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PENGEMBANGAN MEDIA PEMBELAJARAN FLIPBOOK DIGITAL KEBERAGAMAN BUDAYA PADA PEMBELAJARAN ILMU PENGETAHUAN ALAM DAN SOSIAL KELAS IV SEKOLAH DASAR Sari, Lisa Farhanita; Priyanto, Wawan; Sundari, Riris Setyo
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 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.v10i4.37321

Abstract

This study aims to develop an AI-assisted explanatory text teaching module for twelfth-grade students at SMA Negeri 1 Batang Kuis. The research employs the ADDIE development model with a descriptive qualitative approach. The research subjects consist of an Indonesian language teacher and 30 twelfth-grade students. Data were collected through interviews, documentation of the school’s teaching materials, material expert validation questionnaires, and learning outcome tests planned to measure the module’s effectiveness. The results indicate that the teaching materials currently used at the school are limited to textbooks and simple modules that do not yet provide reading-aloud exercises, audio models, or concept maps. The developed teaching module obtained a validation score of 87.5% from the material expert validator, categorized as highly feasible, thus making it suitable for use as a supplementary teaching material for explanatory text learning. The module’s effectiveness was planned to be measured through improvements in explanatory text writing scores and achievement of the minimum competency criteria (KKM); however, effectiveness testing was not carried out in this study because it focused on the product development stage.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS SMART APPS CREATOR UNTUK MATERI KEGIATAN EKONOMI PADA FASE B Al Bukhori, Aldi Mukti; Priyanto, Wawan; Patonah, Siti
Jurnal Wawasan Pendidikan Vol 6, No 1 (2026)
Publisher : Fakultas Ilmu Pendidikan, Universitas Persatuan Guru Republik Indonesia Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jwp.v6i1.23720

Abstract

Permasalahan dalam penelitian ini adalah tidak digunakannya media pembelajaran, terutama pada materi kegiatan ekonomi pada mata pelajaran IPAS fase B. Hal tersebut mengakibatkan kurangnya minat belajar peserta didik. Tujuan dari penelitian ini adalah menghasilkan media pembelajaran interaktif berbasis smart apps creator untuk materi kegiatan ekonomi pada fase B berupa aplikasi yang diakses melalui Android yang valid dan praktis digunakan oleh peserta didik kelas IV B sekolah dasar. Metode penelitian yang digunakan adalah penelitian dan pengembangan (RD) dengan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Subjek dalam penelitian ini adalah guru dan 15 peserta didik kelas IV B SDN Rejosari 03. Hasil penelitian menyatakan bahwa media pembelajaran interaktif berbasis smart apps creator untuk materi kegiatan ekonomi pada fase B valid dan praktis. Kevalidan media diperoleh dari validasi ahli media 92,5% dan validasi ahli materi 93,3%. Kepraktisan media diperoleh dari respon guru 93% dan respon peserta didik 85,3%. Berdasarkan hasil penelitian, media ini dapat digunakan untuk alternatif media pembelajaran di sekolah dasar.The problem in this study is the lack of us of learning media, especially in economic activities in the IPAS phase B Subject. This has resultes in a lack of interest in learning among students. The purpose of this study is to produce interactive learning media based on smart apps creators for economic activity materials in phase B in the form of an application that can be accessed via android, which is valid and practical for us by-grade students in elementary school. The research method used was research and development (RD) with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The subjects in this study were teachers and 15 students in class IV B of SDN Rejosari 03. The results of the study indicate that interactive learning media based on smart apps creators for economic activity materials in phase B are valid and practical. Media validity was obtained from media expert validation of 92,5% and material expert validation of 93,3%. The practicality of the media was obtained from the responses of 93% of teachers and 85,3% of students. Based on the results of the study, this media can be used as an alternative learning media in elementary schools.
PENGEMBANGAN BUKU SUPLEMEN CERITA BERGAMBAR MATERI WATAK DAN TOKOH PADA PEMBELAJARAN BAHASA INDONESIA SISWA KELAS IV SEKOLAH DASAR Desi Puspitasari, Salsa; Priyanto, Wawan; Fita Asri Untari, Mei
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.47534

Abstract

This study is motivated by the low level of understanding among fourth-grade elementary school students regarding character traits and figures in Indonesian language learning, which is caused by the use of textbooks that contain minimal illustrations and are less engaging. This research aims to develop a supplementary illustrated storybook that is feasible and practical to be used as a supporting teaching material. The method employed is Research and Development (R&D) using the ADDIE model, which consists of the stages of Analysis, Design, Development, and Evaluation, with 26 fourth-grade students of SD Negeri Pandean Lamper 05 Semarang as the research subjects. Data collection techniques include observation, interviews, questionnaires, and documentation, with research instruments consisting of material expert validation sheets, media expert validation sheets, and teacher and student response questionnaires. The results show that the developed book is highly feasible, with material expert validation reaching 99.34% and media expert validation reaching 98.95%, and highly practical, as indicated by teacher responses of 100% and student responses of 85.40%. Therefore, the book can be used as a creative, innovative, and engaging supporting teaching material in Indonesian language learning. Keywords: Character Traits and Figures, Illustrated Story, Indonesian Languange, Suplementary Book
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS SMART APPS CREATOR UNTUK MATERI KEGIATAN EKONOMI PADA FASE B Al Bukhori, Aldi Mukti; Priyanto, Wawan; Patonah, Siti
Jurnal Wawasan Pendidikan Vol 6, No 1 (2026): FEBRUARI 2026
Publisher : Fakultas Ilmu Pendidikan, Universitas Persatuan Guru Republik Indonesia Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jwp.v6i1.23720

Abstract

Permasalahan dalam penelitian ini adalah tidak digunakannya media pembelajaran, terutama pada materi kegiatan ekonomi pada mata pelajaran IPAS fase B. Hal tersebut mengakibatkan kurangnya minat belajar peserta didik. Tujuan dari penelitian ini adalah menghasilkan media pembelajaran interaktif berbasis smart apps creator untuk materi kegiatan ekonomi pada fase B berupa aplikasi yang diakses melalui Android yang valid dan praktis digunakan oleh peserta didik kelas IV B sekolah dasar. Metode penelitian yang digunakan adalah penelitian dan pengembangan (RD) dengan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Subjek dalam penelitian ini adalah guru dan 15 peserta didik kelas IV B SDN Rejosari 03. Hasil penelitian menyatakan bahwa media pembelajaran interaktif berbasis smart apps creator untuk materi kegiatan ekonomi pada fase B valid dan praktis. Kevalidan media diperoleh dari validasi ahli media 92,5% dan validasi ahli materi 93,3%. Kepraktisan media diperoleh dari respon guru 93% dan respon peserta didik 85,3%. Berdasarkan hasil penelitian, media ini dapat digunakan untuk alternatif media pembelajaran di sekolah dasar.The problem in this study is the lack of us of learning media, especially in economic activities in the IPAS phase B Subject. This has resultes in a lack of interest in learning among students. The purpose of this study is to produce interactive learning media based on smart apps creators for economic activity materials in phase B in the form of an application that can be accessed via android, which is valid and practical for us by-grade students in elementary school. The research method used was research and development (RD) with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The subjects in this study were teachers and 15 students in class IV B of SDN Rejosari 03. The results of the study indicate that interactive learning media based on smart apps creators for economic activity materials in phase B are valid and practical. Media validity was obtained from media expert validation of 92,5% and material expert validation of 93,3%. The practicality of the media was obtained from the responses of 93% of teachers and 85,3% of students. Based on the results of the study, this media can be used as an alternative learning media in elementary schools.
PENGGUNAAN PERMAINAN ANAGRAM UNTUK MENINGKATKAN PENGUASAAN KOSAKATA BAHASA INGGRIS SISWA KELAS V SD NEGERI SELOKARTO 01 BATANG Safitri, Setyani; Priyanto, Wawan; Kartinah, Kartinah
Jurnal Wawasan Pendidikan Vol 5, No 2 (2025): Agustus 2025
Publisher : Fakultas Ilmu Pendidikan, Universitas Persatuan Guru Republik Indonesia Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jwp.v5i2.22586

Abstract

Tujuan dari penelitian ini mengkaji keefektifan permainan anagram untuk meningkatkan penguasaan kosakata bahasa Inggris siswa di kelas V SD Negeri Selokarto 01 pada tahun ajaran 2024/2025. Penelitian ini menggunakan pendekatan kuantitatif dengan desain one group pretest-posttest. Jumlah sampel sebanyak 23 siswa. Permainan anagram dilakukan secara berkelompok pada materi rasa. Analisis data menunjukkan adanya peningkatan yang signifikan dari hasil pretest ke posttest, didukung dengan hasil positif dari kuesioner dan observasi selama pembelajaran. Berdasarkan hasil tersebut, dapat disimpulkan bahwa penggunaan anagram efektif dalam meningkatkan penguasaan kosakata bahasa Inggris siswa kelas V SD Negeri Selokarto 01.
ANALISIS PELAKSANAAN PEMBELAJARAN BAHASA INGGRIS DI KELAS IV SD NEGERI 1 LOGEDE KABUPATEN REMBANG Amin, Fahri; Priyanto, Wawan; Baedowi, Sunan
Jurnal Wawasan Pendidikan Vol 5, No 2 (2025): Agustus 2025
Publisher : Fakultas Ilmu Pendidikan, Universitas Persatuan Guru Republik Indonesia Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jwp.v5i2.22808

Abstract

Bahasa inggris merupakan bahasa internasional yang digunakan untuk berkomunikasi di seluruh dunia. Implementasi pembelajaran bahasa inggris di kelas IV SD Negeri 1 Logede belum sesuai dengan modul ajar yang digunakan. Tujuan penelitian ini untuk mengetahui bagaimana perencanaan, pelaksanaan, dan evaluasi pembelajaran bahasa Inggris di kelas IV SD Negeri 1 Logede. Metode penelitian yang digunakan dalam penelitian ini menggunakan metode kualitatif. Teknik pengumpulan data yang dilakukan menggunakan teknik observasi dengan mengobservasi pelaksanaan pembelajaran bahasa Inggris. Wawancara dengan guru kelas IV dan studi dokumentasi perangkat pembelajaran. Hasil penelitian menunjukkan bahwa perencanaan pembelajaran dilakukan dengan mempersiapkan perangkat pembelajaran. Pelaksanaan pembelajaran dilaksanakan dengan tiga tahapan yaitu kegiatan pembuka, kegiatan inti dan kegiatan penutup. Evaluasi pembelajaran dilakukan dalam bentuk formatif berupa memberikan pertanyaan langsung terkait materi pembelajaran dan sumatif berupa SAS dan ATS. Kesimpulannya bahwa perencanaan dan evaluasi pembelajaran terlaksana dengan baik. Pelaksanaan pembelajaran yang dilakukan oleh guru cukup sesuai dengan modul terbuka yang digunakan.
KEEFEKTIFAN MEDIA SCRAPBOOK DALAM MENINGKATKAN HASIL BELAJAR MATEMATIKA MATERI WAKTU DAN DURASI SISWA KELAS II DI SD NEGERI 01 ROWOYOSO PEKALONGAN Safitri, Rizky; Priyanto, Wawan; Subekti, Ervina Eka
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Processed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61603

Abstract

The study aimed to determine the effectiveness of scrapbooks in improving mathematics learning outcomes and to assess student engagement in mathematics learning using scrapbooks. The study employed quantitative research. The population consisted of 34 students, who served as the sample. The results obtained a 2-tailed significance level of 0.000 <0.05, indicating effectiveness, meaning there was a significant difference in mathematics learning outcomes on time and duration before and after using scrapbooks. Therefore, Ha was accepted. The difference between the pre-test and post-test averages was 68.88 and 81.68, resulting in an average increase of 12.794, or 13%. Most students were actively engaged in mathematics learning on time and duration using scrapbooks. 86% were in the excellent category, with students actively participating in the introductory activities, core activities, and closing activities.