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Analisis Kemampuan Menulis Narasi Teks Cerita Pendek Berbantuan Aplikasi Storybird pada Siswa Kelas V SDN 1 Ngrance Nugrananda Janattaka; Moh Choirul Huda; Eka Yuliana Sari
JUPE : Jurnal Pendidikan Mandala Vol 8, No 1 (2023): JUPE : Jurnal Pendidikan Mandala (Febuari)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v8i1.4826

Abstract

Penggunaan teknologi dalam pembelajaran,membantu mempermudah tugas guru dalam menyampaikan mateti pembelajaran, termasuk dalam keterampilan menulis, yaitu menulis narasi. Keterbatasan kemampuan menulis narasi siswa, disebabkan kurang adanya integrasi antara ide dan kreativitas, sehingga dalam penerapanya pada cerita pendek, terkesan asal-asalan. Aplikasi storybird sendiri adalah aplikasi yng di desain untuk membuat cerita pendek. Penggunaan Aplikasi tersebut oleh guru, akan mempermudah dalam penyampaian materi menulis cerita pendek. Tujuan penelitian ini adalah untuk mendeskripsikan kemampuan siswa dalam membuat cerita pendek teks narasi berbantuan aplikasi storybird pada siswa kelas V SDN 1 Ngrance Penelitian ini merupakan jenis penelitian deskriptif dengan menggunakan pendekatan kualitatif, merupakan data yang berkenaan dengan fakta, keadaan, variabel dan fenomena yang terjadi saat penelitian berlangsung dan menyajikan apa adanya. Subjek penelitian ini siswa kelas V SDN 1 Ngrance. Instrumen penelitian ini menggunakan lembar observasi, lembar wawancara, dan rubrik penilaian. Hasil penelitan ini didapatkan bahwa kemampuan siswa dalam membuat cerita pendek teks narasi pada siswa kelas V SDN 1 Ngrance adalah tinggi dengan skor rata-rata 9,67 dengan nilai 80,56. Rata – rata siswa telah mampu membuat cerita pendek teks narasi dengan baik, hanya ada beberapa siswa yang dalam penulisan ceritanya kurang sesuai dengan unsur–unsur teks narasi, namun secara keseluruhan kemampuan siswa baik.
Pengembangan Media Pembelajaran Video Animasi Berbantuan “AI” Pada Pembelajaran Bahasa Indonesia Kelas V SD Negeri 3 Talang Deby Kartika Ratri; Nugrananda Janattaka
Journal on Education Vol 7 No 1 (2024): Journal on Education: Volume 7 Nomor 1 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v7i1.6418

Abstract

The development of education has made significant progress along with the changing times. Although there are many innovations today, the learning process still tends to be monotonous due to the limited variety of media that are often used. The purpose of this study is to create a more creative and interesting Indonesian learning media. Using a research and development (R&D) approach that has been modified into six initial stages, this study aims to develop learning media. Three lecturers of the Primary School Teacher Education Study Program verified the media, material, and language validation sheets as assessment instruments. This research was conducted in the fifth grade of SD Negeri 3 Talang Sendang, which consisted of eight students, involving filling out a student response questionnaire. The results showed that the learning media in the form of AI-assisted animated videos in grade V Indonesian language lessons were considered very feasible. The average value of two media experts is 88.5%, from two material experts is 86% and from two linguists 91%. The response of students also showed a very feasible category, with an average of 88.4% from the small group trial and 87.5% from the large group trial. These results confirm that AI-assisted animated videos are innovative learning media that are very suitable for use in Indonesian language lessons in grade V of SD Negeri 3 Talang Sendang.
Pengembangan Media Pembelajaran Interaktif (Ispring Quizmaker) Pada Materi Bahasa Indonesia Kelas V SD Negeri 1 Sambijajar Putri Alwi Rahayu; Nugrananda Janattaka
Journal on Education Vol 7 No 1 (2024): Journal on Education: Volume 7 Nomor 1 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v7i1.6419

Abstract

Educators in the era of society 5.0, teachers must have skills in the digital field and think creatively. Director of Hafecs (Highly Functioning Education Consulting Services) assesses that in the era of society 5.0 (society 5.0) teachers are required to be more innovative and dynamic in teaching in the classroom. dynamic in teaching in the classroom. This research utilizes the Analysis, Design, Development, and This research uses the Analysis, Design, Development, Implementation, Evaluation, development model. (ADDIE). The level of validity is determined from the validation of material experts, media experts, and media experts. validation of material experts, media experts, and linguists. Media expert validation 87%, Material expert validation 86%, Language expert validation 86%, so that it can be concluded “Very Valid”. Assessment of applicability is taken from the teacher response questionnaire to get a score of 92% and small-scale student response to get a score of 87% and small-scale student response to get a score of 87%. get a score of 87% and large-scale student responses get 90% so that the level of applicability is declared “very valid”. level is declared “very valid”
Pengembangan Media Komik Digital Berbantuan Make Beliefs Comix pada Materi Aturan di Sekolah Kelas II SDN 1 Moyoketen Ronatama Simangunsong; Nugrananda Janattaka
Journal on Education Vol 7 No 1 (2024): Journal on Education: Volume 7 Nomor 1 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v7i1.6799

Abstract

Research on the development of digital comic media assisted by make beliefs comix is motivated by the less than optimal use of learning media, because teachers only use student books to support the learning process. Media is made to provide solutions to the lack of variety of learning media. Digital comic media assisted by make beliefs comix material rules in school in digital form and more focused on learning Pancasila Education material rules at school. The research used the Analysis, Design, Development, Implementation, Evaluation (ADDIE) development model. The validity of this media development is determined from the validation results of media experts, material experts, and linguists. The results of the feasibility trial of digital comic media assisted by make belief comix media experts get a percentage score of 86% with the category "very valid". The material expert assessment obtained a percentage score of 92% in the "very valid" category. The linguist's assessment obtained a percentage score of 88% in the "very valid" category. The assessment of the grade II teacher's response obtained a percentage score of 90% in the "very valid" category. Limited trials on 8 students obtained a percentage score of 89.5% and field trials on 25 students obtained a percentage score of 89.68% in the "very valid" category. The media is categorized as very valid to use if the media is in accordance with the learning needs and can support the content of the learning material.
Pengembangan Media Kartu Kuartet Menggunakan Aplikasi Canva Mapel IPAS Bab 6 “Indonesiaku Kaya Budaya” Kelas IV SDN 2 Duwet Zahrotun Nisak; Nugrananda Janattaka
Journal on Education Vol 7 No 1 (2024): Journal on Education: Volume 7 Nomor 1 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v7i1.6979

Abstract

Research on the development of IPAS Quartet Cards Chapter 6 Indonesia Rich in Culture based on the lack of learning media in a classroom, the lack of learning media used in the learning process. Learning activities only use monotonous learning media such as agile smart books, student books that can only support the learning process. In accordance with the Merdeka Curriculum used, directing students to learn creatively and actively requires varied, interesting learning media so that students can contribute well, the aim is to describe the quartet card development process. This learning media is designed to provide a new sensation in lessons. This research is a Research and Development study that uses the Borg and Gall model. The validity of the quartet card media was measured by media, material and language experts through validation instruments. While the quartet card response questionnaire was obtained through a questionnaire given to 15 students and 1 educator. The results showed that the level of validity of the Quartet Card was in accordance with the results of the expert validation questionnaire score. The results of the validity of the media expert 90% “Very Valid”. The results of the material expert assessment 92.5% “Very Valid”. The results of the assessment of language experts 93.75 category “Very Valid” concluded that the Quartet Card learning media fell into the “Valid” category.