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Journal : Journal on Education

Pengembangan Media Pembelajaran Visual Berbasis Teknologi (AR) Augmented Reality Mata Pelajaran IPAS Materi Indonesiaku Kaya Budaya Untuk Siswa Kelas IV SDN 1 Tambaksogra Salsabilla Shofia Azizah; Pamujo Pamujo
Journal on Education Vol 6 No 4 (2024): Journal on Education: Volume 6 Nomor 4 Mei-Agustus 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i4.6262

Abstract

The low level of student participation in the teaching and learning process can be attributed to teachers' limited use of learning media in the classroom. This finding is based on observations conducted by the researcher in the fourth grade at SDN 1 Tambaksogra. The insufficient engagement of students in learning leads to a lack of comprehension of the lessons delivered by the teacher. This study aims to support the teaching process in elementary schools by developing visual learning media using augmented reality. Specifically, it focuses on the subject of natural and social science (IPAS). This research aims to create an interactive and user-friendly augmented reality-based visual learning medium that enhances student participation and facilitates a better understanding of the material. The research employs the ADDIE model. Data collection instruments include validation questionnaires from media and material experts, practical response questionnaires from teachers and students, and pre-test and post-test assessments. The results indicate that the developed augmented reality-based media received a score of 98%, signifying high validity. The material expert validation scored 80%, indicating validity. The student response questionnaire scored 95%, categorizing the developed media as highly practical. The pre-test and post-test results yielded an N-Gain score of 0.5, meeting the criteria for effectiveness.
Meningkatkan Keterampilan Membaca Permulaan Pada Mata Pelajaran Bahasa Indonesia dengan Model Pembelajaran Make A Match Berbantuan Flash Card di Kelas 2B SD Negeri 1 Sumbang Novia Isnandari; Pamujo Pamujo
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.v7i1.6520

Abstract

This research is based on the low early reading skills of students in Grade 2B of SD Negeri 1 Sumbang Banyumas. A solution to minimize this problem is to apply the make-a-match learning model assisted by flash cards. This study aims to improve students' early reading skills in Indonesian language subject, particularly for students in Grade 2B, using the make-a-match learning model assisted by flash cards. Classroom Action Research (CAR) was chosen for this research, consisting of 2 cycles. Each cycle includes two meetings and four stages: planning, implementation, observation, and reflection. This study selected Grade 2B as the research subject, with 31 students. Data collection techniques included tests, observation, and documentation. The results of this study showed that the early reading skills of students in cycle I were less effective, with a completeness percentage of 74.20%. There was a significant improvement in cycle II, with a completion percentage of 83.88%. Thus, it can be concluded that using the make-a-match learning model assisted by flashcards can improve the early reading skills of students in Grade 2B of SD Negeri 1 Sumbang.
Pengembangan Media Pembelajaran Smart Culture Hunter Pada Materi Indonesiaku Kaya Budaya Kelas IV SDN 01 Belik Pemalang Dinda Apriliani; Pamujo Pamujo
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.v7i1.6698

Abstract

Learning media is used as a way to convey messages to students so that they can be conveyed more clearly and achieve educational goals, the current modern era requires digital-based learning media so that it can keep up with the times. Seeing this, researchers are interested in developing Smart Culture Hunter digital media after obtaining information that Class IV students of SDN 01 Belik have difficulty visualizing the material, especially on the material My Indonesia is Rich in Culture because of the extensive material and limited time so that students have difficulty describing the diversity of Indonesia. The purpose of the researcher developing Smart Culture Hunter is to overcome this problem, this learning media can be used anywhere so that learning becomes more flexible. This research uses the ADDIE model and involves various data collection instruments, including validation surveys from media and material experts, practicality questionnaires from teachers and students, and pre-test and post-test questions. The results of the research on Smart Culture Hunter media show that: Media expert validation resulted in a very valid score of 94%, material expert validation resulted in a very valid score of 96% and linguist validation resulted in a score of 95%. The teacher response questionnaire showed 100% and the student response questionnaire showed a result of 88% stating that Smart Culture Hunter was very practical. The N-Gain score was 0.5 from the pre-test and post-test, meeting the effectiveness requirements.