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Analisis Pemahaman Calon Guru Sekolah Dasar tentang Nilai Karakter Bangsa pada Mata Kuliah Konsep Pendidikan Karakter Ervi Rahmadani; Bungawati
Jurnal Ilmu Pendidikan Dasar Indonesia Vol. 1 No. 2 (2022): MARET
Publisher : Educational and Talent Development Center of Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (212.35 KB) | DOI: 10.51574/judikdas.v1i2.349

Abstract

Tujuan dari penelitian ini adalah untuk mendeskripsikan pemahaman calon guru SD/MI terhadap nilai karakter bangsa dalam mata kuliah Konsep Pendidikan Karakter. Penelitian ini menggunakan metode deskriptif dengan pendekatan kualitatif. Populasi dalam penelitian ini adalah seluruh mahasiswa PGMI angkatan 2020 yang aktif berjumlah 89 orang. Teknik sampling yang digunakan adalah random sampling yaitu anggota populasi dipilih secara acak sehingga diperoleh jumlah sampel yang terdiri dari 49 orang. Instrumen yang digunakan dalam penelitian ini adalah berupa angket yang disebar kepada responden. Hasil penelitian menunjukkan bahwa rata-rata pemahaman mahasiswa terhadap nilai karakter pada mata kuliah Konsep Pendidikan Karakter adalah sebesar 89% yang berada pada kategori sangat baik.
Pengembangan Modul Digital IPAS Terintegrasi Permainan Tradisional untuk Melatih Keterampilan Proses Sains Siswa Kelas IV SDN 51 Sumarambu Kecamatan Telluwanua Kota Palopo Wahdaniyah; Arwan Wiratman; Ervi Rahmadani
SEUNEUBOK LADA: Jurnal ilmu-ilmu Sejarah, Sosial, Budaya dan Pendidikan Vol 12 No 2 (2025): JURNAL SEUNEUBOK LADA
Publisher : Program Studi Pendidikan Sejarah - Universitas Samudra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33059/jsnbl.v12i2.12821

Abstract

This study aims to develop a digital module of science and natural sciences integrated with traditional games to train students' science process skills. This study uses a mix method approach with the type of research Research and Development (R&D). The development model used is ADDIE (Analyze, Design, Development, Implementation, and Evaluation). This research was conducted at SDN 51 Sumarambu, Telluwanua District, Palopo City. The research subjects were teachers and 21 fourth-grade students with the research object of the digital module of science and natural sciences integrated with traditional games developed according to the characteristics and needs of students. From the results of the needs analysis, it shows that students prefer learning styles that involve students directly, such as learning while playing. The design of the digital module of science and natural sciences in this study is an animated video of traditional games that will be linked to learning activities regarding the types of styles. For the validity of the digital module of science and natural sciences integrated with traditional games, it was validated by 3 validators, namely the material validator with a value of 75% (valid), the language validator with a value of 87.5% (very valid), and the media/learning administration validator with a value of 78.1% (valid). The teacher's practicality test yielded a score of 85% (practical) and the student's practicality test yielded a score of 87.41% (very practical). The effectiveness test showed that the N-Gain value for each indicator ranged from 0.44 to 0.77, with a moderate to high categorization. This indicates that the digital science module integrated with traditional games effectively trains students' science process skills.
Penerapan Model Pembelajaran Active Learning Berbantuan Media Pembelajaran Educaplay dalam Meningkatkan Minat Belajar pada Pendidikan Agama Islam dan Budi Pekerti di Kelas VA SDN 23 Batara Palopo Arif, Nurcholis; Madehang; Ervi Rahmadani
Indo-MathEdu Intellectuals Journal Vol. 7 No. 2 (2026): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v7i2.5396

Abstract

This study was motivated by the low level of student engagement and learning interest in Islamic Religious Education at grade V of SDN 23 Batara, caused by monotonous teaching methods and limited use of interactive media. The study aimed to describe learning activities and improve students’ learning interest through the implementation of the Active Learning model assisted by Educaplay media. This research used Classroom Action Research (CAR) based on Kurt Lewin’s model, conducted in two cycles consisting of planning, action, observation, and reflection. The subjects were 13 students. Data were collected through observation, interviews, and questionnaires. Data analysis was conducted qualitatively and quantitatively using percentage calculations. The results showed that learning activities increased from 67.30% in cycle I to 96.15% in cycle II. Students’ learning interest also improved from 69.47% to 78.50%. These findings indicate that the Active Learning model assisted by Educaplay is effective in improving students’ learning activities and interest