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Perilaku petani alumni sekolah lapang pengendalian hama terpadu dalam budidaya tanaman sehat pada kelompok tani kelurahan Landasan Ulin Utara kecamatan Liang Anggang kota Banjarbaru Dwi Kameluh Agustina
Lentera: Jurnal Ilmiah Kependidikan Vol 11 No 1
Publisher : STKIP PGRI Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (294.672 KB) | DOI: 10.33654/jpl.v11i1.421

Abstract

Artikel ini menggambarkan perilaku alumni SLPHT terhadap budidaya tanaman sehat untuk membuat konsep pemberdayaan petani yang berkelanjutan berbasis ramah lingkungan di Kelurahan Landasan Ulin Utara. Wawancara mendalam dilakukan dengan 6 orang petani alumni SLPHT yang diperoleh secara snowball. Hasilnya menunjukkan bahwa petani alumni SLPHT masih melakukan budidaya secara konvensional dan memiliki kemauan untuk mempelajari hal-hal baru dalam meningkatkan hasil pertanian. Konsep yang dibuat merupakan bentukan dari perilaku dan kemauan petani alumni SLPHT dalam pemberdayaan berkelanjutan berbasis ramah lingkungan dan memerlukan dukungan dari pihak pemerintah serta swasta. Realisasi dari konsep pemberdayaan petani secara berkelanjutan perlu dilakukan melalui bantuan stakeholder menuju kawasan pertanian ramah lingkungan.
Development of ANIKOR Learning Media (Animated Coordination System) Biology for Grade XI SMA/MA Nila Karinda; Dwi Kameluh Agustina; Eva Nurul Malahayati
BIO-INOVED : Jurnal Biologi-Inovasi Pendidikan Vol 3, No 3 (2021): October 2021
Publisher : Master Program of Biology Education, Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (339.637 KB) | DOI: 10.20527/bino.v3i3.10839

Abstract

Research and development of ANIKOR learning media (Coordination System Animation) aims to determine the feasibility of ANIKOR learning media developed on the coordination system material on the SMA/MA grade XI class. This development research using the Thiagarajan model until the third stage which consists of define (define), design (planning), and develop (development). Data analysis used quantitative and qualitative analysis techniques, while the instruments used were validation questionnaires, readability and response questionnaires. The results of the feasibility test carried out by material experts were stated in the very feasible category, namely 95.44%, media experts in the appropriate category, 78.73%, IT experts in the very feasible category, 92.38%, and language experts in the very feasible category, 85. 56%. The readability test of six students obtained 82.22% very feasible category. The results of the response test to the three biology teachers obtained 89.80% very feasible category. Response test to 33 students obtained 82.02% very feasible category. Therefore, ANIKOR learning media is suitable for use in the learning process because it can train students in formulating material conclusions based on their understanding.AbstrakPenelitian dan pengembangan media pembelajaran ANIKOR (Animasi Sistem Koordinasi) bertujuan untuk mengetahui kelayakan media pembelajaran ANIKOR yang dikembangkan pada materi sistem koordinasi kelas XI SMA/MA. Penelitian pengembangan ini menggunakan model Thiagarajan sampai tahap ketiga yang terdiri dari define (pendefisien), design (perencanaan), dan develop (pengembangan). Analisis data menggunakan teknik analisis kuantitaif dan kualitatif, sedangkan instrumen yang digunakan yakni angket validasi, keterbacaan dan angket respon. Hasil uji kelayakan yang dilakukan oleh para ahli materi dinyatakan dalam kategori sangat layak yaitu 95,44%, ahli media kategori layak yaitu 78,73%, ahli IT kategori sangat layak yaitu 92,38%, dan ahli bahasa kategori sangat layak yaitu 85,56%. Uji keterbacaan terhadap enam siswa diperoleh 82.22% kategori sangat layak. Hasil uji respon terhadap tiga guru biologi diperoleh 89.80% kategori sangat layak. Uji respon terhadap 33 siswa diperoleh 82.02% kategori sangat layak. Oleh karena itu, media pembelajaran ANIKOR layak digunakan dalam proses pembelajaran karena dapat melatih siswa dalam merumuskan kesimpulan materi berdasarkan pemahamannya.
PENGEMBANGAN GAME EDUKASI ANIMALIA BERBASIS ANDROID UNTUK SISWA KELAS X SMA/MA Lina Isnaini; Dwi Kameluh Agustina; Devita Sulistiana
Biodidaktika : Jurnal Biologi dan Pembelajarannya Vol 17, No 2 (2022)
Publisher : Universitas Sultan Ageng Tirtayasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30870/biodidaktika.v17i2.16496

Abstract

Penelitian ini bertujuan untuk mengetahui kelayakan dan respon siswa terhadap game edukasi animalia berbasis android untuk siswa kelas X SMA/MA. Jenis penelitian yang digunakan adalah penelitian Research and Development (R&D). Model Pengembangan menggunakan model Sugiyono yang dibatasi sampai tahap tujuh yaitu revisi produk. Data yang diperoleh akan dianalisis dengan menggunakan data kualitatif. Hasil uji kelayakan game edukasi animalia berbasis android untuk siswa kelas X SMA/MA mendapatkan penilaian dari ahli materi dengan presentase kelayakan sebesar 79,33% dengan kategori layak, mendapatkan penilaian dari ahli media pembelajaran dengan kelayakan sebesar 81,4% dengan kategori sangat layak, mendapatkan penilaian dari ahli media IT dengan kelayakan sebesar 86,5% dengan kategori sangat layak dan penilaian pada uji coba terbatas/skala kecil berupa uji keterbacaan guru mendapatkan presentase kelayakan sebesar 90,37% dengan kategori sangat layak serta uji coba keterbacaan siswa mendapatkan presentase sebesar 85,93% dengan kategori sangat layak. Hasil uji respon terhadap siswa yang sudah pernah mendapatkan pelajaran materi animalia mendapatkan persentase sebesar 91,5% dengan kategori sangat baik. Hasil perolehan dari uji kelayakan dan uji respon dapat disimpulkan bahwa game edukasi animalia berbasis android sangat layak dan sangat baik digunakan untuk siswa kelas X SMA/MA.
Pengembangan Media Video Pembelajaran Bangun Ruang untuk Pembelajaran Daring Matematika Kelas V Sekolah Dasar Zeidenes Zenizela; Dwi Kameluh Agustina
Jurnal Pendidikan : Riset dan Konseptual Vol 6 No 4 (2022): Volume 6, Nomor 4, Oktober 2022
Publisher : Lembaga Penelitian dan Pengabdian Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/riset_konseptual.v6i4.582

Abstract

This research was motivated by the Covid-19 pandemic, the lack of teacher creativity in distance/online learning, the difficulty of students understanding the mathematics of spatial construction. The objectives of this study are (1) to determine the feasibility of online learning video media to build space (2) to determine the level of readability and the response of teachers and students to the use of online learning video media to build space. The research design used was research and development (RnD). Researchers used a development model that was adapted from the 4-D model which is a learning device development model. This model was developed by S. Thiagarajan, Semmel and Semmel (1974). The samples of this research were elementary school teachers for class V and also students for class VI who were in three schools in Blitar Regency. Data collection techniques used expert validation sheets, readability questionnaires and teacher and student responses. The development of this online learning video media uses the Adobe Flash Professional CS6 application. Feasibility test results from media expert validators 89.28% very valid category, material expert 91.21% very valid category, validation of linguists 90.42% very valid category. The results of the teacher's readability test were 97.73% with a very decent category, the results of the students' readability test were 95.71% with a very decent category. The results of the teacher's response test are 94.06% with a very decent category, the results of the student response test are 92.85% with a very decent category.
Development of Smart Games Themes The Beauty of Diversity in My Country for Grade IV SD/MI students Eleonora Ragil Feri Setyari; Dwi Kameluh Agustina; Maria Ulfa Yudha Julistiana
JOSAR (Journal of Students Academic Research) Vol 7 No 1: March 2022
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v8i1.2121

Abstract

Based on the results of observations at UPT SDN Sumberdiren 02, it is known that thelearning media used so far are still less varied, so creative and interesting media areneeded. At that school the Smart Game Media had never been used. The purpose ofthis study is to explain the development of Smart Games for SD/MI students. Theresearch design used is Research and Development (R&D). The development modelused is the Borg and Gall model proposed by Sugiyono which is limited to the seventhstage, namely product revision. The results showed that the assessments of mediaexperts, linguists and material experts were respectively 85.5%, 87% and 80%.Student response 89%. Students' reading interest increased by 99%, from the averageresult of 2.63 to 5.27. The results of this study have reached the criteria set out inprevious studies, namely 9.3%. 87% student interest in reading questionnaire. So it isknown that Smart Games can increase the learning interest of SD/MI student
Pengembangan Game Belajar Bangun Datar (LABADA) Kelas IV Sekolah Dasar Selvia Ayu Wardani; Desy Dwi Riana; Dwi Kameluh Agustina
Intellektika : Jurnal Ilmiah Mahasiswa Vol. 1 No. 5 (2023): September : Jurnal Ilmiah Mahasiswa
Publisher : STIKes Ibnu Sina Ajibarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59841/intellektika.v1i5.345

Abstract

. Based on needs analysis and interviews, it shows that flat building material does not use innovative media and the minimal use of technology-based learning media, causes students to feel bored and less interested when learning in class. This research aims to produce LABADA Game products for feasible flat building materials. This type of RnD development research has been developed by Sugiono with seven steps, namely (1) looking for potential and problems at SDN Kepanjenlor 2, SDN Sentul 1 and SDN Sentul 3, (2) Carrying out research and collection by interviewing class IV teachers, distributing needs questionnaires students and observing mathematics learning, (3) product design is carried out by analyzing learning and planning product content, (4) Design validation is carried out by 9 validators consisting of 3 material validators each, media validator and language validator, (5) Design revision carried out based on expert advice, (6) Limited trials carried out by 10 class IV students and 5 class IV teachers, (7) product revisions based on teacher and student suggestions. The instrument in this research is a questionnaire. The feasibility results from material expert validators were 91.85%, media experts 89.44%, and language experts 86.67%. The results of the teacher's readability questionnaire for the LABADA game obtained a percentage of 91.29% and the results of the student's readability questionnaire obtained a percentage of 94.17%.
Development Of Multimedia Planting The Concept Of Spacing (Kocah) For Grade IV Students Putri Novianti; Desy Dwi Riana; Dwi Kameluh Agustina
Intellektika : Jurnal Ilmiah Mahasiswa Vol. 1 No. 5 (2023): September : Jurnal Ilmiah Mahasiswa
Publisher : STIKes Ibnu Sina Ajibarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59841/intellektika.v1i5.347

Abstract

Based on the analysis of student needs and interviews with teachers, it shows that mathematics learning, especially in fraction material, has not used innovative media and the minimal use of technology-based learning media has caused students to feel bored and less interested. The purpose of this study was to determine the feasibility and readability of KOCAH Multimedia products for learning Mathematics for fraction material. This type of development research is RnD which has been developed by Sugiono with 7 stages. This study used a questionnaire sheet instrument and interview and observation techniques. Based on the results of the validation test by 9 validators, it is known that KOCAH multimedia can conclude the feasibility of the media by obtaining results from material experts of 87.28%, 91.11%, from media experts and 88.33% from linguists. The results of the student readability questionnaire on KOCAH Multimedia obtained a percentage of 96.15% and the results from the teacher readability questionnaire obtained a percentage of 93.41%.
Pembelajaran Tematik: Pengembangan Media Video untuk Kemampilan Berdiskusi Siswa di Kelas V di Sekolah Dasar Miftachur Rohmah; Sripit Widiastuti; Dwi Kameluh Agustina
Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial Vol. 2 No. 6 (2024): November : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/nakula.v2i6.1316

Abstract

This study aims to develop thematic learning video media to improve discussion skills of fifth grade students in elementary schools. The scientific approach of the 2013 Curriculum is the basis for development, with a focus on learning methods that encourage active participation and critical thinking. Using the Research and Development (R&D) model adapted from Borg and Gall, this study went through the validation stages of material, media, and language experts. The validation results showed a feasibility percentage of 88.34% for material, 80.60% for media, and 84.45% for language, all in the "very feasible" category. Trials on 20 students showed a positive response with a percentage of 94%. This video media successfully facilitated a more interactive learning experience and increased students' interest and discussion skills. These findings support the use of digital learning media as an effective tool in thematic education in elementary schools.
Pengembangan Aplikasi Pembelajaran Berbasis Macromedia Flash Untuk Pembelajaran Membaca Dan Menulis Aksara Jawa Di Sekolah Dasar Rio Ariadi; Dwi Kameluh Agustina; Sripit Widiastuti
Dewantara : Jurnal Pendidikan Sosial Humaniora Vol. 2 No. 4 (2023): Desember : Dewantara : Jurnal Pendidikan Sosial Humaniora
Publisher : Universitas 45 Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30640/dewantara.v2i4.1669

Abstract

This application for learning to read and write Javanese script was developed using the Macromedia Flash application. This learning application was developed from previous research to make it easier for students to learn to read and write Javanese script. This research uses a Design and Development (D&D) research design because the stages used only reach the validation stage, namely problem analysis, product design, and product validation. Problem analysis is carried out to find out which media suits the problems that occur in elementary schools. After that, the media design process is carried out starting from the appearance to the running process of the media until the initial media is produced. The initial media is then validated by media experts and material experts to obtain media that is truly suitable for use in learning Javanese script. The assessment results by media experts were 79.17% (feasible) and by material experts were 86.67% (very feasible).
PENGEMBANGAN MEDIA PEMBELAJARAN POP UP BOOK MATERI BANGUN RUANG UNTUK SISWA KELAS V SEKOLAH DASAR Nina Nursela; Dwi Kameluh Agustina; Ida Putri Rarasati
JISPENDIORA Jurnal Ilmu Sosial Pendidikan Dan Humaniora Vol. 1 No. 3 (2022): Desember : Jurnal Ilmu Sosial, Pendidikan Dan Humaniora (JISPENDIORA)
Publisher : Badan Penerbit STIEPARI Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1815.376 KB) | DOI: 10.56910/jispendiora.v1i3.257

Abstract

Tujuan penelitian adalah untuk mengetahui kualitas produk media Pop Up Book dalam pembelajaran matematika materi Bangun Ruang dan untuk mengetahui keterbacaan siswa terhadap media Pop Up Book dalam pembelajaran matematika materi Bangun Ruang di kelas V SD. Penelitian ini merupakan jenis penelitian dan pengembangan atau Research and development menurut Sugiyono yang dibatasi sampai tujuh tahap. Tujuh tahap tersebut yaitu meliputi potensi dan masalah, pengumpulan data, desain produk, validasi desain, revisi desain, uji coba produk, revisi produk. Kegiatan pada tahap potensi dan masalah dilakukan untuk mencari potensi dan masalah yang akan dikembangkan oleh peneliti. Pada tahap pengumpulan data dilakukan untuk menemukan data kualitatif dan kuantitatif mengenai proses pembelajaran matematika pada materi bangun ruang. Pada tahap desain produk, peneliti melakukan mengembangkan produk secara bertahap yaitu analisis, mencari referensi, menentukan Kompetensi Dasar, melakukan perancangan dan desain produk. Pada tahap validasi desain dilakukan oleh ahli materi dan ahli media pembelajaran. Tahap revisi desain dilakukan untuk memperbaiki kekurangan dan kelemahan produk. Tahap uji coba dilakukan secara terbatas untuk mengetahui tingkat keterbacaan guru dan siswa. Tahap revisi produk untuk memperbaiki kelemahan produk setelah uji coba. Instrumen yang digunakan dalam penelitian ini adalah menggunakan angket untuk ahli materi dan media pembelajaran, pedoman wawancara dan angket keterbacaan untuk uji coba. Data yang diperoleh dianalisis menggunakan analisis data deskriptif kuantitatif. Hasil penelitian dan pengembangan media pop up book dalam pembelajaran matematika materi bangun ruang di kelas V SD. Bahan ajar ini telah divalidasi oleh ahli materi, ahli media dan ahli bahasa serta telah diujicobakan kepada siswa kelas VI Sekolah Dasar dan guru kelas V Sekolah Dasar, dengan diperoleh hasil data akhir sebesar 80% untuk ahli materi, 86% untuk ahli media, dan 85.5% untuk ahli bahasa. Berdasarkan hasil uji validasi oleh 3 bidang ahli, diketahui bahwa bahan ajar buku suplemen matematika yang dikembangkan mendapatkan hasil rata-rata persentase sebesar 83.8% dengan kategori layak digunakan. Hasil yang diperoleh pada saat uji coba keterbacaan siswa dan guru, bahan ajar dinilai sangat layak digunakan dengan presentase sebesar 100% dari hasil data angket keterbacaan siswa dan 92.8 % dari hasil data angket keterbacaan siswa dan guru, bahan ajar dinilai sangat layak digunakan dengan presentase sebesar 100% dari hasil data angket keterbacaan siswa dan 92.8 % dari hasil data angket keterbacaan guru.