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PENGEMBANGAN MODUL GEOMETRI BERBASIS TEORI BERPIKIR VAN HIELE GUNA MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS SISWA KELAS V Primasatya, Nurita; Ahdhianto, Erif
Ed-Humanistics Vol 2 No 2 (2017)
Publisher : Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

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Abstract

Deseminasi Mesin Pewarna Tekstil Untuk Meningkatkan Kuantitas Kain Tenun Ikat Bagi Home Industri di Kota Kediri Dani Irawan; Rizki Yulianingrum; Erwin Komara M; Erif Ahdhianto; Meida Krismon Windi Astuti; Emdi Ramadana Putra
Jurnal KARINOV Vol 4, No 3 (2021): September
Publisher : Institute for Research and Community Service (LP2M), Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um045v4i3p201-206

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Eko (Kodok Ngorek Putra), diantara 20 home industri rumah tangga yang memproduksi kain Kain tenun ikat yang terletak di bandar kudul kota kediri yang mengalami kendala dalam proses produksi, yaitu belum efisiennya proses pewarnaannya. Proses pewarnaan tenun dan produksi memakai cara tradisional dengan bantuan manusia dan belum pernah melibatkan proses melalui mesin berbasis teknologi tepat guna, proses pewarnaan dengan teknik sederhana perhari hanya menghasilkan 5 kg benang dengan waktu kurang lebih 6 jam agar proses pewarnaan merata, selain itu proses pewarnaan ini tidak semua orang mempunyai keahlian, sebagai gambaran untuk melayani home industry sebanyak 120 hanya dikerjakan oleh 12 tenaga ahli, sehingga semua home industry belum terfasilitasi secara merata. Jadi semua proses pewarnaan dilaksanakan tanpa bantuan mesin. Tujuan dari kegiatan ini yaitu: (a) menghasilkan mesin pewarna tenun ikat; (b) melakukan pelatihan pengoperasian alatMetode pelaksanaan deseminasi ini dilaksanakan dengan cara desain melakukan tranfer ilmu pengetatuan berupa training singkat dengan demonstrasi dan diskusi terpimpin. Hasil dari pengabdian ini pertama telah menghasilkan mesin pewarna tekstil yang layak digunakan pada proses pewarnaan. Kedua hasil pelatihan yang dilakukan mendapat repon positif masyarakat yang ikut pelatihan dengan hasil tanggapan mitra terhadap kemudahan alat memperoleh presenetase 80%, tanggapan mitra terhadap bimbingan yang diberikan instruktur memperoleh presenetase 90%, tanggapan mitra terhadap isi dan metode bimbingan memperoleh presenetase 90%, tanggapan mitra terhadap pengetahuan/teknik yang telah dikuasai memperoleh presenetase 90%. Kata kunci— Tekstil, Kain Tenun ikat, Produktivitas  Abstract Eko (Kodok Ngorek Putra), among 20 home industries that produce ikat fabrics located in Bandar Kudul, Kediri, is experiencing problems in the production process, namely the inefficient coloring process. The dyeing process for weaving and production uses traditional methods with human assistance and has never involved a process through appropriate technology-based machines, the dyeing process with a simple technique per day only produces 5 kg of yarn in approximately 6 hours so that the dyeing process is evenly distributed. not everyone has the expertise, as an illustration to serve as many as 120 home industries is only done by 12 experts, so all home industries have not been facilitated evenly. Therefore, all the coloring process is carried out without the help of machines. The objectives of this activity are: (a) to produce a dyeing machine; (b) carry out training in the operation of the equipment. This dissemination method is carried out by designing and transferring knowledge in the form of short training with demonstrations and guided discussions. The result of this first service has produced a textile dyeing machine that is suitable for use in the dyeing process. The two results of the training carried out received a positive response from the community who took part in the training with the results of partners’ responses to the ease of the tools getting a percentage of 80%, partners' responses to the guidance provided by the instructors getting a percentage of 90%, partners' responses to the content and methods of guidance getting a percentage of 90%, partner responses of the knowledge/techniques that have been mastered obtain a percentage of 90%. Keywords— Textiles, Woven Fabrics, Productivity
ANALISIS PENINGKATAN MINAT BELAJAR SISWA DENGAN MENGGUNAKAN MODEL GAME-BASED LEARNING PADA PEMBELAJARAN MATEMATIKA MATERI PECAHAN KELAS V SDN PW 01 Zahrotul Khusniah; Yulia Linguistika; Erif Ahdhianto
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol 11, No 2 (2022)
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (746.156 KB) | DOI: 10.33578/jpfkip.v11i2.8808

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Artikel ini mengulas tentang analisis peningkatan minat belajar siswa dengan menggunakan model Game-based learning (GBL) pada pembelajaran matematika materi pecahan kelas V SDN PW 01. Pendekatan yang digunakan pada penelitian tersebut adalah mixed methods dengan jenis penelitian kuasi eksperimen dengan model pra-eksperiment. Data kuantitatif dianalisis dengan menggunakan uji Wilcoxon Signed Rank Test dengan bantuan aplikasi SPSS 16.0 for Windows. Karena data yang diolah merupakan data dengan skala ordinal, sehingga menggunakan statistik non parametrik dan tidak perlu untuk menguji asumsi normalitas distribusi. Sedangkan data kualitatif dianalisis dengan menggunakan analisis naratif. Penelitian tersebut dilakukan dengan memberikan pra tes berupa angket minat belajar matematika siswa materi pecahan sebelum menggunakan model Game-Based Learning. Kemudian diberikan perlakuan berupa pembelajaran matematika materi pecahan menggunakan model Game-Based Learning (GBL) melalui aplikasi belajar Quizizz, Kahoot! dan Wordwall. Setelah itu diberikan posttest berupa angket minat belajar matematika siswa materi pecahan sesudah menggunakan model Game-Based Learning. Hasil uji hipotesis diperoleh menunjukkan bahwa taraf signifikansi sebesar 0.000, yang berarti Ha diterima dan H0 ditolak. Selain itu, dari hasil wawancara diperoleh data bahwa terjadi peningkatan rasa suka dan ketertarikan siswa pada pembelajaran matematika materi pecahan yang dilakukan dengan menggunakan model Game-based learning (GBL). Dari kedua data tersebut dapat disimpulkan bahwa terjadi peningkatan minat belajar siswa pada pembelajaran matematika materi pecahan dengan menggunakan model Game-Based Learning (GBL) di kelas V SDN PW 01.  
STUDENTS’ PERCEPTION OF PROBLEM-BASED LEARNING IN ELEMENTARY SCHOOL TEACHER EDUCATION Erif Ahdhianto; Muh. Arafik; M. Anas Thohir; Siti Mas’ula
Widyagogik Vol 9, No 1 (2021): Widyagogik
Publisher : Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/widyagogik.v9i1.13355

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The recent rise in the use of problem-based learning (PBL) has given rise to serious debates over its introduction. PBL critics question whether emphasizing practice makes teachers less inclined to impart educational content that is responsive to students’ ideas, preferring instead to employ a technocratic approach. This research seeks to expand on the basis of its effectiveness as a means of engaging students in learning and incorporating literature on the Problem- based web learning method. The hypotheses, therefore, address the effect of the PBL method on collaborative learning.  As a means of data collection, a questionnaire was formulated and given to 464 Elementary School Teacher Education Students who approached with a problem-solving methodology. To study the application of PBL, a quantitative research technique was used to figure out the findings of the investigation. SPSS and Structural Equation Method (SEM-AMOS) were used to arrive at the results. Learners’ engagement was raised as a result of implementing learning methods like active learning, iterative learning, and authentic learning. The results indicate that students are encouraged to participate in Problem Base Web Learning, which increases engagement by allowing students to share and discuss their findings. Therefore, PBL is essential such that students are encouraged to employ this approach in their academic endeavours. Further, universities also similarly urge them to do so.
Interactive Media Development Using Articulate Storyline-Based Instructional Games for Teaching Fractions Vina Iman Adhiana; Yuniawatika Yuniawatika; Erif Ahdhianto; Jan Wantoro
Profesi Pendidikan Dasar Vol. 9, No. 1, July 2022
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/ppd.v9i1.16927

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This research and development were carried out to produce valid and engaging interactive fractional learning media products using Articulate Storyline-based instructional games. This study used the type of research and development (RD) using the ADDIE model. The research subjects were the fifth-grader of State Elementary School 5 Saptorenggo Malang Regency. The techniques used in this study were validation questionnaires, observation, and interviews. Material experts, media experts, and teachers conducted a validity test to achieve a valid category result. The attractiveness test obtained a very high score and reached the very attractive category. The use of product development can improve student learning outcomes and provide an understanding of fractional material that is known from the value they get when doing practice questions and getting an average score above the Minimum Completeness Criteria. Thus, it can be said that this interactive media falls under the category of being appropriate for use in the learning process and being both valid and interesting. This research employed an Articulate Storyline-based learning game that covers the subject of mathematical fractions 
Pengembangan Media Kartu Baruang (Belajar Bangun Ruang) Berbasis Augmented Reality untuk Kelas VI SD May Famila Mustiqa Ilma; Goenawan Roebyanto; Erif Ahdhianto
Sekolah Dasar: Kajian Teori dan Praktik Pendidikan Volume 31 Nomor 1 Mei 2022
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um009v31i12022p036

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Learning media is a tool for teachers in delivering learning materials as a way to overcome learning limitations. The purpose of this study is to produce augmented reality-based Kartu Baruang (Learning to Build Space) media product for learning space building materials in grade VI elementary schools. Kartu Baruang media will be tested for validity by learning media experts, mathematics material experts, and users for teachers and their interests for students. This research uses the Dick and Carey development research model which has nine steps from needs analysis to the production of the final product. The results showed that Kartu Baruang media was successfully developed and had met the valid criteria of learning media experts, mathematics material experts and teachers with percentages sequentially as much as 97 percent, 93.33 percent and 99.6 percent. Furthermore, the results of the trial of the disclosure of Kartu Baruang media to students also showed that the media produced was interesting by obtaining a percentage of 93.5 percent.Media pembelajaran merupakan alat bantu guru dalam menyampaikan materi pembelajaran sebagai cara untuk mengatasi keterbatasan pembelajaran. Tujuan penelitian ini adalah untuk menghasilkan produk media Kartu Baruang (Belajar Bangun Ruang) berbasis augmented reality untuk pembelajaran materi bangun ruang di kelas VI sekolah dasar. Media Kartu Baruang akan diuji validitasnya oleh ahli media pembelajaran, ahli materi matematika, dan pengguna untuk guru beserta kemenarikannya untuk siswa. Penelitian ini menggunakan model penelitian pengembangan Dick dan Carey yang memiliki sembilan langkah mulai dari analisis kebutuhan hingga dihasilkannya produk akhir. Hasil penelitian menunjukkan media Kartu Baruang berhasil dikembangkan dan telah memenuhi kriteria valid dari ahli media pembelajaran, ahli materi matematika dan guru dengan persentase secara berurutan sebanyak 97 persen, 93,33 persen dan 99,6 persen. Lebih lanjut, untuk hasil uji coba kemenarikan media Kartu Baruang kepada siswa juga menunjukkan media yang dihasilkan menarik dengan memperoleh persentase sebesar 93,5 persen.   
Pengembangan Multimedia Interaktif Matematika Berbasis Ispring Materi FPB Dan KPK untuk Siswa Kelas IV Sekolah Sri Qayyuumu Gusti Mahartania; Ni Luh Sakinah Nuraini; Erif Ahdhianto
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 1 No. 6 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (427.69 KB) | DOI: 10.17977/um065v1i62021p430-439

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Abstract: This study aims to develop a media product in the form of interactive mathematical multimedia called MUTIF MATIKA material for GCD and LCM for grade IV elementary school students that is valid and practical. The research method is the Research and Development used model of ADDIE. Based on formative evaluation by media experts obtained 97 percent, material experts obtained 81.9 percent, trials to teachers obtained 92.5 percent, and trials to students gained 88.5 percent. Based on the percentage gain, it shows that the MUTIF MATIKA media is valid and practical so that it can be used in learning in grade IV in primary schools. Abstrak: Penelitian ini bertujuan untuk mengembangkan produk media berupa multimedia interaktif matematika yang disebut MUTIF MATIKA materi FPB dan KPK untuk siswa kelas IV sekolah dasar yang valid dan praktis. Metode penelitiannya adalah Research and Development menggunakan model ADDIE. Berdasarkan evaluasi formatif oleh ahli media diperoleh 97,2 persen, ahli materi diperoleh 84,7 persen, uji coba oleh guru diperoleh 92,5 persen, dan uji coba oleh siswa 88,5 persen. Berdasarkan perolehan persentase, menunjukkan bahwa media MUTIF MATIKA valid dan praktis digunakan dalam pembelajaran di kelas IV sekolah dasar.
Keefektifan Media Video terhadap Minat dan Hasil Belajar Matematika Kelas III SD Diah Meyta Nur Cholida; Goenawan Roebyanto; Erif Ahdhianto
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 1 No. 7 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (300.063 KB) | DOI: 10.17977/um065v1i72021p563-572

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Abstract: This study aims to find out about the effectiveness of video media on the interests and results of learning mathematics. This research was only conducted in grade III A of SDN Bumiayu 2. There are two variables studied, namely students' interest and learning outcomes in mathematics subjects. This study uses a type of Pre-Experimental research using One Group Pretest-Posttest Design. A sample of 27 students was designated as experimental classes. The results of the study showed that there are differences before being treated and after being treated in the form of learning video media. This is seen by the Paired Sample T Test with a significance value of 0.000 less than 0.05. In the test of effectiveness by using the test N-Gain Score on learning interests is 0.683, while in the study results are worth 0.42. From the data, there is an effectiveness and video media to the interests and learning outcomes of grade III students at SDN Bumiayu 2 in the moderate category. Abstrak: Penelitian ini bertujuan untuk mengetahui mengenai keefektifan media video terhadap minat dan hasil belajar matematika. Penelitian ini hanya dilakukan di kelas III A SDN Bumiayu 2. Terdapat dua variabel yang diteliti yaitu minat dan hasil belajar siswa pada mata pelajaran matematika. penelitian ini menggunakan jenis penelitian Pre-Experimental dengan menggunakan One Group Pretest-Posttest Design. Jumlah sampel sebanyak 27 siswa yang ditetapkan sebagai kelas eksperimen. Pada hasil penelitian menunjukkan bahwa terdapat perbedaan sebelum diberi perlakuan dan sesudah diberi perlakuan berupa media video pembelajaran. Hal ini dilihat dengan uji Paired Sample T Test dengan nilai signifikansi 0,000 kurang dari 0,05. Pada uji keefektifan dengan menggunakan uji N-Gain Score pada minat belajar yakni 0,683, sedangkan pada hasil belajar bernilai 0,42. Dari data tersebut maka terdapat keefektifan media video terhadap minat dan hasil belajar siswa kelas III SDN Bumiayu 2 dalam kategori sedang.
Analisis Kinerja Guru Profesional dalam Penerapan Pembelajaran Daring di SD Ratna Budiastri; Erif Ahdhianto; Suhartono Suhartono
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 1 No. 8 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (336.386 KB) | DOI: 10.17977/um065v1i82021p628-637

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Abstract: The purpose of this research was to obtain information about professional teachers' performance in the application of online learning regarding 3 aspects: planning, implementation, and evaluation. This research used a descriptive quantitative research approach. The sample in this research was 56 professional teachers, in State Elementary Schools throughout Pagelaran District, Malang Regency. The data analysis technique used descriptive statistical analysis. The results of this research indicate that: (1) online learning planning obtained a percentage of 78.96 percent belonging to the medium category; (2) the implementation of online learning obtained a percentage of 81.46 percent belonging to the high category; (3) evaluation of online learning obtained a percentage of 79.13 percent belonging to the medium category. The overall results obtained a percentage of 80.06 percent which indicated that the performance of professional teachers in the application of online learning in State Elementary Schools throughout the Pagelaran District of Malang Regency is in the medium categories. Abstrak: Tujuan dari penelitian ini adalah untuk memperoleh informasi kinerja guru profesional dalam penerapan pembelajaran daring mengenai 3 aspek yakni: merencanakan pembelajaran, melaksanakan pembelajaran, dan mengevaluasi pembelajaran. Penelitian ini menggunakan pendekatan kuantitatif deskriptif. Sampel pada penelitian ini sebanyak 56 guru profesional, di SD Negeri Se-Kecamatan Pagelaran Kabupaten Malang. Hasil penelitian menunjukkan bahwa: (1) merencanakan pembelajaran daring diperoleh persentase sebesar 78,96 persen tergolong kategori sedang; (2) melaksanakan pembelajaran daring diperoleh persentase sebesar 81,46 persen tergolong kategori tinggi; (3) mengevaluasi pembelajaran daring diperoleh persentase sebesar 79,13 persen tergolong kategori sedang. Hasil keseluruhan diperoleh persentase sebesar 80,06 persen yang menunjukkan kinerja guru profesional dalam penerapan pembelajaran daring di SD Negeri Se-Kecamatan Pagelaran Kabupaten Malang tergolong kategori sedang.
Pengembangan E-Modul Menggunakan Software Flip PDF Profesional Materi Pecahan Kelas V Sekolah Dasar Nurfadilla Yustina Putri; Ni Luh Sakinah Nuraini; Erif Ahdhianto
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 1 No. 9 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (272.167 KB) | DOI: 10.17977/um065v1i92021p746-753

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Abstract: Field conditions show that learning fractions in class V requires innovative teaching materials. This study aims to test the validity and practicality of the developed E-Module. The ADDIE model is used in this development. Product validation got the results of 98.68 percent declared valid. Material validation got a percentage result of 83.33 percent declared valid. The practicality test from users (teachers) got a percentage result of 94.23 percent which was declared practical and the practicality test of students got a score of 88.59 percent which was declared practical. So the validation and practicality of the product are declared valid and practical. Abstrak: Kondisi lapangan menunjukan pembelajaran pecahan di kelas V membutuhkan bahan ajar yang inovatif. Penelitian ini memiliki tujuan untuk menguji kevalidan dan kepraktisan E-Modul yang dikembangkan. Model ADDIE digunakan pada pengembangan ini. Validasi produk mendapat hasil 98,68 persen dinyatakan valid. Validasi materi mendapat hasil persentase sebesar 83,33 persen dinyatakan valid. Uji kepraktisan dari pengguna (guru) mendapat hasil persentase sebesar 94,23 persen dinyatakan praktis dan uji kepraktisan peserta didik mendapatkan nilai sebesar 88,59 persen dinyatakan praktis. Jadi validasi dan uji kepraktisan produk dinyatakan valid dan praktis.