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PEMANFAATAN WORDWALL DALAM MENINGKATKAN MINAT BELAJAR MATEMATIKA SISWA KELAS IV SD NEGERI 29 MUARO Ermawasari; Desyandri
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 04 Desember 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4421

Abstract

Mathematics subjects are often considered boring or uninteresting. Because there are quite complex materials in it. Such as the problems that occur in fourth grade students at SDN 29 Muaro, Sijunjung District who experience learning difficulties in Mathematics learning. Therefore, researchers conducted research to solve these problems. The study of this article aims to describe and explain how to utilize the wordwall application to develop students' interest in Mathematics learning for fourth grade students at SDN 29 Muaro, Sijunjung District. In this study, the method used was a qualitative method. Fourth grade students as research subjects, while teachers as informants who then collaborated with researchers. The results of the study stated that fourth grade students at SDN 29 Muaro, Sijunjung District experienced problems in Mathematics learning, namely students lacked concentration, and also lacked interest in learning. The solution used by researchers to overcome this was to conduct experiments by utilizing the wordwall application in evaluation activities at the end of learning. Researchers collaborated with grade IV teachers of SDN 29 Muaro, Sijunjung District in utilizing a learning media, namely a wordwall application integrated with the PBL (problem based learning) learning model. The use of the wordwall application has been proven to increase students' learning motivation. Seen from students' attitudes during learning and student learning outcomes after learning Mathematics in the Merdeka Curriculum
PEMANFAATAN MEDIA INTERAKTIF BERBASIS NEARPOD PADA PEMBELAJARAN PENDIDIKAN PANCASILA DI SEKOLAH DASAR Lavenia Permata Sari; Firman; Desyandri
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 04 Desember 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4490

Abstract

This research uses a literature study method or Systematic Literature Review (SLR) which examines the use of Nearpod-based interactive media in Pancasila education learning in elementary schools. This research aims to provide information related to the use of Nearpod-based interactive media in Pancasila education learning in elementary schools to support the learning process in the classroom. The method used is literature study where the data is data from various sources, such as journals, books, scientific papers and other libraries. This collection of data is analyzed one by one to be grouped and combined into a complete conclusion. The results of the research show that the use of Nearpod-based interactive media in Pancasila education learning in elementary schools really supports the learning process, seen from increased understanding of the material and learning outcomes, students who become more active and enthusiastic and are also very enthusiastic about learning, because of the appearance in the product The Nearpod application is interesting and also equipped with audio, video, animation, games and quizzes.
INOVASI MEDIA PEMBELAJARAN MENGGUNAKAN BOOK CREATOR DI SDN PERCOBAAN PADANG Ainila Pradi Sespen; Firman; Desyandri
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 04 Desember 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4491

Abstract

Interactive learning media can be a solution for students in learning. According to Sumiharsono (2017: 57) the use of media as a means of conveying information, both audio, visual and audio-visual so that it can stimulate thinking and learning findings for students, therefore the use of technology as audio, visual, and audio-visual learning media can be a solution for information delivery in the field of Education. During the trial process, the researcher wrote down important things about what obstacles occurred when implementing book makers in class V at SDN Pertryan Padang. After applying it, students are then given a test to find out the level of understanding of the material from the author of this book. To find out the level of student understanding, the researchers asked questions to students and the authors designed and made questionnaires for students who still did not understand the material that had been delivered through the book creator. The use of book creators in Pancasila Education subjects at SDN Percobaan Padang can be optimally utilized. This is because the school has facilities that are quite supportive in the operation of this book-making media, such as the availability of projectors, laptops and speakers in the school. This book-making media can be used in online learning, making it easier for teachers to convey learning and students understand what the teacher explains.
PEMANFAATAN APLIKASI KINEMASTER SEBAGAI PEMBUATAN MEDIA PEMBELAJARAN MATEMATIKA DI SDN 04 MUARO SUNGAI LOLO Doni Nofrizal; Firman; Desyandri
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 04 Desember 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4492

Abstract

Thematic learning at SDN Muaro Sungai Lolo has decreased in terms of quality and in the learning process. After being studied, this happened because the learning process was less effective and the teachers were less than optimal in conveying information related to learning materials. Where we know that usually during face-to-face learning, students are more focused and more effective in the teaching and learning process with direction and delivery from the teacher directly. Compared to current online learning, the use of smartphones as a communication tool in online learning is considered ineffective and inefficient. Because as we know that there are many other non-educational applications on smartphones that can interfere with students' concentration and focus. This has a significant impact on students, teachers and parents. This is certainly closely related to the learning system and the use of inappropriate learning media. This study uses a descriptive research method, using comparative data analysis of student grades for the last three years. The conclusion obtained is that at the beginning of making the video, the teachers used the kinemaster application as a support in this case. After operating this Mathematics learning video media to students.
PEMANFAATAN E-MODUL DENGAN FLIP PDF PROFESSIONAL BERBASIS GAMIFIKASI DALAM MENINGKATKAN PEMBELAJARAN MATEMATIKA DI SEKOLAH DASAR Ariswan; Firman; Desyandri
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 04 Desember 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4533

Abstract

In today's digital era, digital learning resources have become an important tool in education, especially in mathematics learning in elementary schools. With the use of technology, students can access a variety of interactive and engaging materials, which can increase their motivation to learn (Melati et al., 2023). To help focus more, you can use a gamification-based E-module that contains material until evaluation that is adjusted to the curriculum using gamification stages used by researchers using animated images that have never been researched before. The research method used in this study uses a descriptive-qualitative research method with an approach, namely literature study. Data is obtained through the analysis of various sources, such as journals and books related to the research objectives. E-modules can accompany the learning process because of the quality of use. The purpose of this study is to determine the development and effectiveness of learning to E-modules with Flip PDF Professional-based gamification.