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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