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PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY PADA PEMBELAJARAN IPAS KELAS IV SDN 18 MUARA TEBO KABUPATEN TEBO Amril; Agus Saputra; Uli Ulya
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 3 (2023): Volume 09 No. 03 Juli 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i3.1652

Abstract

This research is motivated by the difficulties of students in preparing learning media, in the learning process, especially historical material, landscapes and community culture, media is needed in conveying learning. For this reason, it is necessary to have an innovation in the learning process for students to improve learning outcomes. This type of research is development research using the ADDIE model. The ADDIE model has five stages, namely: Analyze, Design, Development, Implementation, Evaluation. Analyze stage, at this stage needs analysis, material analysis, student analysis are carried out. Design stage, the design stage is carried out by designing instruments, products, questionnaires and test questions. Development stage, which carried out a validation test. Implementation phase, at this stage practicality and effectiveness are carried out. Evaluation stage, at this stage which is carried out at each stage starting from Analyze, Design, Development, Implementation, Evaluation. As for the results of the development of augmented reality-based learning media obtained from 3 validators, augmented reality-based learning media obtained a percentage with an average of 89.3% with a very valid category. The practicality results assessed from the teacher's response questionnaire obtained a percentage with an average of 90.8% in the very practical category and the student response questionnaire obtained a percentage with an average of 88.17% with a very practical category. The results of the practicality of 23 students who took part in learning using the media developed in material 1 stated that 78.26% completed material 2 stated 82.60% complete and material 3 obtained 91.3% complete categorized as very practical in terms of use.
Upaya Meningkatkan Perkembangan Kognitif Anak melalui Permainan Pesan Berbisik Agus Saputra; Ayu Mustika Sari
Jurnal Pelita PAUD Vol 5 No 1 (2020): Jurnal Pelita PAUD
Publisher : STKIP Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/pelitapaud.v5i1.1125

Abstract

Penelitian tindakan kelas ini dilatarbelakangi masih ditemui anak yang perkembangan kognitifnya rendah terutama dalam daya ingat anak. Tujuan penelitian ini adalah untuk meningkatkan perkembangan kognitif anak di TK Islam Bakti 53 Tanjung Harapan Kecamatan Koto Salak Kabupaten Dharmasraya. Jenis Penelitian yang digunakan adalah penelitian tindakan kelas yang dilaksanakan sebanyak dua siklus. Subjek penelitian ini adalah semua anak TK Islam Bakti 53 Tanjung Harapan kelompok B melibatkan 23 orang yang terdiri. Teknik pengumpulan data adalah observasi dan dokumentasi. Hasil persentase yang selalu meningkat dari setiap siklus dalam setiap pertemuan. Pada siklus I dengan rata-rata 67,09% yang terdiri dari pertemuan 1 sebesar 55,41%, pertemuan 2 sebesar 69,26%, pertemuan 3 sebesar 76,61%. Pada siklus II dengan rata-rata 86,39% yang terdiri dari pertemuan 1 sebesar 81,50%, pertemuan 2 sebesar 86,93%, pertemuan 3 sebesar 90,75%.
Penerapan Pembelajaran Tematik Di Kelas III SDN 058/II Sari Mulya Kecamatan Jujuhan Ilir Kabupaten Bungo Agus Saputra; Muhammad Subhan
Jurnal Dharma PGSD Vol 1 No 1 (2021): Januari
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research is motivated by a change in curriculum that is KTSP to curriculum 2013. This study aims to describe how the application of thematic learning in class III SDN 058/II Sari Mulya District Jujuhan Ilir Bungo District, starting from planning, implementation and assessment. This type of researchused in this study is qualitative research, the data generated is descriptive data. Data collection techniques used in this study include semistructured interviews and documentation. The nstrument used is in the form of an interview guide. Before the research the instrument is validated first by the validator. Based on these categories, the instruments developed can be used as research instruments. Research results show that (1) learning planning such as syllabus and lesson plans made by class III teachers have referred to syllabus indicators and lesson plans contained in Permendikbud No. 65 of 2013 concerning process standards. (2) the implementation of the learning process also uses a scientific approach. (3) learning assessment also uses authentic assessment. In general the application of learning carried out by class III teachers has referred to the RPP that has been designed in accordance with Permendikbud No. 65 of 2013 concerning process standards
PENGEMBANGAN BAHAN AJAR E-COMIC BERBANTUAN CANVA PADA MATA PELAJARAN BAHASA INDONESIA KELAS III SDN 58/II SARI MULYA Ria Setiawati; Agus Saputra; Feby Kharisna
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 2 (2025): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v6i2.3207

Abstract

This research is motivated by the difficulties of students in understanding learning materials, especially in Indonesian Language subjects, due to the lack of innovative teaching materials used, wich are still in printed form and based on textbooks. The purpose of this research is to produce e-comic teaching mterials assisted by Canva in Indonesian Language subject that are valis, practical, effective. The research method used is the Research and Development (R&D) method. The development model used is the ADDIE model, wich consists of five stages: analysis, design, development, implementation, and evaluation. The validation result of teaching materials assisted by Canva in Indonesian Language subject were validated by five validators, with the following result: language aspect 87,5% with very valid category, graphic design expert validation 88,3% with very valid category, learning module expert validation 90%, question expert validation 88,8% with very valid category, and material expert validation 86,9% with very valid category. The result of the analysis of educator response qestionnaires obtained 100% with very practical category and student response questionnaires 94,6% with veri practical category. In the effectiveness test, an average score of 90% was obtained with a very effective category.