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Pengembangan LKPD Berbasis Swishmax Materi Peristiwa Mengisi Kemerdekaan dengan Penguatan Karakter Tanggung Jawab di Kelas V Krismon, Fajar Habib; Zainuddin, Mohammad; Putra, Arda Purnama
Wahana Sekolah Dasar Vol 28, No 2 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um035v28i22020p068

Abstract

The study aims to produce a Swishmax -based Student's Activity Sheets on event material fill independence with a character reinforcement worthy responsibility used as material teaching of  ips content of event material fills independence. This research and development uses the model Dick and Carey. Product feasibility testing is performed by material experts, media experts, and users. Then the field trials were carried out to students at SDN Mojoagung V. Based on validation and material, media and user tests. Material validation reaches a rate of 100% of validity and a media validation of  91%. In terms of practicality reach 100% of the users are teachers of class V and 100% of students. Penelitian ini bertujuan untuk menghasilkan LKPD berbasis Swishmax pada materi peristiwa mengisi kemerdekaan dengan penguatan karakter tanggung jawab yang layak digunakan sebagai bahan ajar muatan ips materi peristiwa mengisi kemerdekaan. Penelitian dan pengembangan ini menggunakan model Dick and Carey. Pengujian kelayakan produk dilakukan oleh ahli materi, ahli media, dan pengguna. Kemudian uji coba lapangan dilakukan kepada siswa kelas V SDN Mojoagung. Berdasarkan uji kevalidan materi, media, dan pengguna. Validasi materi mencapai tingkat kevalidan 100% dan validasi media 91%. Sedangkan dari segi kepraktisan mencapai 100% dari pengguna yaitu guru kelas V dan 100% dari siswa.
Development of Bilingual Pop Up Book Media on Javanese Puppet Stories for Elementary School Students Wahyu Dinil Mustaqim; Arda Purnama Putra; Tri Murti
Sekolah Dasar: Kajian Teori dan Praktik Pendidikan Volume 30 Nomor 1 Mei 2021
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um009v30i12021p077

Abstract

This research and development aim to develop bilingual pop-up book media on Javanese puppet stories that valid according to the material experts, media experts, and teachers, as well as practical students. The research uses an ADDIE model with 5 stages, that is analysis, design, development, implementation, and evaluation. The results of validation by the material expert, media expert, and by the user (teacher) sequentially get a percentage of 96.4; 100; and 95.4 percent. While the result of the practicality test on the small scale test and the large scale test got a percentage of  93.3 and 97.5 percent. Media is categorized as very valid and very practical and can be used for elementary school students.
Development of an android-based fractional education game with independent character strengthening Verawati Verawati; Yuniawatika Yuniawatika; Arda Purnama Putra
Premiere Educandum : Jurnal Pendidikan Dasar dan Pembelajaran Vol 12, No 2 (2022)
Publisher : Universitas PGRI Madiun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/pe.v12i2.12792

Abstract

Media use in mathematics learning in elementary schools is crucial One technology-based media that can make it easier for students to learn while playing is educational games. This development research aims to produce an android application in the form of an educational game with independent character strengthening that is feasible and practical to be used as a learning medium for mathematics fractional material for grade 4 elementary school students. This research uses the ADDIE model's research and development, which consists of five stages: analysis,, design, development, implementation, and evaluation. Media feasibility assessments are carried out by material experts, media experts, and teachers. The students assessed the practicality of the medias after using the media at the time of the trial. The data collection instruments used in this study were questionnaires, interviews, observations, and evaluation tests. The results showed that: (1) validation results from material experts, media experts, and teachers show that educational game media is very suitable for use in learning, (2) the results of student response questionnaires in large and small group trials show that practical educational games are used as mathematics learning media for fractional material for grade 4 students, (3) learning outcomes and student independence character increase after learning to use the media.
Pengembangan Pembelajaran PHBS di Era Pandemi Covid19 Berbasis Blended Learning di SD se-Kecamatan Tajinan Kabupaten Malang Imam Nawawi; Harti Kartini; Arda Purnama Putra; Khusnul Khotimah
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 2 No. 8 (2022)
Publisher : Universitas Negeri Malang

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Abstract: This study aims to find a pattern of developing PHBS learning based on blended learning in the era pandemic Covid-19 in elementary schools throughout the Tajinan District, Malang Regency. This research method uses a descriptive qualitative and quantitative approach. This study uses primary data, by providing questionnaires and interview guidelines to teachers in primary education. The data of this study were analyzed descriptively, both in the form of quantitative and qualitative data. The results of this study indicate that most teachers in basic education have not been able to design learning tools for the development of PHBS learning in the Covid-19 pandemic era based on blended learning. The conclusion of this research is that education and training are needed to design and apply in learning activities. Abstrak: Penelitian ini bertujuan untuk menemukan pola pengembangan pembelajaran PHBS di era pandemic covid-19 berbasis blended learning di SD se-Kecamatan Tajinan Kabupaten Malang. Metode ini penelitian ini mengunakan pendekatan deskriptif kualitatif maupun kuantitatif. Penelitian ini menggunakan data primer, dengan cara meberikan angket dan pedoman wawancara kepada para guru di pendidikan dasar. Data penelitian ini dianalisis secara deskriptif, baik berupa data kuantitatif maupun kualitatif. Hasil penelitian ini menunjukkan bahwa sebagian besar guru di pendidikan dasar belum mampu merancang perangkat pembelajaran pengembangan pembelajaran PHBS di era pandemic covid-19 berbasis blended learning. Kesimpulan hasil penelitian ini diperlukan pendidikan dan pelatihan untuk merancang dan mengaplikasikan dalam kegiatan pembelajaran.
Implementasi Program Gerakan Literasi Sekolah (GLS) ditinjau Dari Tahap Pembiasaan dalam Menumbuhkan Minat Baca Siswa di SDN Karina Etika Sari; Muh. Arafik; Arda Purnama Putra
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 2 No. 8 (2022)
Publisher : Universitas Negeri Malang

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Abstract: This study aims to describe the implementation of the GLS program which focuses on the habituation stage to foster student interest in reading at SDN Bakalan Krajan 2 Malang City and describe the obstacles and solutions during the implementation process. This research uses a qualitative approach with a qualitative descriptive type of research. Data collection techniques used to obtain data are observation, interviews, and documentation. The results showed that the indicators of implementation that had been met in the implementation of the GLS program were viewed from the habituation stage, namely the 15-minute reading activity was carried out every day at the beginning of the lesson and had read aloud and read silently, there was a school library, class reading corner, campaign posters. reading, a variety of text-rich materials in every classroom, creating a text-rich, public engagement environment. For indicators that have not been achieved, namely recording in the diary the title and name of the author of the book that has been read as well as the involvement of teachers, school principals, and other education personnel in the 15-minute reading activity. The obstacles experienced and their solutions were related to reading activities and the infrastructure that supports the GLS program. Abstrak: Penelitian ini bertujuan untuk mendeskripsikan pengimplementasian program GLS yang berfokus pada tahap pembiasaan untuk menumbuhkan minat baca siswa di SDN Bakalan Krajan 2 Kota Malang dan mendeskripsikan kendala serta solusi selama proses pengimplementasian. Penelitian ini menggunakan pendekatan kualitatif dengan jenis penelitian deskriptif kualitatif. Teknik pengumpulan data yang digunakan untuk memperoleh data yaitu observasi, wawancara, dan dokumentasi. Hasil penelitian menunjukkan bahwa indikator keterlaksanaan yang sudah terpenuhi dalam pelaksanaan program GLS yang ditinjau dari tahap pembiasaan, yaitu kegiatan 15 menit membaca dilakukan setiap hari di awal pelajaran dan sudah melakukan membacakan nyaring dan membaca dalam hati, terdapat perpustakaan sekolah, sudut baca kelas, poster kampanye membaca, macam-macam bahan kaya teks di setiap ruang kelas, menciptakan lingkungan kaya teks, keterlibatan publik. Untuk indikator yang belum tercapai yaitu mencatat di catatan harian judul dan nama pengarang buku yang sudah dibaca serta keterlibatan guru, kepala sekolah, dan tenaga kependidikan lain dalam kegiatan 15 menit membaca. Kendala yang dialami beserta solusinya yaitu terkait kegiatan 15 membaca dan sarana prasarana yang menunjang program GLS.
Pengembangan Video Pembelajaran Berbantuan Canva Materi Cahaya Dengan Penguatan Karakter Mandiri Siswa Kelas IV Sekolah Dasar Erlin Meilina Purwati; Sukamti Sukamti; Arda Purnama Putra
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 2 No. 8 (2022)
Publisher : Universitas Negeri Malang

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Abstract: The purpose of this study is to produce Canva-assisted learning video media on light material with independent character strengthening for grade IV elementary school students that is valid according to material experts, media experts, and teachers, and is of interest to teachers and students. This research and development applies the Borg and Gall model which consists of 10 stages. Canva-assisted learning media is presented in the form of learning videos that present materials and guidelines for conducting experiments independently so that it can help students develop independent characters, and is equipped with a combination of animation, images, text, and sound. Product validity tests are carried out by material experts, media experts, and users (teachers). The trial was carried out on 21 grade IV students of SDN Sananwetan 1 Kota Blitar. The results of product validation from material experts obtained a value of 90 percent, media experts by 93.75 percent, users (teachers) by 94.4 percent and belong to the very valid category. As for the attractiveness aspect test, students get a score of 99.4 percent. Canva-assisted learning video media on light material with independent character strengthening for grade IV elementary school students can be said to be very valid according to material experts, media experts, and users (teachers), and is very attractive to teachers and students, so it can be used as a medium in learning. Abstrak: Tujuan penelitian ini adalah untuk menghasilkan media video pembelajaran berbantuan Canva pada materi cahaya dengan penguatan karakter mandiri untuk siswa kelas IV SD yang valid menurut ahli materi, ahli media, dan guru, serta menarik bagi guru dan siswa. Penelitian dan pengembangan ini menerapkan model Borg and Gall yang terdiri dari 10 tahapan. Media pembelajaran berbantuan Canva disajikan dalam bentuk video pembelajaran yang menyajikan materi dan pedoman untuk melakukan percobaan secara mandiri sehingga dapat membantu siswa mengembangkan karakter mandiri, serta dilengkapi dengan kombinasi antara animasi, gambar, teks, dan suara. Uji kevalidan produk dilakukan oleh ahli materi, ahli media, dan pengguna (guru). Uji coba pemakaian dilakukan kepada 21 siswa kelas IV SDN Sananwetan 1 Kota Blitar. Hasil validasi produk dari ahli materi diperoleh nilai sebesar 90 persen, ahli media sebesar 93,75 persen, pengguna (guru) sebesar 94,4 persen dan termasuk kategori sangat valid. Sedangkan untuk uji aspek kemenarikan dari siswa mendapatkan nilai sebesar 99,4 persen. Media video pembelajaran berbantuan Canva pada materi cahaya dengan penguatan karakter mandiri untuk siswa kelas IV SD dapat dikatakan sangat valid menurut ahli materi, ahli media, dan pengguna (guru), serta sangat menarik bagi guru dan siswa, sehingga dapat digunakan sebagai media dalam pembelajaran.
Pengembangan Bahan Ajar Elektronik Menggunakan Google Sites Materi Hak dan Kewajiban Kelas IV Sekolah Dasar Aulia Permatasari; Arda Purnama Putra; Putri Mahanani
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 2 No. 9 (2022)
Publisher : Universitas Negeri Malang

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Abstract: Development of Electronic Teaching Materials Using Google Sites Materials on Rights and Obligations need to be developed as an alternative in delivering material in learning activities. This development intends to produce electronic teaching materials that are suitable for use by material experts, media experts, users, and are interesting and practical for students. This development model is ADDIE which consists of five stages, namely analysis, design, development, implementation, and evaluation. Data collection techniques used interviews, expert validation questionnaires, attractiveness and practicality questionnaires of students, documentation. This development data analysis uses quantitative and qualitative data. Obtaining the results of expert validation and product testing obtained 93.7 percent of material experts, 91.6 percent of media experts, and 95.8 percent of users with very valid and usable validity criteria. The practicality and attractiveness of the product were obtained based on small group trials getting 98 percent results and subsequent group trials getting 94 percent results in the very practical category. From the data information above, it can be concluded that electronic teaching material products using google sites can be used. Abstrak: Pengembangan Bahan Ajar Elektronik Menggunakan Google Sites Materi Hak dan Kewajiban perlu dikembangkan sebagai alternatif dalam penyampaian materi pada kegiatan pembelajaran. Pengembangan ini bermaksud menghasilkan bahan ajar elektronik materi hak dan kewajiban yang layak digunakan menurut ahli materi, ahli media, pengguna, serta menarik dan praktis untuk siswa. Model pengembangan ini adalah ADDIE yang terdiri dari lima tahapan yaitu analisis, perancangan, pengembangan, implementasi, dan evaluasi. Teknik pengumpulan data menggunakan wawancara, angket validasi ahli, angket kemenarikan dan kepraktisan siswa, dokumentasi. Analisis data pengembangan ini menggunakan data kuantitatif dan kualitatif. Memperoleh hasil validasi ahli dan uji coba produk diperoleh 93,7 persen dari ahli materi, ahli media 91,6 persen, dan pengguna 95,8 persen dengan kriteria kevalidan sangat valid dan dapat digunakan. Kepraktisan dan kemenarikan produk diperoleh berdasarkan uji coba kelompok kecil mendapatkan hasil 98 persen dan uji coba kelompok selanjutnya mendapatkan hasil 94 persen dengan kategori sangat praktis. Dari informasi data diatas dapat disimpulkan bahwa produk bahan ajar elektronik menggunakan google sites dapat digunakan.
Pengembangan Media Pembelajaran Berbasis Web pada Muatan PKn Tema 6 Subtema 1 Pembelajaran 1 Kelas V SD Abdilla Putri Asri; Arda Purnama Putra; Putri Mahanani
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 2 No. 9 (2022)
Publisher : Universitas Negeri Malang

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Abstract: This experiment aims to realize the application of web intermediary tools in subjects of Civics Theme 6 Subtheme 1 Learning 1 which are valid according to media experts, material experts, practical according to users (teachers) and interesting according to users (students). The research was carried out in February-March at the Laboratory Elementary School, State University of Malang, class V. This experimental and improvement model utilizes the ADDIE (Analysis, Design, Development, Implementation, Evaluation) steps. The research instruments used were interviews, observations, and questionnaires. Analysis of the materials used in the experiment and improvement of this media, namely, quantitative fact analysis and qualitative fact analysis. The validity test was carried out with validators who were good at media, good at material, consumers to understand the effectiveness of media products according to users (teachers) and to find out the attractiveness of products according to users (students) totaling 31 people. The results of data analysis prove that media products get a value of 95 percent on the validity test by media experts, and get a score of 89 percent on the validity test by material experts. In the practicality test the product gets a value of 96 percent and small-scale trials get a score of 87 percent while large-scale trials get a value of 90 percent. Based on the results after being explained, it was concluded that the advanced intermediary products had correct, practical, and interesting categories to be used during Civics learning activities theme 6 sub-theme 1 learning 1 class V. Abstrak: Percobaan ini bertujuan agar mewujudkan penerapan alat perantara web pada mata pelajaran Pkn Tema 6 Subtema 1 Pembelajaran 1 yang valid menurut ahli media, ahli materi, praktis menurut pengguna (guru) dan menarik menurut pengguna (siswa). Penelitian mewujudkan turut bulan Februari-Maret di SD Laboratorium Universitas Negeri Malang kelas V. Model percobaan dan peningkatan ini memanfaatkan langkah-langkah ADDIE (Analysis, Design, Development, Implementation, Evaluation). Instrumen penelitian yang digunakan yaitu wawancara, observasi, dan angket. Analisis bahan yang dipakai dalam percobaan dan peningkatan media ini yakni, analisis fakta kuantitatif dan analisis fakta kualitatif. Uji validitas dilakukan dengan validator pandai media, pandai materi, konsumen bagi memahami efektif produk media menurut pengguna (guru) serta untuk mengetahui kemenarikan produk menurut pengguna (siswa) yang berjumlah 31 orang. Hasil analisis data membuktikan produk media mendapatkan nilai 95 persen pada uji validitas oleh ahli media, dan mendapatkan nilai 89 persen pada uji validitas oleh ahli materi. Pada uji kepraktisan produk mendapatkan nilai 96 persen serta uji coba skala kecil mendapatkan nilai 87 persen sedangkan uji coba skala besar mendapatkan nilai 90 persen. Berdasarkan dari hasil usai dijelaskan, peroleh kesimpulan maka produk perantara yang memajukan memiliki kategori valid, praktis, dan menarik untuk digunakan saat kegiatan pembelajaran muatan PKn tema 6 subtema 1 pembelajaran 1 kelas V.
Pengembangan E-Modul Muatan IPS Berbantuan Web Live Worksheet Materi Kegiatan Ekonomi di Lingkungan Sekitar Sampai Provinsi pada Siswa Kelas IV SD Melinda Puspitasari; Puri Selfi Cholifah; Arda Purnama Putra
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 2 No. 11 (2022)
Publisher : Universitas Negeri Malang

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Abstract:The purpose of this research and development is to produce development products in the form of e-modules assisted by web live worksheets that are valid, practical, and attractive. The e-module development uses a research and development approach. The research and development model used is the ADDIE model which has 5 stages. The research and development subjects included material experts, teaching materials experts, fourth grade students at SDN Karangsari 2 with a total of 28 students. Data collection techniques in research and development are carried out by interviews, observations, questionnaires, and documentation. The results of the e-module product validity test show a level of validity that is very valid with an average validation value of 93.9 percent. The results of the practicality and attractiveness of the e-module product are very practical with an average practicality value of 97.3 percent and very attractive with an average attractiveness value of 100 percent. Thus, the e-module product is feasible to use and is expected to increase students' learning motivation. Abstrak: Tujuan penelitian dan pengembangan ini yaitu menghasilkan produk pengembangan berupa e-modul berbantuan web live worksheet yang valid, praktis, dan menarik. Pengembangan e-modul menggunakan pendekatan penelitian dan pengembangan (Research and Development). Model penelitian dan pengembangan yang digunakan adalah model ADDIE yang memiliki 5 tahapan. Subjek penelitian dan pengembangan meliputi ahli materi, ahli bahan ajar, siswa kelas IV SDN karangsari 2 dengan jumlah 28 siswa. Teknik pengumpulan data dalam penelitian dan pengembangan ini dilakukan dengan wawancara, observasi, angket, dan dokumentasi.Hasil uji kevalidan produk e-modul menunjukkan tingkat kevalidan yaitu sangat valid dengan rata-rata nilai validasi sebesar 93,9 persen. Hasil uji kepraktisan dan kemenarikan produk e-modul yaitu sangat praktis dengan rata-rata nilai kepraktisan sebesar 97,3 persen dan sangat menarik dengan rata-rata nilai kemenarikan sebesar 100 persen. Dengan demikian, produk e-modul layak digunakan dan diharapkan dapat meningkatkan motivasi belajar siswa.
Pengembangan Aplikasi Android Integrated Ebooks untuk Pembelajaran Tematik di Sekolah Dasar Alvin Wardanartama; Muh. Arafik; Arda Purnama Putra
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 3 No. 6 (2023)
Publisher : Universitas Negeri Malang

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Abstract: Media is one of the needs of the Indonesian people today. Education in Indonesia cannot be separated from technological media such as laptops and smartphones. The purpose of this research is to produce an effective and efficient learning product or media for school children, especially in elementary schools. This research was conducted using the Dick and Carey research method. Valid according to media experts (Mustika Mentari, S.Kom, M.Kom), material experts (Dr. Siti Mas'ula, M.Pd), users/teachers (Sunarsih, S.Pd and Bambang Yogianto, S.Pd), as well as attractive to students of SDN 3 Pringgodani and SDN 1 Sumberbening. This research method uses R&D development according to Dick & Carey including: 1) analysis of needs and general goals, 2) analysis of learning, 3) analysis of teachers, students, and infrastructure, 4) selecting and determining content according to needs, 5) developing application designs, 6) developing the initial product, 7) designing and conducting formative evaluation, 8) revising the product, 9) making the final product. The instruments used were field observations, validation instruments, and student questionnaires. The results of media validation were 90 percent (very valid), material validation 86 percent (very valid), user/teacher validation 86 percent (valid), and trials with students 85 percent (very valid) and 87 percent (very valid). The results of the validity presentation obtained by the researcher were 86.8 percent (very valid). Therefore, it can be concluded that this product can be said to be appropriate for using media in the learning process in grade III elementary schools. Abstrak: Media merupakan salah satu kebutuhan masyarakat Indonesia pada jaman sekarang. Pendidikan Indonesia tidak mungkin lepas dari media elektronik seperti laptop dan smartphone. Tujuan peneliti mengambil pengembangan ini yaitu supaya dihasilkannya media aplikasi pembelajaran yang efektif dan efisien untuk anak sekolah terutama di sekolah dasar. Peneliti menggunakan metode Dick & Carey. Valid menurut ahli media (Mustika Mentari, S.Kom, M.Kom), ahli materi (Dr. Siti Mas’ula, M.Pd), pengguna/guru (Sunarsih, S.Pd dan Bambang Yogianto, S.Pd), serta menarik bagi siswa SDN 3 Pringgodani dan SDN 1 Sumberbening. Metode penelitian ini menggunakan pengembangan R&D menurut Dick dan Carey meliputi : 1) analisis kebutuhan dan tujuan umum, 2) analisis pembelajaran, 3) analisis guru, siswa, dan sarpras, 4) memilih dan menentukan konten sesuai kebutuhan, 5) mengembangkan rancangan aplikasi, 6) mengembangkan produk awal, 7) merancang dan melakukan evaluasi formatif, 8) melakukan revisi produk, 9) membuat produk akhir. Instrumen yang digunakan yaitu observasi lapangan, instrumen validasi, dan respon angket siswa. Hasil validasi media 90 persen (sangat valid), dari validasi materi 86 persen (sangat valid), dari validasi pengguna/guru 86 persen (valid), dan dari uji coba dengan siswa 85 persen (sangat valid) dan 87 persen (sangat valid). Hasil presentasi kevalidan yang diperoleh peneliti yaitu sebesar 86,8 persen (sangat valid). Peneliti menyimpulkan bahwa produk ini dapat dikatakan layak digunkan media dalam proses belajar di kelas III Sekolah Dasar.