use because it has been proven valid, practical, and effective for teaching the meaning of the principles of Pancasila to fourth-grade elementary students.
Pengembangan Media Video Animasi Pada Pembelajaran IPAS Kelas V SD Negeri 3 Srikaton Pasha Wulandary; Yohana Satinem; Andri Valen
JGK (Jurnal Guru Kita) Vol. 10 No. 4: September 2026
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jgk.v10.i4.75630

Abstract

Penelitian ini dilatarbelakangi oleh karakteristik materi "Bumi Berubah" dalam pembelajaran IPAS Sekolah Dasar yang bersifat abstrak, sehingga berdampak pada rendahnya hasil belajar kognitif siswa. Penelitian ini bertujuan untuk mengembangkan media video animasi yang valid, praktis, dan efektif. Menggunakan metode R&D dengan model ADDIE, penelitian dilaksanakan pada semester genap Tahun Ajaran 2025/2026 di SD Negeri 3 Srikaton dengan subjek uji coba terdiri dari 9 siswa kelas V. Teknik pengumpulan data menggunakan angket validasi ahli, skala respons pengguna, serta tes kognitif pretest-posttest. Teknik analisis data menggunakan indeks Aiken’s V, persentase deskriptif, dan rumus Normalized Gain (N-Gain). Hasil penelitian menunjukkan media sangat valid dengan indeks Aiken’s V sebesar 0,97, dan sangat praktis dengan rata-rata skor respons pengguna mencapai 86,43%. Media ini juga sangat efektif, terbukti dari lonjakan ketuntasan klasikal dari 17,64% menjadi 88,23% (rata-rata kelas naik menjadi 86,47) dengan nilai N-Gain 0,77. Kesimpulannya, media video animasi ini sangat layak digunakan. Rekomendasinya, guru hendaknya memanfaatkan media ini dengan model pembelajaran penemuan untuk menciptakan pengalaman belajar yang kontekstual dan bermakna.
Pengembangan media ular tangga kebudayaan Indonesia untuk pembelajaran IPAS kelas IV sekolah dasar Maulise Enjellina Aprilia; Dian Samitra; Andri Valen
Trihayu: Jurnal Pendidikan Ke-SD-an Vol 13 No 1 (2026): Trihayu: Jurnal Pendidikan Ke-SD-an
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/trihayu.v13i1.23139

Abstract

This study aimed to develop an Indonesian Cultural Snakes and Ladders learning media that is valid, practical, and effective in improving the learning outcomes of fourth-grade students at SD Negeri Napallicin. This Research and Development (R&D) study employed the ADDIE model, consisting of analysis, design, development, implementation, and evaluation. The study subjects were 17 fourth-grade students from SD Negeri Napallicin. Data were collected through validation and practicality questionnaires and pretest–posttest learning achievement tests, then analyzed using descriptive quantitative techniques. The results indicated that the developed media was valid, with validation scores of 0.92 from the language expert, 0.87 from the media expert, and 0.97 from the material expert. The practicality level reached 90%, categorized as very practical. The media was also effective, as indicated by the increase in the mean pretest score from 44.52 to 84.82, with an N-gain score of 0.73 (high category). Therefore, the Indonesian Cultural Snakes and Ladders learning media effectively improved students’ learning outcomes after implementation in IPAS learning.
Pengaruh Media Wayang Kartun Terhadap Hasil Belajar Pendidikan Pancasila Siswa Kelas IV SD Negeri 50 Lubuklinggau Ira Anggini Ningsi; Andri Valen; Yuni Krisnawati
Kajang: Jurnal Teknopedagogi Nusantara Vol. 1 No. 1 (2025): Kajang: Jurnal Teknopedagogi Nusantara
Publisher : Susilo Academic Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.67200/kajang.v1i1.10

Abstract

Penelitian ini dilatar belakangi oleh rendahnya hasil belajar siswa dalam mata pelajaran Pendidikan Pancasila yang masih didominasi oleh metode ceramah. Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan media wayang kartun terhadap hasil belajar Pendidikan Pancasila siswa kelas IV di SD Negeri 50 Lubuklinggau. Penelitian ini menggunakan pendekatan kuantitatif dengan metode eksperimen semu (quasi experimental design), serta desain Pretest-Posttest Control Group Design. Sampel terdiri dari dua kelas, yaitu kelas eksperimen yang mendapatkan pembelajaran dengan media wayang kartun dan kelas kontrol yang menggunakan metode konvensional (PPT/Media gambar yang sering digunakan di SD). Hasil penelitian menunjukkan bahwa nilai rata-rata post-test kelas eksperimen sebesar 82 dengan simpangan baku 6,36, sedangkan kelas kontrol memiliki rata-rata 74,55 dengan simpangan baku 7,68. Uji normalitas dan homogenitas menunjukkan data berdistribusi normal dan homogen. Hasil uji-t menunjukkan bahwa thitung = 3,51 > ttabel = 2,776 pada taraf signifikansi 5%, sehingga terdapat perbedaan yang signifikan antara kedua kelompok. Dengan demikian, dapat disimpulkan bahwa penggunaan media wayang kartun berpengaruh secara signifikan dalam meningkatkan hasil belajar Pendidikan Pancasila siswa dibandingkan dengan metode pembelajaran konvensional.