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KOMPETENSI PEDAGOGI GURU DALAM PEMANFAATAN TEKNOLOGI UNTUK PEMBELAJARAN Putra, Lovandri Dwanda; Zakiya, Faza; Salsabila, Annisa; Salsabila, Sovia
JS (JURNAL SEKOLAH) Vol 8, No 1 (2023): Desember 2023
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/js.v8i1.49152

Abstract

Abstract: The purpose of this study is to find out and analyze how the pedagogical competence of SD Negeri Siluk teachers in utilizing technology for learning. This research was conducted by descriptive qualitative method. The technique used to collect data is interviews. The subject of the study was a grade II teacher. Based on the results of the study, it is known that Siluk State Elementary School already has technology facilities for learning and teachers have received training to use the technology as a form of teacher pedadogy competency development. The conclusion of this research is that SD Negeri Siluk has learning technology and the teachers are competent in the use of technology for learning. Keyword: Teacher pedagogy competence, Primary School, educational technology Abstrak: Tujuan penelitian ini adalah untuk mengetahui dan menganalisis bagaimana kompetensi pedagogi guru SD Negeri Siluk dalam pemanfaatan teknologi untuk pembelajaran. Penelitian ini dilakukan dengan metode kualitatif deskriptif. Teknik yang digunakan untuk mengumpulkan data adalah wawancara. Subjek penelitian adalah guru kelas II. Berdasarkan pada hasil penelitian diketahui bahwa SD Negeri Siluk sudah memiliki fasilitas teknologi untuk pembelajaran dan para guru telah mendapat pelatihan untuk menggunakan teknologi tersebut sebagai bentuk pengembangan kompetensi pedadogi guru. Kesimpulan penelitian ini yaitu SD Negeri Siluk memiliki teknologi pembelajaran dan para guru telah berkompetensi dalam pemanfaatan teknologi untuk pembelajaran.Kata Kunci: Kompetensi pedagogi guru, Sekolah Dasar, teknologi pendidikan
Pengembangan Modul Digital IPA Berbasis Contextual Teaching and Learning (CTL) untuk Siswa Kelas IV Sekolah Dasar Putra, Lovandri Dwanda; Sentia, Eti
Jurnal Pemikiran dan Pengembangan Sekolah Dasar (JP2SD) Vol. 11 No. 2 (2023): September 2023
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jp2sd.v11i2.23049

Abstract

Implementing information technology is an effective, efficient way of conveying information in learning. The selection of digital modules as learning media is closely related to the rapid development of technology. The development of this digital module media is that the learning media available in schools have not varied, and digital modules based on Contextual Teaching and Learning (CTL) on style material have yet to be developed. The purposes of this study are as follows: (1) to develop digital media modules based on Contextual Teaching and Learning (CTL) in science learning style material for fourth-grade elementary school students (2) to find out the quality and feasibility of digital media modules based on Contextual Teaching and Learning (CTL) in science learning style material for fourth-grade elementary school students. This study belongs to the research and development (R&D) type by using the ADDIE development method. The data collection technique uses a questionnaire on the assessment results of expert validators, educators and students. Data analysis techniques using qualitative analysis techniques are carried out by describing the data obtained from criticism, suggestions, input and comments and quantitative data obtained from the results of the assessment sheet. The respondents referred to educators and students. The trial was conducted on students first explaining digital modules based on Contextual Teaching and Learning (CTL) in science learning style material. Students could try out these digital modules. The results of the assessment of the quality of digital module media by media experts scored 92 "very good", material experts scored 86.6 "very good", learning experts scored 94.6 "very good," and linguists scored 78.6 " Good ". This digital module is very feasible to be used as teaching material for students.
Platform Teknologi dalam Mengatasi Masalah Pembelajaran di Sekolah Dasar Putra, Lovandri Dwanda; Umbara, Arya Dwi; Jati, Yasifa Bisma; Saputra, Rio
Jurnal Basicedu Vol. 7 No. 4 (2023)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v7i4.5907

Abstract

Dunia pendidikan saat ini tidak hanya belajar di sekolah, tetapi juga belajar dari rumah (online) untuk membantu guru mempermudah pekerjaannya dan siswa memahami materi yang disampaikan guru kepada siswa. Tujuan dari penelitian ini adalah untuk menemukan dan meneliti metode untuk mengatasi kesulitan belajar di sekolah dasar. Dengan mengevaluasi dan merangkum data sebelumnya serta situasi saat ini, penelitian ini menggunakan pendekatan penelitian kualitatif deskriptif. Berdasarkan hasil temuan, terdapat masalah belajar yang mempengaruhi siswa, seperti siswa mengalami kesulitan memahami materi yang diberikan oleh guru ketika mengerjakan tugas sekolah, oleh karena itu diharapkan siswa dapat memahami materi yang diberikan dengan menggunakan berbagai platform yang mendukung. Kebanyakan orang memanfaatkan platform video call seperti Zoom, Google Meet, dan lainnya. WhatsApp sering digunakan sebagai platform pendukung untuk media diskusi. Keduanya dilakukan dengan kerja sama orang tua siswa. Alhasil, kolaborasi antara wali murid dan pengajar sangat dibutuhkan.
Pengaruh Penggunaan Teknologi Media Digital dalam Pembelajaraan Siswa Secara Kontekstual dan Audio Visual di Sekolah Dasar Putra, Lovandri Dwanda; Fitriyani, Dwiki Arista; Fatimah, Siti; Berlianti, Diah Sinta Sri
Jurnal Basicedu Vol. 7 No. 4 (2023)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v7i4.5921

Abstract

Teknologi media digital adalah teknologi yang memprioritaskan komputer atau memanfaatkan energi manusia dalam menggunakan yang menawarkan keuntungan seperti pemahaman materi yang lebih baik, motivasi belajar dan partisipasi siswa. Tujuan penelitian ini adalah untuk mengetahui pengaruh penggunaan teknologi media digital dalam pembelajaran siswa secara kontekstual dan audio visual di SD Muhammadiyah Karangkajen 2. Penelitian ini melalui model kualitatif deskriptif, para peneliti mencoba untuk dapatkan efek pembelajaran siswa secara kontekstual dan audio visual. Variabel yang diteliti adalah model pembelajaran, hasil belajar media digital, pengaruh media digital dan motivasi belajar. Hasil pembahasan penelitian ini di SD Muhammadiyah Karangkajen 2 pada kelas 3 menghasilkan bagaimana pengaruh media digital dalam pembelajaran siswa secara kontekstual maupun audio visual. Adapun hasil yang diperoleh yaitu media digital memang sangat berpengaruh dalam pembelajaran siswa baik itu pembelajaran secara kontekstual maupun audio visual.  Dari hasil wawancara yang telah dilakukan, menurut guru dengan adanya media digital sangat berpengaruh dalam pembelajaran siswa saat di kelas. Media digital pembelajaran siswa secara kontekstual dan audio maupun visual dibuat atau dikemas oleh guru secara menarik dan interaktif bagi siswa. Penggunaan media digital kontekstual dan audio visual dalam proses belajar mengajar memberikan manfaat seperti peningkatan pemahaman, keterlibatan siswa, motivasi belajar dan pengembangan keterampilan multimedia.
Pemanfaatan Canva Untuk Pembelajaran Inovatif dan Kreatif di Sekolah Dasar Putra, Lovandri Dwanda; Salihah, Adela Fianisa; pratiwi, Nurul Fitri; Safario, Alhafis Maulvi
Jurnal Basicedu Vol. 7 No. 4 (2023)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v7i4.5957

Abstract

Penelitian yang sudah kami lakukan ini bertujuan untuk mengetahui bagaimana aplikasi Canva yang bermanfaat untuk pembelajaran inovatif dan kreatif dalam proses belajar siswa di SD Muhammadiyah kleco Yogyakarta. Metode yang kami gunakan dalam penelitian ini menggunakan metode kualitatif. Penelitian ini juga bertujuan untuk guru, supaya guru mampu menciptakan suasana belajar mengajar yang lebih menyenangkan siswa dalam pembelajaran, karena kualitas Pendidikan sangat tergantung pada kualitas guru dan media pendidikan yang digunakan. Salah satu cara  menciptakan lingkungan belajar agar lebih menyenangkan yaitu menggunakan aplikasi Canva. Pembelajaran yang inovatif dan kreatif menjadikan sarana guru dalam membuat materi pembelajaran dengan menggunakan media teknologi supaya siswa dapat lebih mudah dalam menerima materi yang diberikan dan meningkatkan pemahaman dalam proses pembelajaran. Pembelajaran menggunakan Aplikasi Canva merupakan aplikasi yang dapat dikembangkan dalam proses produksi media pendidikan. Tujuan dari penelitian yang sudah kami lakukan ini bertujuan untuk meningkatkan pembelajaran inovatif dan kreatif dengan menggunakan media pembelajaran canva yang sesuai dengan lingkungan belajar yang sesuai. Pembelajaran saat ini menuntut guru untuk beradaptasi dengan teknologi. Pembelajaran menggunakan Aplikasi Canva berdasarkan hasil penelitian ini, supaya pendidik/pengajar diharapkan dapat beradaptasi dengan teknologi saat ini yaitu pembelajaran menggunakan canva, karena canva memudahkan pendidik dalam memberikan pembelajaran yang inovatif dan kreatif
The development of genially-based interactive learning multimedia for elementary school students Putra, Lovandri Dwanda; Afrina, Nuryah
Jurnal Fundadikdas (Fundamental Pendidikan Dasar) Vol. 6 No. 2 (2023): July
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/fundadikdas.v6i2.8413

Abstract

This research focuses on producing genially-based interactive multimedia learning for fifth-grade elementary/MI students. This research belongs to the type of research and development research and development (RND). The procedure for developing genially-based interactive learning multimedia uses a development model developed by Sugiyono with ten stages, namely potential and problems, data collection, product design, design validation, product revision, initial trial, product revision, usage trial, product revision, and mass production. However, in the current state of the COVID-19 pandemic and the limited time, conditions, and costs, researchers only carried out these stages, only to stage 9, namely product revision. The results of the validation by media experts with a score of 71 in the good category, material experts with a score of 86.6 in the very good category, and learning experts with a score of 80 in the very good category, so that genially-based interactive learning multimedia is feasible to use. The results of the responses of the SD Muhammadiyah Karangkajen II class teachers in the initial trial, namely by obtaining a score of 82.2 with a very good category, then the results of the responses of the students of SD Muhammadiyah Karangkajen II in the initial trial with the subject of 4 students with a score of 90 in the very good category, while the response of students in the use trial with the subject of 19 students with a score of 95.2 with a very good category. Then, the average value of student responses is 92.6. Based on the results of teacher and student responses, genially based interactive multimedia learning is feasible to use.
Pemanfaatan Learning Manegement System Berbasis Google Classroom Dalam Pembelajaran Ips Di Sekolah Dasar Putra, Lovandri Dwanda; Alfinda, Risa; Sakinah, Syarifah; Arriant, Yusuf
Menara Ilmu : Jurnal Penelitian dan Kajian Ilmiah Vol 18, No 2 (2024): Vol 18 No. 02 OKTOBER 2024
Publisher : LPPM Universitas Muhammadiyah Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31869/mi.v18i2.5798

Abstract

AbstracThe information and technology industries are undergoing rapid change right now. In this day and age, there are many new options, and technology has made it possible to use e-learning, which is a variety of learning methods used in schools. E-Learning is an instructing and educational experience that is upheld and created through innovation and computerized media, and is likewise a type of the distance learning idea. The purpose of learning media is to show objects that students cannot directly see. A teacher needs to be able to select media that best illustrate the idea being taught. The world of education, as well as online learning and what are referred to as online classes, is impacted by the latest technological advancements. Several companies, including Google, have developed online learning extensively using Google Classroom. Google Homeroom is an application that makes it conceivable to make study halls in the internet. It is anticipated that using the Google Classroom-based E-Learning application for social studies instruction will make it simpler for educators to archive and organize assignment files as well as the assessment procedure. Learning management systems (LMS) can simplify learning, provide unlimited access to learning at any time, from any location, and make it easier for educational institutions to improve the learning process. The utilization of LMS can likewise make learning more adaptable in concentrate on time with the goal that it can make understudies more free. Through the LMS, teachers can also link student activities in detail. Using LMS or a combination of LMS-based learning models has been shown to increase activity, learning outcomes, and motivation in the "Good" category. Using LMS can create independence in learning in the very high category, according to the findings based on the research. (1) LMS is a media that is much in demand in online learning. (2) LMS has the advantage of other complete features compared to other online media so that learning takes place more varied. This study employs literature review as its method of research. In this exploration, scientists utilized a web-based interview research strategy, where the internet based interview technique was done utilizing PC intervened correspondence (CMC) which was essentially completed by means of SMS. In light of the consequences of writing review, learning utilizes Google Homeroom based E-learning.Keywords: Learning Management System, E-Learning,
Integrasi Teknologi Immersive learning Dalam Pembelajaran Sekolah Dasar Putra, Lovandri Dwanda; Shiddiq, Ahmad Jafar; Khafi, Iqmal; Nugroho, Bagas
Jurnal Riset Madrasah Ibtidaiyah (JURMIA) Vol. 4 No. 2 (2024): Jurnal Riset Madrasah Ibtidaiyah
Publisher : Jurnal Riset Madrasah Ibtidaiyah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32665/jurmia.v4i2.3349

Abstract

The ongoing advancement of technology continues to enrich new media for creating a more engaging learning environment. Immersive learning technologies, such as Augmented Reality (AR) and Virtual Reality (VR), have transformed the educational landscape by offering increasingly interactive and in-depth learning experiences. This study aims to evaluate the effectiveness of interactive learning technologies in enhancing students' understanding and engagement in elementary schools, as well as to identify the challenges encountered when using these technologies. The method employed in this paper is a literature review to gather information and research results related to the investigated theme. The findings indicate that the use of Virtual Reality (VR) and Augmented Reality (AR) in education can improve students' motivation, conceptual understanding, and critical thinking skills. Virtual Reality (VR) allows students to experience an immersive learning environment, while Augmented Reality (AR) enriches lesson material with interactive elements that support the visualization of complex concepts. The use of immersive learning technologies in the educational context has proven to be effective and comprehensible for students and holds significant potential for enhancing the quality of education. However, it requires careful planning and support for effective implementation.
Dampak Dalam Pemanfaatan Media Asesmen Berbasis Google Form di MI Muhammadiyah Nurul Iman Tulang Bawang Barat Putra, Lovandri Dwanda; Nashuha, Aulia Brilian; Fenova, Dava Alvava; Pramesti, Ellisa Dyah
Jurnal Riset Madrasah Ibtidaiyah (JURMIA) Vol. 5 No. 1 (2025): Jurnal Riset Madrasah Ibtidaiyah
Publisher : Jurnal Riset Madrasah Ibtidaiyah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32665/jurmia.v5i1.3247

Abstract

MI Muhammadiyah Nurul Iman Tulang Bawang Barat merupakan salah satu sekolah yang menggunakan Google Form sebagai sarana evaluasi ujian. Hal ini dikarenakan dalam mengakses Google Form yang relatif lebih sederhana dan efisien. Guru tidak mengalami kesulitan dalam bertanya dan dapat langsung melihat hasil dari asesment yang dilakukan sehingga memudahkan guru dalam menyelesaikan penilaian. Google Form adalah alat yang berguna untuk merencanakan acara, mengirimkan survei, mengikuti kuis, atau sekadar mengumpulkan informasi secara efektif. Tujuan penelitian ini adalah untuk mengetahui efektivitas penggunaan Google Form sebagai sarana asesmen ujian berbasis evaluasi digital di MI Muhammadiyah nurul iman tulang bawang barat. Metode penelitian yang digunakan adalah deskriptif kualitatif. Teknik pengumpulan data yang akan digunakan dalam penelitian ini adalah wawancara, hal ini menunjukkan bahwa penggunaan Google Form sebagai sarana asesmen ujian dalam evaluasi digital ini memudahkan guru dalam membuat soal dan memudahkan siswa dalam menjawab soal. Penggunaan Google Form dinilai sangat praktis dan efektif jika digunakan dalam media asesmen pembelajaran.
STRATEGI GURU DALAM MENUMBUHKAN KREATIVITAS PESERTA DIDIK PADA PEMBELAJARAN JARAK JAUH DI SD N KALIKUTUK SENTOLO Kurnia, Afrisnaini Hanna; Putra, Lovandri Dwanda
Taman Cendekia: Jurnal Pendidikan Ke-SD-an Vol 6 No 2 (2022): Desember 2022
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/tc.v6i2.13139

Abstract

Elementary school students should have developed their creativity through varied learning strategies. Creativity can familiarize students to come up with new ideas, innovate and can produce unique solutions to various problems. The purpose of this study is to describe the teacher’s strategy and find out the supporting and inhibiting factors in fostering creativity in distance learning at SD N Kalikutuk Sentolo. This research is a qualitative research with a case study approach. Data collection techniques using interviews, observations, documentation reviews and questionnaires are then analyses through the data reduction stage, data presentation and conclusion drawing. The subjects of the study were teacher and 5 students of class 4A. test the validity of the data using source triangulation and techniques. The results showed that 1) Teacher strategies in general in fostering creativity, namely through organizing strategies, learning delivery strategies and learning management strategies. 2) Teacher strategies in fostering creativity include give training students to have great curiosity, rich in initiative, interested in creative activities, rich in imagination and confident and independent. 3) Supporting factors in fostering creativity are the most influential, namely environmental factor, personality factor, interest and motivation factor as well as assessment factor, other supporting factors for the existence of sufficient devices during the distance learning process, cooperation between teacher and parents. 4) The inhibiting factor is the erratic network during distance learning. Keywords: Teacher Strategy; Creativity; Distance Learning; Elementary School