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Pengembangan Lembar Kerja Peserta Didik Elektronik Menggunakan iSpring untuk Siswa Sekolah Dasar Cahyani, Widya Eka; Mudiono, Alif; Putra, Arda Purnama
Jurnal Inovasi dan Teknologi Pembelajaran Vol 9, No 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v9i12022p044

Abstract

Abstrak: Penelitian dan pengembangan yang dilakukan bertujuan untuk menghasilkan e-LKPD menggunakan iSpring pada tema 7 subtema 3 pembelajaran 3 dan 4 di kelas 5 SD yang valid dan praktis. Penelitian dan pengembangan ini menggunakan model ADDIE dengan langkah-langkahnya antara lain analyze, design, develop, implement, dan evaluate. Hasil validasi dari ahli materi mencapai 87,5% dan termasuk kategori sangat valid, ahli bahan ajar mencapai 100% dan termasuk kategori sangat valid dan dari guru sebagai pengguna mencapai 96,8% dan termasuk kategori sangat valid. Adapun hasil uji coba kepraktisan kelompok kecil mencapai 100% dari siswa dan 100% dari guru. Hasil uji coba kepraktisan kelompok besar mencapai 97,2% dari siswa dan 100% dari guru. Berdasarkan hasil tersebut, dapat disimpulkan bahwa ­e-LKPD menggunakan iSpring pada tema 7 subtema 3 pembelajaran 3 dan 4 di kelas 5 SD valid dan praktis serta dapat digunakan dalam pembelajaran daring.Abstract: The research and development carried out aims to produce e-LKPD using iSpring on theme 7 sub-theme 3 learning 3 and 4 in 5th-grade elementary school which is valid and practical. This research and development use the ADDIE model with the steps including analyze, design, develop, implement, and evaluate. The validation results from material expert reached 87.5% and included in the very valid category, teaching materials expert reached 100% and included in the very valid category and from the teacher, as a user, it reached 96.8% and included in the very valid category. The results of the small group practicality trial reached 100% of the students and 100% of the teacher. The results of the large group practicality trial reached 97.2% of students and 100% of teacher. Based on those results, it can be concluded that the e-LKPD Using iSpring on theme 7 sub-theme 3 learning 3 and 4 in grade 5 SD is valid and practical and can be used in learning.
DEVELOPMENT OF PINKI (INDONESIAN CULTURE INTERACTIVE BOARD) WITH STRENGTHENING THE CURIOSITY OF CLASS IV STUDENTS Damayanti, Susan; Mas’ula, Siti; Putra, Arda Purnama
EduHumaniora | Jurnal Pendidikan Dasar Kampus Cibiru Vol 16, No 1: January 2024
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/eh.v16i1.60818

Abstract

The development of PINKI learning media aims to produce learning media that are valid, practical and effective in strengthening one of students' curiosity. Combined with the presence of technology in it can make this learning media interactive. This development uses the RD method and the ADDIE development model. Data collection techniques were carried out by interviewing, observing and giving questionnaires to material experts, media experts and teachers. While the technique of collecting data students are given questionnaires and questions. The validation results from validator 1 reached an average percentage of 92.87%, validator 2 achieved an average percentage of 96.52% with a very valid category of all validators. The practicality of students is 98.38% and that of teachers is 100.00% so that it is in the very practical category. The processing results of the data normality test were normally distributed, and the results of the paired sample t test sig (2-tailed) were 0.000 0.05 with a decision finding found significant differences in the learning process before and after using PINKI learning media. Thus, the PINKI learning media was stated to be very valid, very practical and effective in strengthening students' curiosity so that it could be used in the process of learning cultural diversity material in class IV East Java Province.
Pengembangan Media Pembelajaran Interaktif Berbasis Android pada Materi Peristiwa Proklamasi Kemerdekaan Kelas V SDN Srengat 02 Kabupaten Blitar Zahrowi, Afrizal Zuhri; Murdiyah, Sri; Putra, Arda Purnama
Wahana Sekolah Dasar Vol 30, No 2 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um035v30i22022p74-83

Abstract

Tujuan penelitian dan pengembangan media belajar belajar berbasis android pada materi Acara Proklamasi Kemerdekaan di kelas V SDN Srengat 02 Kabupaten Blitar itu berlaku oleh ahli materi, ahli media dan guru serta praktis dan menarik bagi peserta didik. Model penelitian dan pengembangan menggunakan R&D oleh Borg dan Gall. Teknik pengumpulan data dengan observasi, stadion dan angket. Teknik analisis datanya 200,hasilnya dikategorisasikan. Analisis angket ahli materi, ahli media, dan pengguna menggunakan skala Likert. Sedangkan angket respon peserta didik dianalisis menggunakan skala Guttman. Hasil kevalidan dan kepraktisan, produk di oleh ahli materi sebesar 96,87 persen dengan valid, ahli media produk sebesar 96,87 persen dan guru memberi nilai 100 persen dengan unsur sangat valid dan berkutat dengan baik tanpa revisi. Hasil angket respon peserta didik pada uji coba produk dan uji coba pakai cobaan dengan rata-rata sebesar 97 persen dengan sangat praktis dan menarik dan bisa digunakan. Dari mana penelitian dan pengembangan media komunikasi berbasis android pada materi materi proklamasi kemerdekaan kelas V valid ahli materi, ahli media dan guru, serta praktis dan menarik bagi peserta didik.
PENERAPAN MODEL PEMBELAJARAN CHILDREN LEARNING IN SCIENCE (CLIS) DENGAN PENGUATAN KARAKTER MANDIRI UNTUK MENINGKATKAN HASIL BELAJAR SISWA MATERI GAYA DI KELAS IV SDN Rifa'i, Lilik Bintartik, Arda Purnama Putra, Faizal As'ad
Wahana Sekolah Dasar Vol 29, No 2 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um035v29i22021p56-70

Abstract

Penelitian ini bertujuan mendeskripsikan peningkatan hasil belajar materi gaya dan penguatan karakter mandiri pada siswa kelas IV melalui penerapan model pembelajaran Children Learning in Science (CLIS). Rancangan penelitian yang digunakan adalah penelitian tindakan kelas (PTK) sebanyak 2 siklus. Penelitian dilakukan di kelas IV SDN Sukorejo 01 Kabupaten Blitar tahun ajaran 2019/2020 dengan jumlah siswa 30 anak, terdiri atas 15 siswa laki-laki dan 15 siswa perempuan. Teknik pengumpulan data yang digunakan yaitu observasi, dokumentasi, tes, catatan lapangan, dan wawancara. Instrumen yang digunakan untuk mengetahui hasil belajar aspek pengetahuan dengan pemberian tes di akhir pembelajaran pada setiap pertemuan di setiap siklus. Untuk hasil belajar aspek sikap mandiri dengan melakukan pengamatan pada saat pembelajaran berlangsung. Hasil yang diperoleh setelah dilakukan tindakan dan analisis data menunjukkan adanya peningkatan hasil belajar materi gaya dan penguatan karakter mandiri siswa kelas IV. Hal ini dapat dilihat dari ketuntasan belajar siswa pada siklus I sebesar 73% dan siklus II sebesar 95%, sedangkan karakter mandiri siswa meningkat dari siklus I sebesar 58,5% dan pada siklus II sebesar 96,5%. Dengan demikian dari penelitian ini dapat disimpulkan bahwa penerapan model pembelajaran Children Learning in Science (CLIS) yang dilaksanakan guru dan siswa dengan sangat baik, dapat meningkatkan hasil belajar materi gaya dan penguatan karakter mandiri siswa kelas IV SDN Sukorejo 01 Kabupaten Blitar dengan sangat baik pula.
PENGEMBANGAN MEDIATRAVEL GAME MATERI VOLUME BANGUN RUANG BERKARAKTER KOMUNIKATIF SISWA KELAS V SD Dharmawan, Ibna Septianing; Zainuddin, Mohammad; Putra, Arda Purnama
Wahana Sekolah Dasar Vol 31, No 1 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um035v31i12023p61-71

Abstract

Abstract: Research and development of Travel Game media has the aim to produce valid products according to material experts, media experts, and users (class V teachers), as well as produce practical and attractive products according to students. The model used is the Dick & Carey model which consists of ten stages. The results of the study stated that the validation results were material experts 95%, media experts 92%, and users (teachers) 88%. The results of the first stage field trials of the VA class were 94% and the results of the second stage field trials of the VB class were 93%. That is, the product developed in the form of a Travel Game media in a very valid / feasible qualification.Keywords: Media Travel Games, communicative characters, research models, and validation results Abstrak: Penelitian dan pengembangan media Travel Game ini memiliki tujuan untuk menghasilkan produk yang valid menurut ahli materi, ahli media, dan pengguna (guru kelas V), serta menghasilkan produk yang praktis dan menarik menurut siswa. Model yang digunakan adalah model Dick & Carey yang terdiri dari sepuluh tahapan. Hasil penelitian menyatakan bahwa hasil validasi adalah ahli materi 95%, ahli media 92%, dan pengguna (guru) 88%. Hasil dari uji coba lapangan tahap pertama dari kelas VA adalah 94% dan hasil uji coba lapangan tahap kedua dari kelas VB adalah 93%. Artinya, produk yang dikembangkan berupa media Travel Game dalam kualifikasi sangat valid/layak. Kata kunci: Media Travel Game, karakter komunikatif, model penelitian, dan hasil validasi
Technological Literacy and Epistemic Cognition: Relationships Affecting Student Learning Outcomes in Higher Education Permata, Santy Dinar; Putra, Arda Purnama; Aishnabila, Shinta; Hasanah, Maulidathul; Fitri, Auliya
Proceedings Series of Educational Studies 2024: International Conference of Research Innovation and Technology on Elementary Education (ICRITE
Publisher : Universitas Negeri Malang

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Abstract

The real challenge faced by students today is the low level of technological literacy in Indonesia. At the same time, the rapid flow of technological developments continues to occur and demands to have workforce competencies that are able to think critically, solve problems and provide solutions appropriately. This study aims to determine the correlation of technological literacy and epistemic cognition of elementary and preschool education, state university of Malang students. The type of research used is quantitative with the number of samples used as many as 120 students. Data were collected using tests and project assessments. Furthermore, the data were analyzed using the Spearman correlation test in a non-parametric method to measure the strength and direction of the relationship between two variables. The results showed that the correlation data was 0.860. The data explains that there is a relationship between technological literacy and epistemic cognition. Based on these data, it can be concluded that a significant correlation is observed in technological literacy and student epistemic cognition. Increasing technological literacy is the basis for improving the achievement of student learning outcomes. not only increases in numbers but also relates to the ability to think critically, solve problems and find solutions effectively.
Development of MEHARUN Game Media "Looking for Treasure" Flora and Fauna Distribution Material for Elementary School Students A’yunin, Maulidiana; Khotimah, Khusnul; Putra, Arda Purnama
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

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Abstract

Based on preliminary data collection at SDN Lecari, SDN Kalirejo 1, and SDN Kalirejo 2, learning media is needed for elementary school students to support teaching and learning activities, especially for social studies subjects. This research was conducted to develop educational game media MEHARUN "Look for Treasure" on Android-based flora and fauna distribution material. This type of development research uses the R&D method using the ADDIE model. The Meharun educational game validation by media experts resulted in a validity level of 95.31% with a very valid category. And the validation test by material experts obtained a validity level of 96.87% with a very valid category. The practicality test aimed at teachers as users obtained a practicality level of 100%. The practicality test in the small group and large group trials had an average of 99.4%. The results of the practicality test are included in the very practical category so that MEHARUN educational game media can be used in social studies learning in grade V elementary school. Keywords: educational game; flora and fauna distribution; elementary school
Development of Educational Game "Jagocah" using Scratch on Fraction Material in 4 Grade Primary School Jasmine, Anastasya Trisha; Nurain, Ni Luh Sakinah; Putra, Arda Purnama
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

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Abstract

The lesson of unit fraction and common denominator fraction on grade 4 of elemetary school is stilldificult to understand by the students. According to the observation done in SDN 3 SumbersariMalang, only 30% of the students could grasp the concept of unit fraction and commondenominator fraction proficiently. The lack of understanding of the lesson could be contributed tothe lack of learning media that could be use practically during the learning process. The objective ofthis research is to create a web-based educational game as a learning medium for students and toevaluate its validity and practicality. The research findings educational game that has been validatedand tested with the validity score of 96% by the content expert, 80% by the media expert and 91%valid by the teacher as well as the practicality percentage of 94% from the data obtain by thestudents as the user of the media. Keywords: keyword 1; keyword 2; keyword 3
The Influence of Use of the Platform Merdeka Mengajar On The Capability of Developing Teaching Tools for Public Primary School Teachers Cholifah, Puri Selfi; Saputri, Anjani Dian; Putra, Arda Purnama
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

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Abstract

The aim of this research is to determine whether or not there is an influence of the use of the Merdeka Mengajar Platform on the ability to develop teaching tools for teachers in state elementary schools. The type of research is quantitative with regression analysis. The locations used were public elementary schools in Lawang District which had 79 teachers from 9 clusters with a total of 374 teachers. This research uses a cluster random sampling technique. The data collection for this research uses Likert scale numbers. The research results showed that the use of the Merdeka Mengajar Platform was at a moderate level, with the results of a simple linear regression test obtaining a significance of 0.026
Peningkatan Produktivitas dan Profitabilitas Petani Pisang Barlin di Desa Papringan Kecamatan Temayang Kabupaten Bojonegoro Putra, Arda Purnama; Pratiwi, Iqlima; Prajogo, Uke
Jurnal ABM Mengabdi Vol 11 No 2 (2024): Desember
Publisher : STIE Malangkucecwara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31966/jam.v11i2.1492

Abstract

Barlin Banana is a leading agricultural products in Bojonegoro. However, the shelflife of Pisang Barlin only 10 days at room temperature. Therefore, a lot of which iswasted because of rotten bananas. As a result, the loss is very large bananagrowers. The selling price of the product is also relatively cheap only around Rp1500 per comb. These conditions led to the welfare of farmers Barlin Banana stilllow. Farmers group Barlin Banana "Papringan" which became a partner in thePKM program is in District Papringan Bojonegoro. Farmers group Barlin Banana"Papringan" was established in 2005 with the purpose as a means of fostering theBarlin Banana Farmers so that productivity and quality of crops Barlin Bananacan be maximized. Existence of banana growers group "Papringan" is felt by thesurrounding community. Since its founding five years ago, members of this groupof banana farmers has reached 100 farmers. If we assume that each farmer groupmembers bear live an average of 3 persons consisting of a wife and 2 children, thenit implies the existence of a group of banana farmers "Papringan" relates to thefate of 400 people in the District Papringan Bojonegoro. Activities undertaken inthe stages: 1) the selection of the group's strategic objectives, 2) grant reliefmachinery and equipment which include machine vacuum fryer, spinner, sealer,tool kit, and digital scales, 3) test, 4) ttraining of machine operation , 4) monitoringand evaluation.The results of this activity is a group of farmers Barlin Banana partners have ownedmachinery and processing equipment Barlin Banana and can operate it well. Anincrease product shelf life of up to 7 months, the farmers profit increased 600%from Rp 1,000 to Rp. 6000. So that the welfare of farmers has also increased