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PENGEMBANGAN MODUL PEMBELAJARAN GEOMETRI BANGUN DATAR BERBASIS TEORI VAN HIELE UNTUK SISWA KELAS VI SEKOLAH DASAR Ahdhianto, Erif
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 1 (2016)
Publisher : JURNAL PENDIDIKAN DASAR NUSANTARA

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Abstrak: Subjek penelitian adalah siswa kelas VI SD Khadijah Pandegiling Surabaya.Pengembangan modul pembelajaran menggunakan model pengembangan Plomp yaitu(1) Investigasi awal; (2) Desain; (3) Realisasi/konstruksi; (4) Tes, evaluasi, dan revisi;(5) Implementasi dan kualitas modul pembelajaran menggunakan kriteria Nieveen yaituvalid, praktis, dan efektif. Data tentang kevalidan modul pembelajaran diperoleh dari validasi. Hasil validasi yang diperoleh dari tiga validator adalah 3,2 termasuk dalamkategori baik, sehingga modul pembelajaran dikatakan valid dan dapat diujicobakan.Data tentang kepraktisan modul pembelajaran diperoleh dari lembar pengamatanpengelolaan pembelajaran dan aktivitas siswa. Hasil analisis pengelolaan pembelajaranrata-rata kemampuan guru dalam mengelola pembelajaran menggunakan modulpembelajaran di SD Khadijah Pandegiling Surabaya sebesar 3,6 termasuk dalamkategori baik sedangkan aktivitas siswa pada saat proses pembelajaran menggunakanmodul pembelajaran baik. Data tentang keefektivan diperoleh dari analisis Tes HasilBelajar (THB) dan lembar respon siswa. Hasil analisis THB pada modul pembelajaranreliable, valid, dan sensitive dengan rata-rata nilai siswa 82,8 serta respon siswaterhadap pembelajaran rata-rata 3,13 dalam kategori positif
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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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.
MODEL PEMBELAJARAN IPA BERBASIS QUANTUM TEACHING UNTUK MENINGKATKAN AKTIVITAS BELAJAR DAN KEMAMPUAN BERPIKIR KRITIS SISWA SD Dhian Dwi Nur Wenda; Erif Ahdhianto; Kukuh Andri Aka
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 2 No 1 (2016): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

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Abstract: Learning is implemented in class IV SDN Bendo 1 is focused on the low level of knowledge, students are often required to remember or memorize the material being taught teachers. From all learning activity that is done, almost 80% is dominated by teachers with activities to explain and give examples of questions to the students. The purpose of this study was to develop a model of learning in the form of syntax / measures of learning, application of learning (learning tools customized model), and an instruction manual learning model. Additionally, based on the results of research can know that, the application of science-based learning model Quantum Teaching can increase the activity and students' skills in critical thinking. This study uses a model of the development of a modified Borg & Gall. The steps of this research, namely (1) Preliminary Study, (2) Planning, (3) Design Products, (4) Product Validation, (5) Trial Product, and (6) End Product. The questionnaire results the validity of this model is valid criteria (80%), practicaly fairly good (78%). The effectiveness of aspects of student activity reached 85% and 84% cognitive aspects. The thing that is suggested is necessary to study experimentally by comparing the class that learned using this model with a conventional classroom. Keywords: science teaching models based Quantum Teaching, learning activities, critical thinking Abstrak: Pembelajaran yang dilaksanakan di  SDN Bendo 1 kelas IV masih menekankan pada pengetahuan tingkat rendah, siswa seringkali dituntut untuk mengingat atau menghafal materi yang diajarkan guru. Dari seluruh kegiatan pembelajaran yang dilakukan, hampir 80% didominasi oleh guru dengan kegiatan memberikan penjelasan dan memberikan contoh soal pada siswa. Tujuan penelitian ini adalah mengembangkan model pembelajaran dalam bentuk sintaks/ langkah-langkah pembelajaran, aplikasinya dalam pembelajaran (perangkat pembelajaran yang disesuaikan model), dan buku petunjuk penggunaan model pembelajaran.  Selain itu, berdasarkan hasil penelitian yang dilakukan dapat diketahui bahwa, penerapan model pembelajaran IPA berbasis Quantum Teaching dapat meningkatkan aktivitas dan kemampuan siswa dalam berpikir kritis. Penelitian ini menggunakan model pengembangan modifikasi Borg & Gall. Langkah-langkah penelitian ini, yaitu (1) Studi Pendahuluan, (2) Perencanaan, (3) Desain Produk, (4) Validasi Produk, (5) Uji Coba Produk, dan (6) Produk Akhir. Hasil angket kevalidan model ini pada kriteria cukup valid (80%), keterterapan cukup baik (78%). Tingkat keefektifan aspek keaktifan siswa mencapai 85% dan aspek kognitif mencapai 84%. Adapun hal yang disarankan yaitu perlu dilakukan penelitian eksperimen dengan membandingkan antara kelas yang dibelajarkan menggunakan model ini dengan kelas konvensional. Kata kunci: model pembelajaran IPA berbasis Quantum Teaching, aktifitas belajar, berpikir kritis
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 
Program Pengintegrasian Teknologi dalam Pembelajaran untuk Guru SD/MI Kecamatan Karangploso Kabupaten Malang Erif Ahdhianto; Siti Masula; M. Anas Thohir
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 6 No 2 (2022): Volume 6 Nomor 2 Tahun 2022
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v6i2.17704

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The purpose of this technology integration program in learners is to learn about how to make interesting learning videos and apply e-learning. It is hoped that in this community service activity, teachers can master interactive and interesting learning media in the form of learning videos and apply them to e-learning. The implementation of this community service activity is in the form of presentations regarding the introduction of learning media, OBS software, e-learning, and how to make learning videos. The method used is the preparation of materials and software, implementation methods related to how to operate OBS software, and e-learning and practical methods are carried out in the form of making interactive learning video media according to the material taught by the teacher. The evaluation was carried out in this training by observing the differences in the skills of teachers in making learning videos after the implementation of the training. Based on the results that have been achieved. The evaluation of the results training was assessed from the participation and practical assignments of making interactive videos according to the material taught by the teacher. Then the results of making interactive learning videos are implemented in the schools of each SD/MI teacher.
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.