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Pengembangan Media Fun Thinkers Book Berbasis Scientific Materi Keragaman Budaya Indonesia Untuk Meningkatkan Self Regulation Pada Siswa Kelas IV UPT SDN Kebonduren 01 Kabupaten Blitar Latifa Dewi Masyitho; Mohamad Fatih; Cindya Alfi
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 7 No. 1 (2024)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v7i1.2165

Abstract

This study aims to produce development products in the form of teaching materials for class IV,namely the Scientific Based Fun Thinkers Book,material on Indonesia cultural diversity to improve student self regulation in this study using the development method (Research&Development) with the ADDIE development model ,Analysis (analysis), Design(design), Development(development), Implementation (Implementation) and Evaluation (evaluation).The data source in this study consisted of primary data obtained from the research environment,namely UPT SDN Kebonduren 01 Blitar Regency,with 18 class IV students as research subjects.the result showed that the development of scientific based fun thinkers book media on Indonesia cultural diversity material was carried out through the stages of observation,validation by media experts and material experts,linguists as well as field trials with fourth grade students at SDN kebonduren 01.The validity test was carried out by experts show valid result with percentages showing more than 91 %.while the increase in self regulation proved to increase by category with the result t count for self regulation of 8.5.
Pengembangan Media Flipbook Berbasis Augmented Reality Materi Keragaman Budaya Untuk Meningkatkan Self Efficacy Siswa Kelas IV Mufidatul Khusna; Mohamad Fatih; Cindya Alfi
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 7 No. 1 (2024)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v7i1.2168

Abstract

Self-efficacy is the ability of students to believe in their abilities. One way to improve students' self-efficacy skills at school is to use instructional media. One of the learning media that can be developed is augmented reality-based flipbook media in IPAS matter. The media was developed with the ADDIE development model. Interviews and questionnaires are data collection techniques used by researchers. Validation from media experts got a score of 87%, material experts got a score of 100% and language experts got a score of 82%. This means that the media developed by the researcher is included in the valid category and can be used for research. the results of increasing students' self-efficacy abilities after learning using flipbook media based on augmented reality are calculated using the N-Gain formula and get a score of 0.5122. These results are included in the moderate category. Thus, it can be concluded that the use of flipbook media can help increase students' self-efficacy and make learning more interesting than previous learning.
PENGEMBANGAN MEDIA POCKED BOOK BERBASIS AUGMENTED REALITY UNTUK MENINGKATKAN LITERASI DIGITAL SISWA KELAS IV SDN MODANGAN 05 KECAMATAN NGLEGOK UMI CHABIBAH; Mohamad Fatih, M.Pd; Cindya Alfi
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 7 No. 1 (2024)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v7i1.2186

Abstract

This study aims to 1) Maintain Pocket Book Design based on Augmented Reality (AR) Developed on Plant Body Part Materials and Its Functions in IPA Lectures (2 Knowledge of the Applicability of Pocket Books Learning Media based on augmented reality) As the Learning Media for Plant Body Body Parts and its Functions on IPA Lektures (3 Knowing the Improvement of Student Digital Literacy on Body Part Matters and Functions After Using the Augmenced Reality Based Book Pocket Media (AR). In this study using Research and Development Methods (Research and Development) Data sources in this study consist of primary data obtained from the research environment, namely SDN Modangan 05 Districts Nglegok, with research subjects totaling 24 students of class IV, consisting of 19 male students and 5 female students. Research results show that 1) The development of media pocket book based on augmented reality material parts of the plant body and its function is carried out through the stages of define, design, development, and disseminate. The phase involves observation, validation by media and material experts, as well as field trials with students of Class IV SDN Modangan 05. 2) The product validation results showed a score of 66, which after being processed in the presentation formula was 97%. The scores show that the augmented reality based media pocket book is valid and suitable for use in learning activities. Analysis of digital literacy improvement data using augmented reality-based pocket book media showed a comparison of 0.6830 between pre-angket and post-angkat. Based on the N-Gain level criteria, this study falls into the middle category
Implementation of the Hybrid Flexible-Station Rotation Learning Model on Critical Thinking and Creativity Skills in Elementary Schools in Blitar Cindya Alfi; Mohamad Fatih
Jurnal Penelitian Pendidikan IPA Vol 11 No 7 (2025): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i7.9304

Abstract

This study aims to evaluate the effectiveness of the Hybrid Flexible-Station Rotation learning model in enhancing critical thinking and creative abilities in elementary school students. The subjects were 133 class V students in Blitar Regency, divided into two groups: an experimental group using the Hybrid Flexible-Station Rotation model and a control group with conventional learning. The research instruments included pretests and posttests to measure critical thinking and creativity on topics such as stucture of the earth’s layers, water cycles, and shapeof the earth’s surface. The results showed a significant improvement in the experimental group compared to the control group, with an average post-test score of 72.07 for the experimental group and 70.06 for the control group. Paired t-test analysis confirmed a significant difference between the two groups. These findings affirm that the Hybrid Flexible-Station Rotation model is more effective in developing students' critical thinking and creative skills. The study recommends adopting this learning model as an innovative strategy in digital era education.
Penguatan Karakter Guna Mengembangkan Berfikir Kreatif Melalui Aktif Learning Bersama Darul Hikmah Mandiri Fernadiksa Rasta Putra Pratama; Cindya Alfi; Mohamad Fatih
ARembeN Jurnal Pengabdian Multidisiplin Vol. 3 No. 1 (2025): Edisi Juni
Publisher : CV. Ro Bema

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69688/aremben.v3i1.111

Abstract

Pendidikan karakter adalah sebuah usaha untuk menerapkan nilai-nilai agama, moral, etika pada peserta didik melalui ilmu pengetahuan, dibantu oleh orang tua, guru, serta masyarakat yang sangat penting dalam pembentukan dan perkembangan karakter peserta didik.Setiap anak memiliki potensi yang baik sejak lahir, namun potensi tersebut harus terus diasah dan disosialisasikan dengan baik agar karakter setiap anak terbentuk dan berkembang secara maksimal. Pada penelitian ini kami memfokuskan pada pengembangan pendidikan karakter ranah berfikir kreatif melalui pendekatan aktif learning di Keluarga Besar Darul Hikmah Mandiri Bendogerit Kota Blitar. Pendidikan karakter sangat penting untuk diterapkan bagi setiap peserta didik khususnya jenjang sekolah dasar sampai menengah atas. Permasalahan yang dikaji dalam penelitian ini adalah tingkat berfikirnya anak kurang kreatif dan cenderung berpusat pada pembimbing pada saat aktivitas berlangsung dan terdapat beberapa anak yang kurang memahami makna kerjasama bersama teman sejawatnya. Penelitian ini merupakan penelitian kualitatif dengan pendekatan secara deskriptif. Analisis data yang dilakukan bersifat induktif berdasarkan fakta-fakta yang ditemukan di lapangan. Dari hasil penelitian menunjukkan bahwa terdapat hubungan antara pembelajaran active lerning melalui desain perlombaan mewarnai, menanam pohon dan game dengan pengembangan karakter kreatif pada peserta didik yang terdapat di Keluarga Besar Darul Hikmah Mandiri Bendogerit Kota Blitar.
Science Learning Game (SLG) Berbasis Augmented Reality untuk Meningkatkan Kemampuan Literasi Sains dan Berfikir Kritis Siswa Kelas VI SD Mohamad Fatih; Cindya Alfi; Mohammad Afifuddin Muqtafa
Jurnal Penelitian Pendidikan IPA Vol 10 No 2 (2024): February
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i2.6107

Abstract

Science literacy is the ability of individuals to understand, evaluate, and apply scientific knowledge in everyday problem-solving, while critical thinking is the ability to analyze, evaluate, and make decisions based on evidence and logic. This research is based on several issues in SDN Sentul2 Kota Blitar in grade 6 post-Covid 19. This research aims to produce a product used as a learning tool in Grade 6, namely Science Learning Game (SLG) Media based on Augmented Reality to Improve Science Literacy and Critical Thinking Skills in Grade 6 Students in Kota Blitar. This research and development (R&D) study uses the ADDIE (analysis, design, development, implementation, and evaluation) model. The instrument used is a questionnaire. The research data analysis results show that the developed media can improve critical thinking skills, as evidenced by comparing the Pre-test results at 72.21% with the Post-test results at 93.57%. This media can also enhance science literacy, as indicated by the increase between the Pre-test results at 74.28% and the Post-test results at 92.14%. The implication is that the science literacy and critical thinking abilities of students in Indonesia still need improvement, which can be achieved by considering the use of instructional media. With positive results in pre-test and post-test scores, this media has the potential to enhance science literacy and critical thinking skills in students.
DESAIN LAPBOOK BERBASIS SETS BERBANTU MODEL KEMP MENINGKATKAN LITERASI BENCANA SISWA KELAS V SDN GADUNGAN 02 KABUPATEN BLITAR Dwi Zakiatus Salamah; Cindya Alfi; Mohammad Fatih
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.701

Abstract

This study addresses the low level of disaster literacy among elementary school students in disaster-prone regions of Indonesia, highlighting the need for innovative educational interventions. The research aims to develop and implement a lapbook-based learning media integrated with the SETS (Science, Environment, Technology, Society) approach and supported by the Kemp instructional design model to enhance disaster literacy for fifth-grade students at SDN Gadungan 02. Employing a research and development (R&D) methodology, the study follows the ASSURE model, encompassing stages such as learner analysis, objective setting, media selection, implementation, participation, and evaluation. Data were collected through expert validation, student and teacher questionnaires, and pretest-posttest assessments. The results indicate that the developed lapbook media is highly valid and feasible, with validation scores from material, media, and language experts exceeding 85%. Implementation of the lapbook led to a significant improvement in students’ disaster literacy, as evidenced by an increase in average test scores from 81% to 90%. The findings suggest that lapbook media, when designed using the SETS approach and Kemp model, effectively increases disaster literacy and student engagement. The study concludes that such media can serve as an effective tool for disaster education in elementary schools
PENGEMBANGAN MEDIA PAPAN BILANGAN BERBASIS NUMERASI MATERI OPERASI HITUNG PENJUMLAHAN MATEMATIKA SISWA KELAS II UPT SDN KEBONDUREN 01 Binti Khasanah; Cindya Alfi; Mohamad Fatih
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.704

Abstract

This research helps grade II students of SDN Kebonduren 01, Blitar Regency, to better understand the addition calculation process, this project intends to create numeracy literacy-based number board media. Through the stages of analysis, design, development, implementation and evaluation, the ADDIE paradigm is applied in research and development (R&D). By using easily available materials and equipped with a rotating number wheel, colorful ornaments, and number cards, the developed media was made interesting and interactive. With validation scores above 87%, the validation results from material, media, and language experts show that this media is very valid and practical to use. Implementation in the classroom showed an increase in students' motivation, understanding, and engagement in learning the material. Positive responses from teachers and students show that this media is effective in supporting basic math learning. Thus, the developed literate numerical analysis-based number board media can be an innovative solution to improve operational analysis learning outcomes in primary schools.
PERANCANGAN DAN APLIKASI PETA CERITA E-LEARNING MATERI KEBERAGAMAN BUDAYA GLOBAL UNTUK MENINGKATKAN LITERASI DIGITAL SISWA KELAS IV SEKOLAH DASAR Zumrotul Ngafifah; Cindya Alfi; Mohamad Fatih
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.705

Abstract

The purpose of this study is to explore ways to improve students' digital literacy skills in elementary schools by utilizing story maps in the online learning process. In designing this e-learning story map, the researcher applied the Research and Development method. The development process follows the ASSURE model, which consists of six stages: student analysis, target determination, selection of methods, media, and materials, implementation of media and materials, encouraging student participation, and finally evaluation and revision. The topic and source of this study were fourth-grade students at SDN Tumpang 02 in Blitar Regency. Interviews, recordings, and surveys from experts in the media and materials sector were used to collect information. Validation is important for the effectiveness of improving digital literacy. The validation process in this development involved two validators representing both fields, resulting in a media expert validator obtaining a percentage of 91% and a material expert validator with a percentage of 97%, and both results are included in the "very valid" category. The result of the increase in digital literacy is 0.8258 which is included in the "High" category.
Development of Interactive Powerpoint Media Based on Deep Learning Assisted by Canva Economic Activity Materials in Indonesia Grade 5 Lailatus Sa’adah; Shofi Nur Amalia; Cindya Alfi
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.708

Abstract

This article is a development study that explains the development of interactive PowerPoint media based on deep learning assisted by Canva for economic activity materials in Indonesia for fifth-grade. The background for this study stems from the minimal use of technology-based learning media in schools, which has resulted in low student participation in learning. Teachers often rely solely on textbooks and blackboards without utilizing other more engaging media. To address this issue, the researcher developed an interactive PowerPoint presentation based on deep learning with the assistance of Canva. An interactive PowerPoint presentation is an educational medium that supports engaging learning activities, involving interaction between teachers and students as users, thereby helping students become enthusiastic about understanding the material. Deep learning is a learning approach that emphasizes in-depth understanding of concepts and mastery of competencies. Students are encouraged to actively engage in the learning process. The researcher's objective in developing interactive PowerPoint media based on deep learning is to determine the validity and attractiveness of interactive PowerPoint media. The research method used is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The expert validation results for the media obtained 95%, subject matter experts 97.5%, teacher appeal 95%, and student appeal results.