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MENGEMBANGKAN KETERAMPILAN LINGUISTIK DAN KETERAMPILAN INTERPERSONAL PADA ANAK USIA 3-4 TAHUN MELALUI PERMAINAN KARTU BERGAMBAR “BISA!” Yusnita, Rimah; Suradika, Agus; Wicaksono, Dirgantara
Instruksional Vol. 3 No. 2 (2022): Jurnal Instruktional
Publisher : Universitas Muhammadiyah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24853/instruksional.3.2.153-163

Abstract

ABSTRACTThe digital era brings many benefits for the convenience of humans in obtaining information and interacting. However, on the other hand, it causes many negative impacts, especially in early childhood. They need direct body interaction in socializing to stimulate their linguistic and interpersonal skills. Therefore, schools need to arrange learning in such a way as to optimally develop aspects of language and social-emotional development for early childhood children, especially children aged 3-4 years. This game is taken based on the characteristics of early childhood learning, namely learning while playing and playing while learning. Through this game, it is hoped that children can participate in activities in a fun way while at the same time achieving the indicators that have been set. The research design uses methods of research and development (Research & Development) with the ADDIE approach. The result of this research is the card game learning media and innovation in the learning process to replace conventional learning activities useful for developing linguistic and interpersonal skills in children aged 3-4 years. ABSTRAKEra digital membawa banyak manfaat bagi kemudahan manusia dalam mendapatkan informasi maupun melakukan interaksi. Namun disisi lainnya menimbulkan banyak dampak negatif terutama pada anak usia dini. Dimana mereka sangat membutuhkan interaksi tubuh langsung dalam bersosialisasi guna menstimulus keterampilan linguistik serta keterampilan interpersonalnya. Oleh karena itu, penting bagi sekolah menyusun sedemikian rupa suatu pembelajaran agar dapat mengembangkan aspek perkembangan Bahasa dan Sosial Emosional anak usia dini terutama anak usia 3-4 tahun secara optimal. Permainan ini diambil berdasarkan karakteristik pembelajaran anak usia dini yakni belajar sambil bermain dan bermain seraya belajar. Melalui permainan ini diharapkan anak-anak dapat mengikuti kegiatan dengan menyenangkan sekaligus dapat mencapai indikator yang telah ditetapkan. Desain penelitian menggunakan metode penelitian dan pengembangan (Research & Development) dengan pendekatan ADDIE. Hasil dari penelitian ini adalah media pembelajaran permainan kartu yang merupakan inovasi dalam proses pembelajaran menggantikan kegiatan pembelajaran konvensional yang bermanfaat untuk mengembangkan keterampilan linguistik dan keterampilan interpersonal pada anak usia 3-4 tahun. 
PENGARUH MEDIA PEMBELAJARAN ONLINE DAN GAYA BELAJAR TERHADAP HASIL BELAJAR BAHASA INDONESIA Taufik, Taufik; Suryadi, Ahmad; Wicaksono, Dirgantara
Instruksional Vol. 4 No. 1 (2022): Jurnal Instruksional
Publisher : Universitas Muhammadiyah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24853/instruksional.4.1.%p

Abstract

ABSTRACTThis study describes the influence of learning media and student learning styles on learning outcomes. This study uses the 2x2 factorial method. The results obtained from this study are in general that the learning outcomes of Indonesian taught using zoom learning media are higher than the Indonesian learning outcomes taught using WhatsApp learning media, Indonesian language learning outcomes for students who have a visual learning style who learn to use the media zoom learning is higher than the learning outcomes of students who have a visual learning style who learn to use whatsapp learning media, Indonesian language learning outcomes to students who have an auditory learning style who learn to use zoom's learning media are higher than the learning outcomes of students who have a visual learning style who learn using whatsapp learning media, Based on the analysis of research that has been done, it can be concluded that there is an interaction effect between learning media and students' learning styles on Indonesian language learning outcomes.ABSTRAKPenelitian ini menjelaskan tentang pengaruh media pembelajaran dan gaya belajar siswa terhadap hasil belajar. Penelitian ini menggunakan metode factorial 2x2. Hasil yang diperoleh dari penelitian ini yaitu secara umum bahwa hasil belajar Bahasa Indonesia  yang dibelajarkan menggunakan media pembelajaran zoom lebih tinggi dibandingkan dengan hasil belajar Bahasa Indonesia yang dibelajarkan menggunakan media pembelajaran whatsapp, Hasil belajar Bahasa Indonesia pada siswa yang memiliki gaya belajar visual yang belajar menggunakan media pembelajaran zoom lebih tinggi dibandingkan hasil belajar siswa yang memiliki gaya belajar visual yang belajar menggunakan media pembelajaran whatsapp, Hasil belajar Bahasa Indonesia pada siswa yang memiliki gaya belajar auditori yang belajar menggunakan media pembelajaran zoom lebih tinggi  dibandingkan hasil belajar siswa yang memiliki gaya belajar visual yang belajar menggunakan media pembelajaran whatsapp, Berdasarkan analisis penelitian  yang telah dilakukan daat disimpulkan terdapat pengaruh interaksi antara media pembelajaran dan gaya belajar yang dimiliki siswa terhadap hasil belajar Bahasa Indonesia.
PENGARUH APLIKASI PEMBELAJARAN ONLINE DAN KEBIASAAN BELAJAR DARI RUMAH TERHADAP HASIL BELAJAR Kartini, Kartini; Ansharullah, Ansharullah; Wicaksono, Dirgantara
Instruksional Vol. 4 No. 1 (2022): Jurnal Instruksional
Publisher : Universitas Muhammadiyah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24853/instruksional.4.1.%p

Abstract

ABSTRACTThis study aims to determine the differences in the learning outcomes of students who learn to use Edmodo and students who learn to use Whatsapp. This research was conducted in class II SD Rawa Badak Utara 19. This study used a 2x2 factorial research design. The results of this study are as follows the significant differences between the average thematic learning outcomes of students who study with Edmodo learning media and the average thematic learning outcomes of students who study with WhatsApp learning media, for students with good study habits the thematic results are higher when studying with the Edmodo learning media learning strategy, students with poor study habits have higher thematic results when studying with WhatsApp learning media, there is an interaction effect between the use of learning media and study habits on the value of thematic learning outcomes.ABSTRAKPenelitian ini bertujuan untuk mengetahui perbedaan hasil belajar siswa yang belajar menggunakan Edmodo dan siswa yang belajar menggunakan Whatsapp dan dilihat dari perbedaan kebiasaan belajar siswa. Penelitian ini dilaksanakan di kelas II SD Rawa Badak Utara 19. Penelitian ini menggunakan desain penelitian faktorial 2x2. Hasil penelitian ini yaitu sebagai berikut terdapat perbedaan yang signifikan antara rata-rata Nilai hasil belajar tematik siswa yang belajar dengan media pembelajaran edmodo dan rata-rata nilai hasil belajar tematik yang belajar dengan media pembelajaran whatsapp, untuk siswa dengan kebiasaan belajar baik hasil belajar tematik lebih tinggi bila belajar dengan strategi pembelajaran media pembelajaran Edmodo, Siswa dengan kebiasaan belajar buruk hasil belajar tematik lebih tinggi bila belajar dengan media pembelajaran whatsapp, terdapat pengaruh interaksi antara penggunaan media pembelajaran dan kebiasaan belajar terhadap nilai hasil belajar tematik
PENGEMBANGAN KARTU BULLYING “DIKTA” BERBASIS AUGMENTED REALITY PADA MATA PELAJARAN BIMBINGAN KONSELING SMA BBS BOGOR Purnama, Happy Yoga; Wicaksono, Dirgantara
SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi Vol. 2 No. 2 (2025): SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi, Juli 2025
Publisher : LEMBAGA KAJIAN PEMBANGUNAN PERTANIAN DAN LINGKUNGAN (LKPPL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62671/suliwa.v2i2.78

Abstract

Cyberbullying remains a significant concern in school environments. This study aimed to design and implement “DIKTA” Bullying Cards using Augmented Reality (AR) as an alternative learning medium to help students at SMAIT BBS Bogor understand various forms of bullying and improve their awareness and competence. The research adopted a Research and Development (R&D) approach using the ASSURE model, which involved needs analysis, prototype development, expert validation, and a pretest–posttest trial with Grade XI students. Findings from the large-scale trial indicated notable improvement. The average pretest score was 45.83, below the minimum mastery criteria (MMC), while the posttest average rose to 80.67, surpassing the MMC. The percentage of students achieving the MMC increased from 26.67% to 83.33%, with a learning gain of 76.02%, demonstrating the effectiveness of the media. Expert validation scores were 3.75/4 for media and 3.80/4 for content, indicating high validity. A few students showed score declines due to external factors such as focus and media adaptation. In conclusion, the DIKTA AR cards are valid, feasible, and effective for learning about cyberbullying. The media received positive student responses and is recommended for integration into school counseling programs.
PENGEMBANGAN WEBSITE INTERAKTIF BERBASIS NANO-LEARNING UNTUK PENGUATAN KOMPETENSI PEDAGOGIK DIGITAL GURU SD MUHAMMADIYAH INOVATIF MERTOYUDAN Fatkhussarifin, Fatkhussarifin; Wicaksono, Dirgantara
SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi Vol. 2 No. 2 (2025): SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi, Juli 2025
Publisher : LEMBAGA KAJIAN PEMBANGUNAN PERTANIAN DAN LINGKUNGAN (LKPPL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62671/suliwa.v2i2.83

Abstract

This research aimed to develop an interactive website based on nano learning as a digital pedagogical tool to strengthen the digital pedagogical competence of elementary school teachers. The development model followed the Dick and Carey instructional design framework, which consists of ten systematic stages ranging from goal identification, instructional analysis, learner analysis, to formative and summative evaluations. The product was tested through expert validation and field trials involving 10 teachers and 30 students at SD Muhammadiyah Inovatif Mertoyudan. Data collection techniques included interviews, observations, questionnaires, and pre-test/post-test. The website allowed teachers to independently create and share nano learning content in the form of short videos, fun facts, and interactive quizzes. Expert validation showed good to very good feasibility (average scores of 4.17 and 4.33), while user trials showed positive feedback on usability and content attractiveness. Effectiveness was measured using a Likert-scale perception test from students, indicating an increase in the average score from 3.22 to 4.38 after using the website. The findings indicate that nano learning-based digital content can be a practical and effective solution for improving digital pedagogy in schools.
PENGEMBANGAN MEDIA PEMBELAJARAN IPA BERBASIS GAMIFIKASI UNTUK MENINGKATKAN MINAT BELAJAR SISWA KELAS VII DI SMP MUHAMMADIYAH CIPANAS Ramdhani, Muhamad; Wicaksono, Dirgantara
SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi Vol. 2 No. 2 (2025): SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi, Juli 2025
Publisher : LEMBAGA KAJIAN PEMBANGUNAN PERTANIAN DAN LINGKUNGAN (LKPPL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62671/suliwa.v2i2.90

Abstract

This study aims to develop a gamification-based science learning media on the topic "Earth and Its Satellites" to enhance the learning interest of Grade VII students at SMP Muhammadiyah Cipanas. The research background stems from the low level of student interest in science subjects and the limited availability of interactive learning media that align with the characteristics of Generation Z. The research employed a Research and Development (R&D) approach using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Validation results indicated that the developed learning media is highly feasible, with average scores of 92% from subject matter experts, 91% from media experts, and 93% from science teachers. The practicality test showed that the media was easy to use by both teachers and students without the need for additional training. The effectiveness of the media was measured through an increase in students’ learning interest, with average questionnaire scores rising from 65.2 to 87.8. Learning outcomes also showed significant improvement, with the average pretest score of 58.4 increasing to a posttest score of 82.4, resulting in an N-Gain value of 0.58, categorized as moderate. Therefore, the gamification-based science learning media is proven to be feasible, practical, and effective in increasing students’ learning interest and outcomes.
PENGEMBANGAN MODUL PEMBELAJARAN MATEMATIKA BERBASIS PROJECT BASED LEARNING UNTUK MENINGKATKAN PEMAHAMAN KONSEP ALJABAR PADA SISWA KELAS VII SMP MUHAMMADIYAH CIPANAS Ranjani, Nuha Fatin; Wicaksono, Dirgantara
SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi Vol. 2 No. 2 (2025): SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi, Juli 2025
Publisher : LEMBAGA KAJIAN PEMBANGUNAN PERTANIAN DAN LINGKUNGAN (LKPPL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62671/suliwa.v2i2.93

Abstract

This study aims to develop a mathematics learning module based on Project Based Learning (PjBL) to enhance the conceptual understanding of algebra among Grade VII students at SMP Muhammadiyah Cipanas. The research employed a Research and Development (R&D) method using the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. The developed module incorporates a simulated buying and selling activity to connect algebraic concepts with real-life contexts. Expert validation and trial results indicated that the module is feasible for use (average validation score > 4.6) and effective in improving students’ conceptual understanding of algebra (N-Gain = 0.72, categorized as high). The module also received very positive responses from students (average questionnaire score = 4.74). The PjBL module has proven to help students link abstract algebra concepts to real-world situations through trading simulations. Therefore, this PjBL-based mathematics learning module is proven to be feasible, practical, and effective in enhancing students’ conceptual understanding of algebra.
PENGEMBANGAN MEDIA PEMBELAJARAN PENDIDIKAN PANCASILA BERBASIS DIGITAL INTERAKTIF UNTUK PENGUATAN KARAKTER SISWA DI SMA NEGERI 1 CARIU BOGOR Sukmawati, Rika; Wicaksono, Dirgantara
SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi Vol. 2 No. 2 (2025): SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi, Juli 2025
Publisher : LEMBAGA KAJIAN PEMBANGUNAN PERTANIAN DAN LINGKUNGAN (LKPPL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62671/suliwa.v2i2.96

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran pendidikan Pancasila berbasis digital interaktif untuk penguatan karakter siswa di SMA Negeri 1 Cariu Bogor. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ASSURE yang mencakup 6 tahap: 1, Analisis peserta didik, 2. Menetapkan tujuan pembelajaran, 3. Memilih strategi, media, dan materi, 4. Penggunaan bahan ajar, 5. Melibatkan peserta didik dalam pembelajaran, 6. evaluasi dan revisi. Hasil validasi ahli dan uji coba menunjukkan modul layak digunakan (rata-rata validasi >4,6), N-Gain = 0,485, kategori sedang. Modul ini juga mendapat respon positif dari siswa (rata-rata skor kuesioner 4,4).
Implementasi Desain Pembelajaran Literasi Di SDN Kayumpia, Sigi Dan SDN Lemahduhur, Bogor Rahmat Hidayat, Asep; Kuswanto; Wicaksono, Dirgantara
Jurnal Manajemen, Ekonomi, Hukum, Kewirausahaan, Kesehatan, Pendidikan dan Informatika Vol 3 No 4 : Juni (2025): Jurnal Manajemen, Ekonomi, Hukum, Kewirausahaan, Kesehatan, Pendidikan dan
Publisher : Shofanah Media Berkah

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

Abstract

This study examines the implementation of literacy learning design at SDN Kayumpia, Sigi, and SD N Lemahduhur, Bogor, using a qualitative narrative approach. It aims to understand the context, challenges, and impacts of literacy learning design on students’ skills in these rural schools. Data were collected through in-depth interviews with 4 teachers, 2 principals, and 10 students, classroom observations, and RPP document analysis. Narrative analysis revealed that key needs include culturally relevant reading materials, teacher training in literacy strategies, and integration of local context in learning. Major challenges include limited resources, such as a lack of reading books, and insufficient teacher professional development for cross-curricular literacy integration. However, a local wisdom-based approach, such as using folktales, enhanced student engagement. The findings indicate improved student motivation and reading skills, though implementation is hindered by a rigid curriculum. The study recommends developing contextual literacy resources, ongoing teacher training, and curriculum flexibility to support the School Literacy Movement. This research contributes to the development of relevant literacy practices in rural schools.
PENGEMBANGAN MODUL KAULINAN BARUDAK LEMBUR UNTUK MENINGKATKAN MOTIVASI BELAJAR PAI DI SEKOLAH DASAR Hendrayana, Deni; Wicaksono, Dirgantara
Jurnal Pendidikan Indonesia : Teori, Penelitian, dan Inovasi Vol 5, No 5 (2025): Jurnal Pendidikan Indonesia : Teori, Penelitian, dan Inovasi
Publisher : Penerbit Widina, Widina Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59818/jpi.v5i5.2098

Abstract

This study highlights the importance of Islamic Religious Education (PAI) in shaping the character of young generations, particularly in rural areas facing challenges such as low student learning motivation. The research aims to develop the "Kaulinan Barudak Lembur" module as an innovative learning medium to enhance PAI learning motivation among second-grade students at SDN Balekambang 01, Bandung Regency, with a focus on the theme "Compassion for Others." The method employed is Research and Development (RD) using the ADDIE model, which consists of needs analysis, design, development, implementation, and evaluation. Data were collected through observation, interviews, questionnaires, and product trials, which indicated that the developed module is feasible for production and use. The validation results from subject matter experts achieved an average score of 91%, while media experts reached 87%. A large group trial showed an average posttest score improvement of 33.2 points, demonstrating the effectiveness of the Kaulinan Barudak Lembur module in increasing students’ learning motivation.ABSTRAKPenelitian ini menyoroti pentingnya Pendidikan Agama Islam (PAI) dalam pembentukan karakter generasi muda, terutama di daerah pedesaan yang menghadapi tantangan seperti rendahnya motivasi belajar siswa. Penelitian bertujuan untuk mengembangkan modul "Kaulinan Barudak Lembur" sebagai media pembelajaran inovatif guna meningkatkan motivasi belajar PAI di kelas 2 SDN Balekambang 01, Kabupaten Bandung, dengan fokus pada materi "Kasih sayang terhadap sesama." Metode yang digunakan adalah Research and Development (RD) dengan model ADDIE, yang mencakup analisis kebutuhan, perancangan, pengembangan, implementasi, dan evaluasi. Data dikumpulkan melalui observasi, wawancara, angket, dan uji coba produk, yang menunjukkan bahwa modul yang dikembangkan layak untuk diproduksi dan digunakan. Hasil validasi ahli materi menunjukkan skor rata-rata 91%, sedangkan validasi ahli media mencapai 87%. Uji coba pada kelompok besar menunjukkan peningkatan rata-rata nilai posttest sebesar 33,2 poin, menandakan efektivitas modul Kaulinan Barudak Lembur dalam meningkatkan motivasi belajar siswa.