Salsabila Baliani Putri Sopian
Universitas Pendidikan Indonesia, Bandung, Indonesia

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PENGEMBANGAN APLIKASI GAMES EDUKATIF WORDWALL SEBAGAI MEDIA PEMBELAJARAN UNTUK MEMAHAMI MATER PENDIDIKAN AGAMA ISLAM BAGI SISWA SD Ani Nur Aeni; Dadan Djuanda; Maulana Maulana; Rini Nursaadah; Salsabila Baliani Putri Sopian
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol 11, No 6 (2022)
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (687.051 KB) | DOI: 10.33578/jpfkip.v11i6.9313

Abstract

Penelitian ini bertujuan untuk mengembangkan desain dan produk dari media pembelajaran PAI di SD berupa aplikasi games edukatif wordwall serta untuk mengetahui efektivitas penggunaan wordwall pada pembelajaran PAI yang diukur dari pemahaman siswa terhadap materi PAI dengan menggunaan wordwall Penelitian dilakukan untuk mendukung kompetensi guru dalam kemampuan Technological Pedagogical Content Knowledge (TPACK). Pendekatan penelitian yang digunakan adalah mixed method dengan desain model pengembangan 4-D yaitu define, design, develop, dan disseminate. Data diperoleh dengan instrument angket, dokumentasi dan wawancara. Hasil penelitian berupa: 1) Desain produk wordwall dibuat berdasarkan analsisis kebutuhan guru terhadap media pembelajaran di SD dan berdasarkan analisis kurikulum berupa analisis Kompetensi Dasar serta kesesuaiannya dengan karakteristik siswa kelas 2 SD, 2) Produk yang dihasilkan dari penelitian ini adalah games edukatif wordwall dalam 4 jenis games, yaitu maze chase, airplane, balloon pop, open the box. 3) Kemampuan siswa dalam memahami materi PAI sangat baik melalui bantuan games wordwall. Berdasarkan hasil penelitian ini maka aplikasi wordwall dapat direkomendasikan untuk dikembangkan lebih lanjut pada Kompetensi Dasar yang lainnya dengan didampingi oleh video pembelajaran.
DEVELOPMENT OF ANDROID-BASED PETA (PENJELAJAHAN MATEMATIKA) LEARNING MEDIA ON SPEED LEARNING MATERIALS AT A FIFTH-GRADE ELEMENTARY SCHOOL Salsabila Baliani Putri Sopian; I. Isrokatun; Ali Ismail
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol 12, No 2 (2023)
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v12i2.9650

Abstract

This paper describes the developmental process of PETA (Penjelajahan Matematika) learning media based on the Android application on speed learning materials at a fifth-grade elementary school, determines the feasibility of the application through the validation process of experts, and finds out the compatibility of applications in several devices with different Android versions. The research uses a research and Development (RnD) method with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The results of the research are (1) the development of the PETA application is relevant to the needs of the mathematics learning process on speed learning material at class V SD, (2) the design of the PETA application is adopted from the concept of exploring games with various forms of presentation, (3) the PETA application design that has been made is developed into file.apk., (4) the PETA application has the feasibility of the content in the very feasible category with a percentage of 97%, the feasibility of the media in the very feasible category with a percentage of 92.75%, and already fulfilled the standard of portability on adaptability and installability aspects with a testing percentage of 100%, and (5) the final product of the PETA application is developed based on the evaluation results at the testing stage of functional suitability and portability by making minor improvements to the instruction aspects of the use and the additional menu of an "additional information" to make it easier for users to get information about latest updates of the PETA application.