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PENGEMBANGAN PERANGKAT PEMBELAJARAN MATEMATIKA MATERI SIFAT-SIFAT BANGUN DATAR DENGAN PENDEKATAN SAINTIFIK UNTUK SISWA KELAS V SEKOLAH DASAR Erif Ahdhianto
Elementary School: Jurnal Pendidikan dan Pembelajaran ke-SD-an Vol. 3 No. 1 (2016): Elementary School (Jurnal Pendidikan dan Pembelajaran Ke-SD-an)
Publisher : Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (496.865 KB) | DOI: 10.31316/esjurnal.v3i1.368

Abstract

Curriculum 2013 is currently using the scientific approach which curriculum accentuate dimensional observation, reasoning, discovery, validation, and an explanation of the truth. To accommodate this, the developed mathematical learning tools with the scientific approach. This study aims to describe the development process and produce good math learning tools to math instruction material properties of flat wake up with a scientific approach to the fifth grade of elementary school students that includes lesson plans, worksheets, and THB because these three components is the most important component in the learning which must be designed by the teacher as a guide in achieving the desired learning objectives. Software development model used in the study is a general education development model of Plomp (1997) which consists of several phases, namely: (1) the initial investigation phase, (2) the design phase, (3) the realization phase, and (4) the test phase, evaluation, and revision. Tests conducted research at Citrus Elementary School fifth grade students 2 Lakarsantri Surabaya as many as 12 students. Research instruments used include the validation sheets, observation sheets, and student questionnaire responses to mathematics learning material properties build flat wake up with a scientific approach. Data on the validity of the device obtained from validation sheet. The results obtained from the third validator, a learning device be valid and quite valid, and can be used with little revision. Data about the practicality of the device is obtained from the feasibility RPP sheet. The results of feasibility analysis RPP during two meetings in learning to be in either category. Obtained data on the effectiveness of student activities, student responses, and THB. Every aspect of the learning activities of students in achieving the criteria limits the effectiveness, including the responses of students in learning in a positive category with a percentage of 70%, and THB declared effective because 80% of students scored a minimum standard so that THB can completeness be used to measure student mastery of the material.
Pelatihan Cara Penanaman TOGA untuk Meningkatkan Kemampuan dan Keterampilan Warga Siti Mas'ula; Erif Ahdhianto; Anas Thohir; Nevy Iruntyasari
Jurnal KARINOV Vol 5, No 2 (2022): Mei
Publisher : Institute for Research and Community Service (LP2M), Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um045v5i2p146-150

Abstract

Desa Ngenep merupakan salah satu Desa di Kecamatan Karangploso Kabupaten Malang yang memiliki potensi di bidang perkebunan dan pertanian yang melimpah. Sebagian besar tanah yang berada di wilayah desa ini tergolong subur. Melihat potensi ini, kami sebagai pelaksana Kegiatan Pengabdian Masyarakat Universitas Negeri Malang mencoba untuk membantu mengembangkan potensi Desa Ngenep melalui kegiatan pemberdayaan masyarakat berupa pelatihan cara penanaman Tanaman Obat Keluarga (TOGA). Kegiatan pengabdian bertujuan untuk meningkatkan kemampuan serta keterampilan warga Desa Ngenep dalam pengelolaan kebun TOGA. Metode yang digunakan dalam kegiatan ini adalah metode ceramah, demonstrasi, diskusi serta tanya jawab. Pelaksanaan kegiatan ini diawali dengan metode ceramah yakni penyampaian materi TOGA, selanjutnya peserta dan pemateri melakukan diskusi serta tanya jawab mengenai materi tersebut. Setelahnya, dilanjutkan dengan kegiatan demonstrasi cara penanaman TOGA yang dilakukan di lahan perkebunan. Setelah pelaksanaan kegiatan ini, diharapkan warga Desa Ngenep dapat memperoleh banyak pengetahuan tentang TOGA, sehingga bisa mengembangkan kebun TOGA menggunakan cara pengelolaan yang tepat. Kata kunci— Desa Ngenep, Pemberdayaan masyarakat, Pengelolaan TOGA, Potensi desa Abstract  Ngenep Village is one of the villages in Karangploso District, Malang Regency which has abundant potential in the fields of plantations and agriculture. Most of the land in this village area is classified as fertile. Seeing this potential, we as implementers of the Malang State University Community Service Activities try to help develop the potential of Ngenep Village through community empowerment activities in the form of training on how to plant Family Medicinal Plants (TOGA). The service activity aims to improve the abilities and skills of the villagers of Ngenep in managing the TOGA garden. The method used in this activity is the method of lecture, demonstration, discussion and question and answer. The implementation of this activity begins with the lecture method, namely the delivery of TOGA material, then participants and presenters conduct discussions and ask questions about the material. After that, it was continued with demonstration activities on how to plant TOGA which was carried out on plantation land. After the implementation of this activity, it is hoped that the residents of Ngenep Village can gain a lot of knowledge about TOGA, so that they can develop a TOGA garden using appropriate management methods. Keywords— Ngenep Village, Community empowerment, TOGA management, Village potential
Pengembangan Multimedia Interaktif Menggunakan Ispring Materi Mensyukuri Keberagaman dengan Penguatan Sikap Kemandirian Siswa Kelas IV Ayu Pangesti; Putri Mahanani; Erif Ahdhianto
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 2 No. 9 (2022)
Publisher : Universitas Negeri Malang

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Abstract

Abstract: This study aims to produce interactive multimedia products using iSpring on material grateful for diversity for grade IV students that are valid according to material experts, media experts, teachers and are practical/interesting and able to strengthen the attitude of independence in students. The research method uses (R&D), the research model uses ADDIE, data collection techniques: interviews, questionnaires, validation questionnaires, and documentation. Data analysis techniques: qualitative descriptive and quantitative results are calculated in the form of percentages. The results obtained: material validation 100 percent (very valid), media validation 90 percent (very valid), teacher validation 95 percent (very valid), and product trial results for practicality/attractiveness 98 percent (very interesting/practical) and able to strengthen the attitude of independence 97.3 percent. It can be concluded that iSpring interactive multimedia is declared to be very valid and practical/interesting and able to strengthen students' independence in learning Civics. Abstrak: Penelitian ini bertujuan menghasilkan produk multimedia interaktif menggunakan iSpring pada materi mensyukuri keberagaman untuk siswa kelas IV yang valid menurut ahli materi, ahli media, guru serta praktis /menarik dan mampu menguatkan sikap kemandirian pada siswa. Metode penelitian menggunakan (R&D), model penelitian menggunakan ADDIE, teknik pengumpulan data: wawancara, angket kuesioner, angket validasi, dan dokumentasi. Teknik analisis data : kualtitatif berbentuk deskriptif dan kuantitatif hasilnya dihitung dalam bentuk persentase. Hasil penelitian diperoleh: validasi materi 100 persen (sangat valid), validasi media 90 persen (sangat valid), validasi guru 95 persen (sangat valid), dan hasil uji coba produk untuk kepraktisan/kemenarikan 98 persen (sangat menarik/praktis) serta mampu menguatkan sikap kemandirian 97,3 persen. Dapat disimpulkan multimedia interaktif iSpring dinyatakan sangat valid dan praktis/menarik serta mampu menguatkan sikap kemandirian siswa dalam belajar PPKn.
Pengembangan Media Pembelajaran Buku Saku Berbentuk Mind Mapping Berbantuan QR Code Materi ASEAN Kelas VI Sekolah Dasar Niken Puspitasari; Khusnul Khotimah; Erif Ahdhianto
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 2 No. 12 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065v2i122022p1160-1174

Abstract

Abstract: The research aims to provide learning media in the form of a pocket book in the form of mind mapping assisted by a QR Code for ASEAN grade VI material for elementary schools that is valid and interesting. According to material experts, media experts and users for teachers after testing the validity and product attractiveness tests by students. The ADDIE model used in this development consists of analysis, design, development, implementation, evaluation. This development research obtained results of 90 percent material expert validation percentage, 90 percent media expert validation and user validation by teachers of 95.8 percent so that it was included in the very valid category. The results of the attractiveness test of the pocket book learning media in the form of mind mapping obtained a percentage of 98.1 percent which was stated to be very interesting. Then it was concluded that the pocket book learning media in the form of mind mapping assisted by QR Code material for ASEAN class VI elementary schools could be used with very valid and very interesting results. Abstrak: Tujuan umum dari penelitian ini adalah untuk membekali sekolah dasar kelas VI ASEAN dengan media pembelajaran yang menarik dan kredibel dalam bentuk buku saku yang dibuat menggunakan pemetaan pikiran dengan bantuan QR Code. Menurut ahli media materi dan para pengguna untuk guru setelah dilakukan uji validitas serta uji kemenarikan produk oleh siswa. Langkah-langkah analisis, desain, pengembangan, implementasi, dan evaluasi (ADDIE) diikuti secara runtun selama pengembangan proyek ini. Validasi ahli isi 90 persen, validasi ahli media 90 persen, dan validasi pengguna oleh guru 95,8 persen; hasil ini menempatkan penelitian dalam kategori sangat valid. Hasil dari uji minat yang menunjukkan seberapa menarik alat pembelajaran portabel berbasis mind mapping menunjukkan skor 98,1 persen, menunjukkan bahwa alat tersebut sangat menarik bagi calon pengguna. Hasil penelitian ini menghasilkan kesimpulan sebagai berikut: SD kelas VI ASEAN dapat mengambil manfaat yang besar dengan menggunakan media pembelajaran buku saku berupa mind mapping berbantuan materi QR Code.
Analisis Kebutuhan Bahan Ajar Tematik Tema 2 bagi Siswa Kelas V Sekolah Dasar Natasya Almuwafiqi; Yuniawatika Yuniawatika; Erif Ahdhianto
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 3 No. 2 (2023)
Publisher : Universitas Negeri Malang

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Abstract

Abstract: This study aims to analyze the need for practical and interesting companion teaching materials according to the character of fifth grade elementary school students in order to be able to increase the character of students' curiosity. This study uses descriptive qualitative research methods. The data in this study were obtained from interviews with fifth grade teachers and the distribution of questionnaires to all fifth grade students at SDN Karangsari 2 Blitar City. Based on the results of interviews with fifth grade teachers, it was shown the need for companion teaching materials in theme 2. This is in line with the needs analysis questionnaire showing 78 percent of students need companion teaching materials for theme books. Based on the results of interviews and questionnaires, the needs analysis proves that it is necessary to develop complementary teaching materials for theme 2 thematic books that are integrated with technology to support interactive teaching and learning processes and can increase students' curiosity. Abstrak: Penelitian ini bertujuan untuk menganalisis kebutuhan bahan ajar pendamping yang praktis dan menarik sesuai dengan karakter siswa kelas V SD agar mampu meningkatkan karakter rasa ingin tahu siswa. Penelitian ini menggunakan metode penelitian kualitatif deskriptif. Data pada penelitian ini diperoleh dari wawancara dengan guru kelas V serta penyebaran angket kepada seluruh siswa kelas V di SDN Karangsari 2 Kota Blitar. Berdasarkan hasil wawancara dengan guru kelas V SDN Karangsari 2 Kota Blitar menunjukkan perlunya bahan ajar pendamping pada tema 2. Hal tersebut sejalan dengan angket analisis kebutuhan menunjukkan 78 persen siswa perlu bahan ajar pendamping buku tema. Berdasarkan hasil wawancara dan angket analisis kebutuhan membuktikan bahwa perlunya pengembangan bahan ajar pendamping buku tematik tema 2 yang terintegrasi dengan teknologi untuk menunjang proses belajar mengajar yang interaktif dan dapat meningkatkan rasa ingin tahu siswa.
Development of Snakes and Ladders Media Based on QR Code Material on the Value of the Pancasila Precepts with the Character of love for the Country in Grade V Elementary School Aslafi, Iqbal Darul; Ahdhianto, Erif; Barus, Yohannes Kurniawan
EduHumaniora | Jurnal Pendidikan Dasar Kampus Cibiru Vol 16, No 2: July 2024
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/eh.v16i2.63000

Abstract

The purpose of research and development is to develop learning media for snakes and ladders based on QR Code material on the values of the Pancasila precepts with valid, practical and effective contents of love for the homeland for class V SD. This development uses the Research and Development (RD) method by following the Analize, Design, Development, Implementation, and Evaluation (ADDIE) steps. This research uses a type of pre-experimental research using one group pretest-posttest design. Collecting data using interviews, questionnaires and tests of student learning outcomes. This study involved 2 experts, one teacher, and 21 students. Material expert validation gets 88.2% results, media experts get 98.6% results, users get 100%. The practicality of the product by students and teachers obtained a result of 100% and the effectiveness of the product showed that there were differences before being given treatment and after being given treatment in the form of snakes and ladders media. This can be seen by using Paired Sample T Test with significance value of 0.000 less than 0.05. The conclusion of this study is snakes and ladders learning media based on QR Code, material for the values of Pancasila precepts with love for the motherland character content for class V SD, according to the validator, very valid, practical for students and teachers, and effective in learning
ANALISIS MENGURANGI SAMPAH PLASTIK MELALUI KANTIN SEHAT DI SDN MADYOPURO 2 KOTA MALANG Riski Ainurriza; Erif Ahdhianto
Jurnal Ekonomi, Bisnis dan Pendidikan (JEBP) Vol. 3 No. 10 (2023)
Publisher : Universitas Negeri Malang

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Abstract

Abstrak Masalah yang sering terjadi di Indonesia maupun di lingkungan sekitar yaitu pencemaran lingkungan yang disebabkan oleh berbagai faktor. Salah satunya adalah permasalahan sampah plastik yang dirasa tidak ada habisnya. Sampah plastik dapat menyebabkan pencemaran terhadap tanah maupun air serta sampah plastik tidak dapat terurai oleh mikroba yang ada pada tanah. Tujuan dari artikel ini adalah untuk meningkatkan pengetahuan serta kesadaran pada setiap siswa maupun orang lain tentang penerapan pengurangan sampah plastik yang tiap hari semakin banyak, karena populasi yang kian meningkat sehingga penggunaan plastik juga akan meningkat. Kegiatan mengurangi sampah plastik di SDN Madyopuro 2 Kota Malang adalah melalui program Kantin Sehat. Metode yang digunakan yaitu deskriptif kualitatif dengan memperoleh data bahwa program Kantin Sehat sudah berjalan dengan baik dan teratur. Deskripsi akan berfokus pada (1) implementasi dalam mengurangi sampah plastik (b) faktor pendukung dalam pelaksanaan kantin sehat serta (c) faktor penghambat penerapan dalam pelaksanaan kantin sehat. Program Kantin Sehat sudah berdampak pada berkurangnya sampah plastik yang ditemukan pada tempat sampah. Meskipun masih terdapat sampah plastik yang dihasilkan dari bungkus lain dan tidak dari bungkus makanan. Hal tersebut tidak lepas dari faktor pendukungnya yaitu dukungan kepemimpinan, keterlibatan orang tua, kemitraan eksternal, partisipasi siswa dan ketersediaan sarana dan prasarana. Faktor penghambat terlaksananya program Kantin Sehat masih belum terlihat.
Penerapan Pembelajaran Index Card Match terhadap Kemampuan Pemecahan Masalah Matematika Sekolah Dasar Azzahra, Hanum Aulia; Nuraini, Ni Luh Sakinah; Ahdhianto, Erif
Sekolah Dasar: Kajian Teori dan Praktik Pendidikan Volume 32 Nomor 2 November 2023
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um009v32i22023p201-211

Abstract

This study was conducted to determine whether there are differences in learning outcomes when applying index card match learning with conventional learning to the mathematical problem solving ability of grade V elementary school students. The research method used is an experiment nonequivalent control group design. The sample of the study was 56 students from grade V of SDN Madyopuro 1. The description test was used for the data collection instrument in this study. The results showed that there were significant differences in learning outcomes when applying index card match learning and conventional learning to students' mathematical problem solving abilities.
Pengembangan Media Pop Up Book Berbantuan Qr Code pada Materi Keragaman Budaya Sekitar di Kelas IV Sekolah Dasar Hafidah, Anisya Nur; Zainuddin, Mohammad; Ahdhianto, Erif
Metodik Didaktik Vol 19, No 2 (2024): Metodik Didaktik Januari 2024
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/md.v19i2.64657

Abstract

Penggunaan dan pengembangan media pembelajaran belum berjalan secara optimal dalam kegiatan pembelajaran di sekolah. Penelitian ini bertujuan untuk menghasilkan produk buku pop up berbantuan qr code materi keragaman budaya sekitar di kelas 4 SD. Model ADDIE digunakan dalam penelitian dan pengembangan ini. Metode pengumpulan data yang digunakan adalah angket kuesioner. Metode analisis yang digunakan adalah analisis deskriptif kualitatif dan analisis deskriptif kuantitatif. Siswa kelas 4 SDN Kepanjenlor 2 Kota Blitar menjadi subjek penelitian ini. Ahli materi dan ahli media melakukan uji validitas dengan memperoleh hasil kategori sangat valid. Sedangkan uji praktikalitas oleh pengguna memperoleh nilai praktikalitas yang sangat tinggi dan mencapai kategori sangat praktis. Hasil pengembangan produk memperoleh respon dan antusiasme yang baik dari siswa dalam kegiatan pembelajaran yang dibuktikan dengan hasil angket respon yang menunjukkan bahwa produk yang dikembangkan menarik untuk kegiatan pembelajaran. Implikasi dalam penelitian pengembangan ini yaitu adanya media Pop-up Book berbantuan Qr Code pada materi keragaman budaya sekitar dengan kualifikasi sangat baik. Maka dapat disimpulkan bahwa media Pop-up Book yang dikembangkan dinyatakan valid, praktis dan menarik digunakan dalam pembelajaran di kelas 4 sekolah dasar.
Analisis Kebutuhan Media Pembelajaran Matematika Bangun Ruang Pada Siswa Kelas V Sekolah Dasar Cantika Dinda Karisma; Yuniawatika; Erif Ahdhianto
Jurnal Pemikiran dan Pengembangan Sekolah Dasar (JP2SD) Vol. 11 No. 2 (2023): September 2023
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jp2sd.v11i2.28175

Abstract

In learning mathematics, students need help understanding geometric material. Students' success in learning geometric shapes is still low because the teacher uses teaching that is still conventional and has yet to implement innovative learning media. Important media used to support the learning process. This research aimed to analyze the media needs in learning geometric material in VA class at SDN Sambirejo 1, which followed the students' character and was practically used to provide a meaningful learning experience. This study employed qualitative research methods by analyzing descriptive data from interviews and observations with fifth-grade teachers and distributing student needs packages. The research found that there were still few learning media in schools, teachers used blackboards and books, no exciting media, especially for geometric material that could help students understand abstract material, and most students needed media in learning. Mathematics, especially geometric material, is needed to increase enthusiasm and motivation during learning. It can be interpreted that students and teachers need game-based media or games that are practical to support the mathematics learning process, predominantly geometric material.