Claim Missing Document
Check
Articles

Found 9 Documents
Search

PENGEMBANGAN MEDIA BERBASIS ANDROID PADA MATERI SISTEM TATA SURYA UNTUK MENINGKATKAN PENGUASAAN KONSEP SISWA Siti Deti Nurhamidah; Atep Sujana; Dety Amelia Karlina
Jurnal Cakrawala Pendas Vol. 8 No. 4 (2022)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v8i4.3190

Abstract

Pada masa kini pembelajaran lebih menekankan terhadap penggunaan teknologi sebagaimana ciri pembelajaran abad 21. Pengembangan media berbasis android dirasa penting untuk memenuhi kebutuhan pembelajaran karena penggunaannya di sekolah dasar masih sangat minim. Penelitian ini bertujuan untuk menguji kelayakan aplikasi yang dihasilkan sebagai media pembelajaran di sekolah dasar dan mengetahui keefektifannya dalam meningkatkan pemahaman konsep siswa. Penelitian menggunakan metode R&D (Research and Development) dengan model ADDIE (Analyze, Design, Development, Implementation, Evaluation). Penelitian dilakukan di salah satu sekolah dasar Kecamatan Lemahsugih Kabupaten Majalengka, Jawa Barat dengan subjek penelitian berupa validator ahli materi dan ahli media, guru serta 10 siswa kelas VI. Teknik pengumpulan data menggunakan observasi, angket dan tes. Instrumen yang digunakan berupa angket yang diberikan kepada ahli materi, ahli media dan guru selaku praktisi pembelajaran IPA di SD dan soal tes diberikan kepada 10 siswa kelas VI. Analisis data dilakukan secara deskriptif kuantitatif. Aplikasi yang dihasilkan sangat valid dengan perolehan presentase aspek materi 88% dan aspek media 95,4%. Hasil uji kelayakan aplikasi memperoleh nilai presentase 95% dalam kategori sangat layak. Selanjutnya hasil tes berupa pretest dan posttest dengan one group pretest-posttest design terhadap 10 orang siswa kelas VI didapatkan hasil pretest rata-rata 56,00 dan posttest rata-rata 80,00 sehingga disimpulkan hasil posttest > pretest, artinya hasil belajar siswa mengalami peningkatan. Berdasarkan temuan penelitian tersebut, dapat dinyatakan bahwa media pembelajaran berbasis android berupa aplikasi sistem tata surya dapat meningkatkan penguasaan konsep siswa sehingga layak untuk digunakan sebagai media pembelajaran di sekolah dasar.
Pengembangan E-LKPD Berbasis Fun Learning pada Materi Nilai-Nilai Pancasila untuk Meningkatkan Minat Belajar Siswa Kelas VI Lala Shofhatun Nida; Cucun Sunaengsih; Dety Amelia Karlina
Al-Madrasah: Jurnal Pendidikan Madrasah Ibtidaiyah Al-Madrasah Vol. 7, No. 1 (Januari 2023)
Publisher : Sekolah Tinggi Ilmu Al-Qur'an (SIQ) Amuntai Kalimantan Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35931/am.v7i1.1755

Abstract

Penelitian dan pengembangan ini bertujuan untuk menghasilkan E-LKPD (Elektronik Lembar Kerja Peserta Didik berbasis fun learning pada materi nilai-nilai Pancasila untuk meningkatkan minat belajar siswa kelas VI. Metode yang digunakan peneliti dalam penelitian ini yaitu metode Research and Development R&D dengan model pengembangan ADDIE. Teknik pengumpulan data menggunakan wawancara dan kuesioner atau angket. Teknik analisis data yang digunakan pada penelitian ini yaitu statistik deskriptif hasil produk yang telah dikembangkan oleh peneliti divalidasi oleh validator ahli media dan ahli materi. Subjek penelitian ini adalah peserta didik kelas VI berjumlah 17 peserta didik. Hasil penelitian pengembangan menunjukan bahwa E-LKPD berbasis fun learning sangat layak digunakan dengan persentase 97,3% oleh ahli media, 94,6% oleh ahli materi
Development of Stop Bullying E-Book as an Effort by PAI Teachers in Growing Student Anti-Bullying Knowledge and Attitudes Luthfiah Nur Eka Fauziah; Ani Nur Aeni; Dety Amelia Karlina
Jurnal Elementaria Edukasia Vol. 7 No. 2 (2024): Juni
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v7i2.9149

Abstract

The research is motivated by the bullying problem in elementary school students. The role of PAI subject teachers in shaping and teaching students' behaviour, morals, manners, and positive attitudes has a special and different touch. With the limited methods and media used to socialize students about the prevention of bullying and the inappropriate state and condition of libraries, as well as the very limited supply of books regarding bullying, the development of the e-book Stop Bullying is presented as one solution to help PAI teachers grow knowledge and attitudes toward anti-bullying in students. The research was carried out at SDN Bekasi Jaya IV, with the research subject being class 4B. Research and Development with the ADDIE (Analyze, Design, Development, Implementation, and Evaluation). Before being tested, the e-book Stop Bullying carried out a validation assessment by media experts and original material. The level of material validity obtained a total average percentage of (85.97%) and media validity of (93.12%). The e-book Stop Bullying received a teacher response rating with a total average percentage of 87.86%. After the trial and students carried out a test in the form of a questionnaire, the average rate of total knowledge obtained was (94.93%) and entered the very good category. The results of the attitude questionnaire obtained a total average percentage of (93.97%) and were included in the positive category. The E-Book Stop Bullying product can help PAI teachers cultivate anti-bullying knowledge and attitudes in students.Keywords: Development, E-Book, Bullying, Knowledge, Attitude
PENGEMBANGAN MEDIA BERBASIS ANDROID PADA MATERI SISTEM TATA SURYA UNTUK MENINGKATKAN PENGUASAAN KONSEP SISWA Siti Deti Nurhamidah; Atep Sujana; Dety Amelia Karlina
Jurnal Cakrawala Pendas Vol. 8 No. 4 (2022)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v8i4.3190

Abstract

Pada masa kini pembelajaran lebih menekankan terhadap penggunaan teknologi sebagaimana ciri pembelajaran abad 21. Pengembangan media berbasis android dirasa penting untuk memenuhi kebutuhan pembelajaran karena penggunaannya di sekolah dasar masih sangat minim. Penelitian ini bertujuan untuk menguji kelayakan aplikasi yang dihasilkan sebagai media pembelajaran di sekolah dasar dan mengetahui keefektifannya dalam meningkatkan pemahaman konsep siswa. Penelitian menggunakan metode R&D (Research and Development) dengan model ADDIE (Analyze, Design, Development, Implementation, Evaluation). Penelitian dilakukan di salah satu sekolah dasar Kecamatan Lemahsugih Kabupaten Majalengka, Jawa Barat dengan subjek penelitian berupa validator ahli materi dan ahli media, guru serta 10 siswa kelas VI. Teknik pengumpulan data menggunakan observasi, angket dan tes. Instrumen yang digunakan berupa angket yang diberikan kepada ahli materi, ahli media dan guru selaku praktisi pembelajaran IPA di SD dan soal tes diberikan kepada 10 siswa kelas VI. Analisis data dilakukan secara deskriptif kuantitatif. Aplikasi yang dihasilkan sangat valid dengan perolehan presentase aspek materi 88% dan aspek media 95,4%. Hasil uji kelayakan aplikasi memperoleh nilai presentase 95% dalam kategori sangat layak. Selanjutnya hasil tes berupa pretest dan posttest dengan one group pretest-posttest design terhadap 10 orang siswa kelas VI didapatkan hasil pretest rata-rata 56,00 dan posttest rata-rata 80,00 sehingga disimpulkan hasil posttest > pretest, artinya hasil belajar siswa mengalami peningkatan. Berdasarkan temuan penelitian tersebut, dapat dinyatakan bahwa media pembelajaran berbasis android berupa aplikasi sistem tata surya dapat meningkatkan penguasaan konsep siswa sehingga layak untuk digunakan sebagai media pembelajaran di sekolah dasar.
THE EFFECT OF GAME SUITS ON STUDENT MOTIVATION AND LEARNING OUTCOMES ON SUMMATION MATERIAL Mira Amelia; Isrok'atun; Dety Amelia Karlina
Jurnal Cakrawala Pendas Vol. 10 No. 1 (2024)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v10i1.7292

Abstract

This research was motivated by the paradigm of grade II students who consider counting difficult. The fact found in the field is that the learning pattern is not fun so that students do not like and are not motivated to learn mathematics. The purpose of this study was to find out how game suits affect student motivation and their learning outcomes about addition in grade II. In addition, this study also determined whether game suits help students in improving students' numeracy skills related to summation operations. This study used quasi-experimental research with a non-equivalent control group design. The sample in this study was grade II students totaling 60 students. The motivation data collection technique is questionnaire, while learning outcome data is pretest and posttest. Data analysis techniques are performed using SPSS 23 for windows with t-test. The results of this study show that game suits in mathematics learning activities on addition material have a significant effect on increasing student learning motivation and have a significant effect on improving student learning outcomes.
Development of KOMIDI ALPROF (Komik Digital Mengenal Profesi) to Enhance Learning Interest of Grade IV Students Lishetiyana, Viriya; Nurdinah Hanifah; Dety Amelia Karlina
Jurnal Elementaria Edukasia Vol. 8 No. 1 (2025): Maret
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v8i1.12451

Abstract

This research originated from the issue of low learning interest among fourth-grade students at SDN Pakuwon I, with 28 students as the subjects of the study. The aim of this research is to develop a digital comic-based learning media that can enhance students' interest in learning IPS (Social Studies) material in the 4th-grade class at SDN Pakuwon I. The developed media, named Komidi Alprof (Komik Digital Mengenal Profesi), introduces various professions related to different types of landscapes, in line with the students' everyday life context. The research method used is Research and Development (RnD) with the ADDIE model and a One-Group Pretest-Posttest Design from Pre-Experimental Design. The digital comic media underwent several feasibility tests, including a first material validator with a score of 92.5%, a second material expert with a score of 100%, and a media expert with a score of 91.67%. All three tests indicated that the media was considered “Very Feasible.” The small group trial received a positive response of 84%, the large group trial scored 85%, and the trial in the target school reached 88%, all falling within the “Very Feasible” category. The improvement in students' learning interest was measured using the N-Gain calculation, showing an average pretest score of 46.29% and a posttest score of 67.29%, with a Normalized Gain score of 0.31, categorized as “Moderate.” The results indicate that the Komidi Alprof media is effective in increasing students' interest in learning IPS.
Development of EKSIS (ebook ekosistem) to introduce the ecosystem concept in class 3 elementary school Rucita Ayu Wijaksana; Ani Nur Aeni; Dety Amelia Karlina
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 13 No. 5 (2024): October
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip-v13i5.p224-233

Abstract

This study aims to develop and validate the EKSIS product, a learning media based on ecosystem materials designed to introduce the concept of ecosystems to third-grade elementary school students. The research method used is Design and Development (D&D), with the ADDIE development model consisting of five stages: Analysis, Design, Development, Implementation, and Evaluation. The validation instrument consists of a five-point Likert scale assessment sheet to measure the quality of the product from two main aspects: product design and content material. The validation results show that EKSIS received an average score of 5 for both assessed aspects, placing it in the "excellent" category. The product was deemed relevant to learning needs, supported curriculum achievements, and had an effective design that engaged students and enhanced their understanding of ecosystem materials. Based on these findings, EKSIS is considered suitable for use in the learning process. The use of this product is expected to help introduce the concept of ecosystems and provide an engaging and in-depth learning experience for students. This research significantly contributes to developing innovative learning media that align with educational needs in the digital era.
Pengaruh Model Problem Based Learning Berbantuan Permainan Monopoli Terhadap Kemampuan Berpikir Kritis Siswa SD dalam Pembelajaran IPS Rizqiana, Rifka Nur; Ani Nur Aeni; Dety Amelia Karlina
Indo-MathEdu Intellectuals Journal Vol. 6 No. 4 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i4.3585

Abstract

This research aims to analyze the effect of the Problem Based Learning model assisted by monopoly games on the critical thinking skills of elementary school students in social studies learning. The research approach used is quantitative with a quasi-experimental research method designed as a Nonequivalent Control Group Design. The instruments and data collection techniques used in this research are test questions. The results of the study show 1) there is a positive influence of the Problem Based Learning model assisted by monopoly games on students' critical thinking skills, with a mean difference result from the pretest and posttest data of sig. 0.000<0.05.2) There is a positive influence of the conventional learning model on students' critical thinking skills, with an average difference from pretest and posttest data of sig. 0.000<0.05. 3) There is a significant difference in influence between the experimental class and the control class. The N-Gain test results indicate that there is an improvement in students' critical thinking skills in the experimental class with a moderate category using the Problem Based Learning model assisted by Monopoly games, and a low category improvement in the control class using conventional learning. Thus, the Problem Based Learning model assisted by Monopoly games has an impact on the critical thinking skills of elementary school students in social studies learning.
EARLY DATING IN DIGITAL NATIVE ERA: DAMPAK KONTEN DIGITAL TERHADAP FENOMENA TREN PACARAN DINI GEN ALPHA DI SEKOLAH DASAR Surya, Ade; Enjang Yusup Ali; Dety Amelia Karlina
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 2025 in progress
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.22032

Abstract

Various challenges in character education in elementary schools come along with digitalization, including the phenomenon of early dating carried out by the alpha generation in elementary schools. They are digital natives who are inseparable from the digital content that is increasingly consumed. As a result, they have a tendency to imitate adult behavior, in this case dating. This study attempts to highlight the impact of digital content on the phenomenon of the early dating trend of the alpha generation in elementary schools. The method used is a phenomenological study with a qualitative approach, with data collection techniques in the form of interviews with 34 subjects, observation, and documentation. The data collection was carried out in three schools with their own characteristics but with one link, namely digitalized schools, whether in cities, transition areas or villages. The results show that providing access to digitalization for children also brings digital content that triggers early dating behavior at elementary school age. Including creating the content itself. Various follow-up problems also arise such as decreased focus on learning, emotionality, and even violating religious rules. In this context, character education and guidance from elementary school teachers and parents are very necessary. In conditions on the ground, several strategies and solutions have been and will be implemented, such as monitoring, digital protection, religious education, sexual education, and collaborating with external parties. In conclusion, early dating is an unavoidable phenomenon in the digital era, but schools and families can collaborate together in preventing and handling it.