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PENERAPAN GOOGLE MEET DALAM PERKULIAHAN DARING MAHASISWA PGSD PADA MATA KULIAH KONSEP DASAR PKN SD SAAT PANDEMI COVID 19 Novialita Angga Wiratama
JUSEDA Vol 4 No 2 (2020): JTIEE
Publisher : Universitas Muhammadiyah Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30587/jtiee.v4i2.2152

Abstract

This study aims to describe the application of google meet in online lectures for PGSD students in the Basic Concept of Civics at SD during the COVID-19 pandemic. The subjects of this study were 89 students of PGSD class A and B. This type of research used in this research is descriptive research. Where this research describes the application of google meet in lectures. The method used is a qualitative method which is also called an artistic method, because the research process is more artistic (less patterned) and is also called an interpretive method because the research data is more concerned with the interpretation of the data found in the field. The research data shows that the google meet application in online learning for PGSD students states that it is very easy to access, namely 70 students, while only 2 students experience difficulties. Understanding the material in online lectures using google meet, 25 students stated that they strongly agreed that the material could be understood well. The effectiveness of using the google meet application in online learning 11 students stated that it was very effective while 32 students stated that they did not agree with the effectiveness of learning. Students do not understand the material because sometimes the signal breaks due to cloudy weather or rain. This means that the lecturer provides a solution by always sending the lecture material dictates before the online lecture activity on the WhatsApp group, so that all students can attend lectures without being left behind due to signal constraints. Evaluation of the use of google meet in online lectures after going through 6 meetings, students wishing they could learn using the offline method. According to students, it is easier to understand lecture material if it is done face-to-face without going through the online.
PENGEMBANGAN GAME QUIZIZZ SUBTEMA KEBERAGAMAN BUDAYA BANGSAKU PADA SISWA KELAS IV SDN WONOTIRTO 05 KABUPATEN BLITAR Novialita Angga Wiratama
Jurnal Tunas Pendidikan Vol 5 No 1 (2022): JURNAL TUNAS PENDIDIKAN
Publisher : LP3M STKIP Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (196.314 KB) | DOI: 10.52060/pgsd.v5i1.892

Abstract

Abstract This research is a type of Research and Development (R&D) development. The subjects of this development research were 22 fourth grade students. The procedure of this research using the Four-D model consists of four stages, namely the stage of definition, design, development and implementation. The researcher's data collectors provided validation sheets and response questionnaires to students. The validation sheet comes from 3 validators, namely material, language and media. The results of the validation assessment of media, language and material experts obtained data that the product developed in the form of a quiz game was valid to be used as a medium in learning without revision. After going through the validation stage and being declared eligible for testing, the quizizz game product was tested on 22 fourth grade students at SDN Wonotirto 5. Students were given evaluation questions to determine the effectiveness of the quizizz game media. Student learning outcomes test scores are calculated using classical completeness. Completeness can be achieved if student learning outcomes reach a value of 75 out of a maximum value of 100, while classical completeness can be achieved if 75% of the number of students in the class have reached a value of 75. From the test results, data obtained that 18 students scored above the KKM and there were 4 students who scored below the KKM. After being calculated using the classical completeness formula, the percentage result is 84%, so it can be concluded that the quizizz game used has been effectively used.
PENGEMBANGAN BUKU CERITA UNTUK MENINGKATKAN KETERAMPILAN MEMBACA SISWA KELAS I SDN KEDUNGREJO 1 KEREK KABUPATEN TUBAN Novialita Angga Wiratama
Jurnal Tunas Pendidikan Vol 5 No 2 (2023): JURNAL TUNAS PENDIDIKAN
Publisher : LP3M STKIP Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v5i2.1126

Abstract

15 out of 22 pupils at SDN Kedungrejo 1 were found to be struggling with reading, according to the results of class teacher interviews and observations. Lack of practice is the cause of the challenge. This researcher wants to understand how storybook learning media are created and whether they are appropriate. The ADDIE model is used in R&D research. Materials expert validation sheets, media and language, teacher and student answer questionnaire sheets, and student test sheets were used as the data collection tools in this study. According to the findings of the validation test, using the results of the percentages of material experts (80%), media experts (90%) and linguists (93%), was extremely likely. Forms for teacher and student responses to questionnaires include useful learning criteria. 91% of questionnaires with responses from teachers and 89% of questionnaires with responses from students. Additionally, student test results reveal that the criteria for effective application are met with an 86% score for classical completeness. Student assessments and data from teacher and student response questionnaires demonstrate the viability, usefulness, and effectiveness of the designed storybook media
BUDAYA LUHUR KUPATAN MAKNA DAN NILAI DALAM PEMBELAJARAN PESERTA DIDIK SEKOLAH DASAR Fatimah, Iis Daniati; Novialita Angga Wiratama; Fera Dwidarti
Jurnal Tunas Pendidikan Vol. 7 No. 2 (2025): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v7i2.2854

Abstract

This article examines the meaning and value of the kupatan tradition for students. The method used is a qualitative method with a descriptive analysis approach that aims to explain how the kupatan tradition has an impact on the value and meaning for students. The results of this study indicate that the kupatan tradition in several regions has its own characteristics. However, these characteristics do not eliminate the meaning of the kupatan tradition itself, which is a form of gratitude to God Almighty. Kupat as a regional specialty food has its own meaning for students. Kupat is closely related in terms of mathematics ketupat has a geometric shape that can be studied by students. Through civic education that reflects the attitude of mutual cooperation, togetherness, harmony and never give up. In the review of kupat language has a variety of meanings seen from the meaning and understanding. The conclusion of the research carried out that through the kupatan tradition can instill good and moral values for students in everyday life.
UPAYA MENINGKATKAN HASIL BELAJAR SISWA PADA MATA PELAJARAN IPAS MELALUI PENGGUNAAN MEDIA BAAMBOOZLE KELAS IV UPT SD NEGERI BATURETNO I TUBAN Fatimah, Iis Daniati; Novialita Angga Wiratama; Fera Dwi Darti
Jurnal Tunas Pendidikan Vol. 8 No. 1 (2025): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v8i1.3705

Abstract

Classroom action research is the research used in this study. The purpose of the research is to describe the improvement of learning outcomes in IPAS for grade IV after the use of Baamboozle game media. The data collection methods used include interIVews, observations, documentation, and tests. The research subjects consisted of 28 students, comprising 12 male students and 16 female students. Based on the research results, it was found that 14 students or 74% of all students scored below 60, compared to the first cycle data where only 10 students or 53% had scores below 60, while the number of students who were not yet finished is 5 students or 26% who scored above 70. The results of the observation of student actiIVties in learning consists of: 1) students make an effort to ask questions if there is something they do not understand; 2) students make an effort to solve IPAS problems in their own way; 3) students make an effort to complete IPAS problems following the steps that have been outlined. Keywords: Learning outcomes; IPAS; Baamboozle Media
PENGEMBANGAN E- MODUL BERBASIS FLIPBOOK UNTUK MENINGKATKAN HASIL BELAJAR PADA MATA PELAJARAN IPAS KELAS V SDN 3 SENDANGREJO Yunita Zumrotul Muriya; Novialita Angga Wiratama
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.30574

Abstract

This study aims to describe the development process and evaluate the validity, practicality, and effectiveness of a flipbook-based e-module for the IPAS subject in Grade V at SDN 3 Sendangrejo. The research is a development study using the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The data collection instruments used include validation sheets by material experts, media experts, and language experts, response questionnaires from teachers and students, as well as pretest and posttest items. Validation results indicate that the e-module is valid with percentages of 98% from the language expert (very valid), 85% from the material expert (valid), and 96% from the media expert (very valid). Practicality tests show a 100% score from students and 98% from teachers, indicating the module is highly practical. The effectiveness test shows a score of 79%, classifying the module as effective in improving learning outcomes. Therefore, the developed flipbook-based e-module is suitable to be used as a valid, practical, and effective learning medium.
VALIDASI MEDIA PEMBELAJARAN VIDEO ANIMASI UNTUK PENINGKATAN KARAKTER NASIONALISME PADA MATA PELAJARAN PENDIDIKAN PANCASILA Yuyun Puji Utami Ning Muntiani; Novialita Angga Wiratama
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31110

Abstract

This research aims to develop and validate an animated video learning medium for Pancasila Education to enhance nationalism charactr. The study addresses the challenge of uninnovativ and unengaging learning media in Pancasila Education, which hinders students' interest and active participation in fostering nationalism. Utilizing a Rsarch and Development (R&D) approach with the ADDIE model, this study specifically focuses on the "Developmnt" and "Evaluation" stages, emphasizing the validity testing of the developed media. Validation was conducted by expert validators, including material, media, and language experts, using product assessment questionnaires. The results show that the animated video learning medium is highly valid, with scores of 84.4% from media experts, 91.1% from language experts, and 100% from material experts. This indicates that the developed animated video learning medium meets high-quality standards in terms of material, media, and language, making it effective for supporting the learning process and fostering nationalism character in students.
KEEFEKTIFAN PENGEMBANGAN MEDIA DIORAMA BERBASIS AUGMENTED REALITY DALAM PEMBELAJARAN IPAS UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS V SD Mahmudah, Nur Laila; Novialita Angga Wiratama
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.32661

Abstract

This study aims to create a diorama media based on augmented reality as a means to improve the learning outcomes of science in the food chain material for fifth grade students of Tunggul State Elementary School. As well as being used to overcome the minimal use of technology-based media and interactive media in Tunggul State Elementary School. The method used in this study is the development of R&D (Research and Development) which follows the ADDIE development model, this study specifically focuses on the "Implementation", emphasizing the effectiveness test of the media products developed through pre-test and post-test. The results show that the augmented reality-based diorama learning media is very effective, with a score of 83.1% on the post-test results and is declared effective. So the augmented reality-based diorama media is declared feasible and valid for use, and effective in improving learning outcomes.