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PEMANFAATAN MEDIA AUGMENTED REALLITY DENGAN MENGGUNAKAN MODEL PROBLEM BASED LEARNING UNTUK MENINGKATKAN HASIL BELAJAR SISWA MATA PELAJARAN IPAS MATERI SIKLUS AIR KELAS 5 SD 018479 AIR JOMAN BARU Ahmat Sobirin; Dara Fitrah Dwi
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.14042

Abstract

This study aims to determine the effect of the use of Augmented Reality (AR) media using the Problem Based Learning (PBL) model on improving student learning outcomes in the subject of science on the water cycle in grade 5 of SD 018479 Air Joman Baru. The background of this study is based on the low learning outcomes of students caused by the use of conventional learning media, such as textbooks and simple teaching aids, as well as the limited use of innovative learning technology in elementary schools. AR technology allows visualization of abstract concepts in a real and interactive way, while the PBL model encourages students to think critically and solve problems through contextual learning. The research method used is a quantitative method with an experimental approach. This study involved two groups, namely the experimental group using AR media with the PBL model and the control group using conventional methods. The research instrument was in the form of a learning outcome test that was analyzed through validity, reliability, and hypothesis testing. The results showed that the use of AR media with the PBL model significantly improved student learning outcomes compared to conventional methods. Thus, it can be concluded that AR media with the PBL model is effective in using in science learning to improve students' understanding of the water cycle material. This research is expected to be a reference for teachers and schools in developing technology-based learning strategies to improve the quality of education.
Kemampuan Siswa Memahami Pembelajaran IPA Materi Perubahan Wujud Benda Menggunakan Media Video Berbasis Aplikasi Kinemaster pada Kelas IV SDN 105360 Ahmad Alfaroby; Dara Fitrah Dwi
All Fields of Science Journal Liaison Academia and Sosiety Vol. 2 No. 2: Juni 2022
Publisher : Lembaga Komunikasi dan Informasi Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58939/afosj-las.v2i2.334

Abstract

Tujuan penelitian ini adalah untuk mengetahui efektivitas penggunaan media audio visual berbasis aplikasi kinemaster dalam pembelajaran ipa dalam memahami perubahan wujud benda pada siswa kelas IV SDN 105360 Penelitian ini merupakan penelitian eksperimen dengan menggunakan pretest dan posttest Populasi penelitian ini adalah kelas IV SDN 105360 yang terdiri dari 7 kelas dengan jumlah populasi 250 orang siswa Dari jumlah tersebut ditetapkan sampel 20 Persen yaitu 50 yang masing masing berjumlah 25 orang siswa Teknik pengambilan sampel secara acak Instrument atau alat pengumpulan data yang digunakan untuk mengetahui hasil belajar adalah tes essay Dari hasil analisis data yang dikeahui bahwa media audio visual berbasis aplikasi kinemaster lebih efektif dibandingkan dengan media konvensional pada siswa kelas IV SDN 105360 Dalam hal ini diperoleh t_hitung 6 81 selanjutnya dikonsultasikan dengan t_tabel pada taraf 0 05 5 Persen =0 127 dengan dk = N N 2= 48 Karena t_hitung yang diperoleh lebih besar dari t_tabel diterima Hal ini membuktikan bahwa pembelajaran ipa dengan materi perubahan wujud dengan menggunakan media audio visual berbasis aplikasi kinemaster lebih efektif dibandingkan dengan media konvensional Kata Kunci: Kemampuan; Memahami; Pembelajaran; Media Video; Aplikasi Kinemaster
Pengembangan Media Video Pembelajaran Berbantuan Aplikasi Canva Untuk Meningkatkan Kemampuan Komunikasi Matematika Materi KPK Dan FPB Kepada Siswa Kelas V SD Luthfia Athayati Falny; Sukmawarti Sukmawarti; Dara Fitrah Dwi; Arrini Shabrina Anshor
EDUCARE: Jurnal Pendidikan dan Kesehatan Vol. 4 No. 1 (2026): EDUCARE: Jurnal Pendidikan dan Kesehatan (Desember)
Publisher : Lembaga Penelitian Dan Publikasi Ilmiah (lppi) Yayasan Almahmudi Bin Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70437/jedu.v4i1.164

Abstract

This study aims to develop learning video media assisted by the Canva application to improve students' mathematical communication skills in the Least Common Multiple (LCM) and Greatest Common Factor (GCF) material in grade V of elementary school. The problems underlying this study are the low level of students' activeness and mathematical communication skills, as well as the minimal use of innovative learning media in elementary schools. The research method used is Research and Development (R&D) with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The subjects of the study were grade V students of SDN 066668 Medan Johor. The data collection instruments included a validation questionnaire by material and media experts, a practicality questionnaire by teachers, and an effectiveness test through LCM and GCF questions. The results of the study showed that Canva-based learning video media was feasible to use based on expert validation results with the category "very valid", practical to use based on teacher assessments, and effective in improving students' mathematical communication skills based on test results conducted after using the media. Thus, video media assisted by the Canva application can be an alternative interactive learning media that can support improving the quality of mathematics learning in elementary schools
Pengembangan Bahan Ajar Berbasis Kearifan Lokal Batak Toba Berbantuan Aplikasi Canva Pada Matematika Materi Bangun Datar Di Kelas III SD Nurul Khoiriah Ritonga; Tiflatul Husna; Dara Fitrah Dwi; Sukmawarti Sukmawarti
EDUCARE: Jurnal Pendidikan dan Kesehatan Vol. 4 No. 1 (2026): EDUCARE: Jurnal Pendidikan dan Kesehatan (Desember)
Publisher : Lembaga Penelitian Dan Publikasi Ilmiah (lppi) Yayasan Almahmudi Bin Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70437/jedu.v4i1.165

Abstract

This study aims to develop mathematics teaching materials based on local wisdom of Batak Toba with the assistance of Canva application on plane shapes material for grade III elementary school students. The background of this study is the low interest of students in learning mathematics because learning is abstract and less contextual. The use of local culture in learning is believed to be able to improve student understanding and involvement. This study uses the Research and Development (R&D) method with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The product in the form of teaching materials was validated by material experts and media experts, and tested on grade III elementary school students. The validation results showed that the teaching materials were in the "valid" and "feasible" categories with scores above 80%. Implementation in schools showed an increase in student understanding, with an average posttest score reaching 82 compared to a pretest score of 66. The responses of teachers and students to the teaching materials were also very positive, with a level of practicality above 80%. In conclusion, the developed teaching materials are effective, practical, and suitable for use in mathematics learning, and are able to instill local cultural values from an early age.