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PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ARTICULATE STORYLINE PADA MATERI PERKALIAN DAN PEMBAGIAN BILANGAN CACAH SAMPAI 100.000 KELAS V SEKOLAH DASAR Irsya Ainur Rohim; Kukuh Andri Aka
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.39983

Abstract

This study aims to develop an interactive learning media based on Articulate Storyline for multiplication and division of whole numbers up to 100,000 for fifth-grade elementary school students. The research employed a Research and Development (R&D) approach using the ADDIE development model, which consists of Analysis, Design, Development, Implementation, and Evaluation stages. The subjects of the study were fifth-grade students of SD Negeri Ngadi. Data were collected through expert validation sheets, practicality questionnaires for teachers and students, and learning achievement tests in the form of pretest and posttest. The validity results showed that the media was categorized as valid by material experts and very valid by media experts. The practicality test indicated that the media was very practical, with a teacher response percentage of 100% and a student response percentage of 95%. The effectiveness of the media was analyzed using the N-Gain Score, which resulted in an average N-Gain value of 0.707, categorized as high. These results indicate that the interactive learning media based on Articulate Storyline is valid, practical, and effective for improving students’ learning outcomes in multiplication and division of whole numbers up to 100,000. Therefore, the developed media is feasible to be used as a supporting learning medium in elementary school mathematics learning.
PENGEMBANGAN E-CERITA BERGAMBAR BERBASIS KEARIFAN LOKAL UNTUK MENINGKATKAN PEMAHAMAN TEKS NARASI SISWA KELAS IV SDN 1 MACANAN KECAMATAN LOCERET KABUPATEN NGANJUK Salsabila Nur Fitriana; Kukuh Andri Aka; Endang Sri Mujiwati
Jurnal Manajemen Pendidikan Vol. 11 No. 1 (2026): Regular Issue (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jmp.v11i1.1911

Abstract

The purpose of this study was to determine the validity, practicality, and effectiveness of local wisdom-based picture e-stories on Narrative Text material in grade IV of SDN 1 Macanan. The research method applied in this study is R&D (Research and Development) using the ADDIE model which includes 5 stages, namely (1) Analyze, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The instruments used were expert validity questionnaires, teacher practicality questionnaires, student questionnaires, and questions. The results of the study showed that: (1) Validity was obtained from the assessment of media validators by 90% and material validators by 87.5%, both of which were included in the very valid category. Validation of evaluation questions got a score of 88% with a very valid category; (2) Practicality based on the teacher response questionnaire reached 100%, student responses in the limited trial were 92%, and in the extensive trial were 90%, all of which were in the very practical category; (3) Effectiveness was shown through the results of the limited trial which received an average n-gain score of 0.79 in the high category, and the extensive trial which received an average n-gain score of 0.76 in the high category..
PENGARUH PENGGUNAAN MULTIMEDIA INTERAKTIF BERBASIS ANDROID DAN KEARIFAN LOKAL TERHADAP MATERI TEKS NONFIKSI Yuliana Novitasari; Kukuh Andri Aka; Rian Damariswara
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 11 No. 3 (2022): June
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v11i3.8915

Abstract

The background of the research in this article is derived from the author's desire to design an Android and local wisdom-based learning media that is easily accessible anytime and anywhere so that it is expected for students to attract their interest in learning about nonfiction text material. The purpose of the research was to determine the effect of using Android and local wisdom-based interactive multimedia on non-fiction text material. This research was conducted at SDN 1 Bendo Tulungagung and SDN Laboratory of Universitas Nusantara PGRI Kediri. The type of research was quantitative with experimental research methods. The conclusion could be seen from the statistical calculations of SDN 1 Bendo Tulungagung. It was obtained that the Pearson correlation value > rtable value was 0.580 > 0.433. Accordingly, the data from SDN 1 Bendo was valid. Meanwhile, from SDN Laboratory of Universitas Nusantara PGRI Kediri, it was obtained that the Pearson correlation value < rtable value was the Pearson correlation value < rtable value, it could be written as 0.489 < 0.576. Thus, it could be concluded that there was an effect of using Android and local wisdom-based interactive multimedia on non-fiction text material.
PENGEMBANGAN E-CERITA BERGAMBAR BERBASIS KEARIFAN LOKAL UNTUK MENINGKATKAN PEMAHAMAN TEKS NARASI SISWA KELAS IV SDN 1 MACANAN KECAMATAN LOCERET KABUPATEN NGANJUK Salsabila Nur Fitriana; Kukuh Andri Aka; Endang Sri Mujiwati
Jurnal Manajemen Pendidikan Vol. 11 No. 1 (2026): Regular Issue
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jmp.v11i1.1911

Abstract

The purpose of this study was to determine the validity, practicality, and effectiveness of local wisdom-based picture e-stories on Narrative Text material in grade IV of SDN 1 Macanan. The research method applied in this study is R&D (Research and Development) using the ADDIE model which includes 5 stages, namely (1) Analyze, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The instruments used were expert validity questionnaires, teacher practicality questionnaires, student questionnaires, and questions. The results of the study showed that: (1) Validity was obtained from the assessment of media validators by 90% and material validators by 87.5%, both of which were included in the very valid category. Validation of evaluation questions got a score of 88% with a very valid category; (2) Practicality based on the teacher response questionnaire reached 100%, student responses in the limited trial were 92%, and in the extensive trial were 90%, all of which were in the very practical category; (3) Effectiveness was shown through the results of the limited trial which received an average n-gain score of 0.79 in the high category, and the extensive trial which received an average n-gain score of 0.76 in the high category..
Digital Device Usage Patterns, Social-Emotional Functioning, and Elementary Students’ Learning Outcomes: Evidence from Indonesia Andina Lucky Puspa Dini; Kukuh Andri Aka
International Journal of Learning Reformation in Elementary Education Vol. 5 No. 02 (2026): International Journal of Learning Reformation in Elementary Education
Publisher : The Indonesian Institute of Science and Technology Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56741/IISTR.ijlree.002204

Abstract

Digital devices have become an integral part of primary school students' daily lives, while social-emotional functioning is increasingly recognized as an important factor in academic development. This study aimed to examine the relationship between digital device use patterns, social-emotional functioning, and academic achievement among fifth-grade primary school students. The study employed a quantitative cross-sectional correlational design involving 29 students selected through total sampling. Data were collected using two closed-ended Likert-scale questionnaires and students' summative academic scores. The digital device use questionnaire retained 17 valid items, while the social-emotional questionnaire retained 14 valid items. The data were analyzed using descriptive statistics, validity and reliability testing, Shapiro–Wilk normality, linearity testing, and simple as well as multiple regression analyses. The findings showed that digital device use patterns were significantly associated with academic achievement in the simple model (p = 0.036), and social-emotional functioning was also significantly associated with academic achievement (p = 0.018). However, when both predictors were tested simultaneously, the model did not reach statistical significance (p = 0.056). These findings indicate that digital device use and social-emotional functioning are each related to students' learning outcomes, although their combined contribution was not confirmed in the present model. The study highlights the importance of understanding digital device use contextually and strengthening students' social-emotional functioning to support learning in primary education.
Pengembangan Multimedia Interaktif JUMPERA Berbasis Game Edukasi Math Mission pada Materi Penjumlahan dan Pengurangan untuk Siswa Sekolah Dasar Mega Yanti Peni Pakarti; Bagus Amirul Mukmin; Kukuh Andri Aka
Cokroaminoto Journal of Primary Education Vol. 9 No. 3 (2026): Juli - September 2026
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/cjpe.9.3.2026.9013

Abstract

Penelitian ini mengembangkan multimedia interaktif JUMPERA yang mengintegrasikan game edukasi MATH MISSION untuk pembelajaran penjumlahan dan pengurangan bilangan cacah pada siswa kelas III sekolah dasar. Penelitian dilaksanakan di SDN Mrican 1 Kota Kediri dengan melibatkan guru dan 29 siswa kelas III sebagai subjek penelitian. Metode yang digunakan adalah penelitian dan pengembangan atau Research and Development (R&D) dengan model ADDIE yang meliputi tahap analysis, design, development, implementation dan evaluation. Pengumpulan data dilakukan melalui lembar validasi ahli, angket respons guru, angket respons siswa, dan soal post-test. Angket respons siswa menggunakan Skala Guttman, sehingga persentase respons dihitung berdasarkan proporsi jawaban “ya” terhadap total respons siswa. Keefektifan media diukur melalui hasil post-test berdasarkan ketuntasan klasikal dengan kriteria KKTP ≥75. Karena penelitian ini tidak menggunakan pretest, keefektifan dimaknai sebagai ketercapaian hasil belajar setelah penggunaan media, bukan sebagai peningkatan atau gain dari kondisi awal. Hasil penelitian menunjukkan bahwa multimedia interaktif JUMPERA memperoleh rata-rata skor validasi sebesar 93,5% dengan kategori sangat valid, terdiri atas validasi ahli media sebesar 94% dan ahli materi sebesar 93%. Dari aspek kepraktisan, respons guru memperoleh persentase 98% pada uji skala terbatas dan 96% pada uji skala luas, sedangkan respons siswa memperoleh 98% pada kedua tahap uji coba. Hasil post-test menunjukkan ketuntasan klasikal sebesar 100% pada uji skala terbatas dan 95% pada uji skala luas. Dengan demikian, multimedia interaktif JUMPERA layak digunakan sebagai media penunjang pembelajaran matematika sekolah dasar.
Penyuluhan program kerja ABC (Aksi Bersih Ceria) tentang kebersihan diri dan lingkungan sekitar kepada siswa kelas 3 di SD Negeri Manggis 2 Puncu Salsabina Putri Prasetyowati; Sindy Auliarahma Berlianty; Alvina Venty Vaticasary; Sagita Dewi Anggraini; Kharisma Eka Putri; Kukuh Andri Aka
Dedikasi Nusantara: Jurnal Pengabdian Masyarakat Pendidikan Dasar Vol 6 No 1 (2026): Dedikasi Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/dedikasi.v6i1.27667

Abstract

Penyuluhan Program ABC (Aksi Bersih Ceria) dilaksanakan di SD Negeri Manggis 2 Puncu untuk siswa kelas 3 SD dengan tujuan meningkatkan pemahaman dan kebiasaan siswa dalam menjaga kebersihan diri serta lingkungan sekitarnya. Materi penyuluhan mencakup praktik menjaga kebersihan diri seperti mencuci tangan, merawat kuku, mandi teratur, serta menjaga kebersihan lingkungan kelas dan halaman sekolah. Metode yang digunakan adalah sosialisasi, demonstrasi, dan praktik langsung dengan pendekatan saintifik (5M). Hasil observasi setelah kegiatan menunjukkan adanya peningkatan perilaku positif, seperti rutin mencuci tangan, memotong kuku, menjaga kerapian pakaian, melaksanakan piket kelas, membuang sampah pada tempatnya serta dapat membedakan antara sampah organik dan anorganik. Program ABC dinilai efektif dalam menanamkan kebiasaan hidup bersih secara berkelanjutan dan dianjurkan untuk diterapkan pada kelas lainnya agar manfaatnya dapat dirasakan lebih luas oleh seluruh warga sekolah.
Implementasi Media Animasi 3D dalam Pembelajaran Sistem Tata Surya untuk Kelas VI SD Novi Awalya Putri; Kukuh Andri Aka; Khoiriyah Khoiriyah
Pendekar: Jurnal Pendidikan Berkarakter Vol 7, No 2 (2024): Juli
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/pendekar.v7i2.24107

Abstract

Abstrak: Kurangnya penggunaan media berbasis teknologi materi sistem tata surya, mengakibatkan rendahnya keterlibatan dan pemahaman siswa. Tujuan penelitian adalah mengetahui kevalidan, kepraktisan, dan keefektifan media. Metode dalam penelitian ini menggunakan R&D (Research and Development), dengan model ADDIE, yaitu Analisis, Desain, pengembangan, Implementasi dan Evaluasi. Teknik penggumpulan data dengan observasi, wawancara dan tes. Teknik observasi dilakukan dengan terjun ke lapangan secara langsung, teknik wawancara dilakukan dengan memberikan pertanyaan kepada guru kelas, dan teknik tes dilakukan dengan memberikan soal evaluasi.. Instrumen yang digunakan berupa lembar angket validasi ahli materi dan media, lembar angket respon siswa dan guru, dan soal tes siswa.. Hasil penelitian uji kevalidan media 88% dan validasi materi 90%. Hasil uji kepraktisan guru 92% dan 93,5% kepraktisan siswa. Hasil uji keefektivan 87,5 % uji coba terbatas dan 80% uji coba luas .maka dapat disimpulkan bahwa media pembelajaran animasi 3D layak digunakan sebagai media pembelajaran materi sistem tata surya kelas VI.Abstract: The lack of use of technology-based media regarding solar system material, results in low student involvement and understanding. The aim of this research is to determine the validity, practicality and effectiveness of the media. The method in this research uses R&D (Research and Development), with the ADDIE model, namely Analysis, Design, Development, Implementation and Evaluation. Data collection techniques using observation, interviews and tests. The observation technique is carried out directly in the field, the interview technique is carried out by asking questions to the class teacher, and the test technique is carried out by giving evaluation questions. The instruments used were material and media expert validation questionnaires, student and teacher response questionnaires, and student test questions. The results of the media validity test were 88% and material validation was 90%. The results of the teacher's practicality test were 92% and the students' practicality was 93.5%. The effectiveness test results were 87.5% limited trials and 80% extensive trials. So it can be concluded that 3D animation learning media is suitable for use as a learning media for class VI solar system material.
Development of Macromedia Flash-Based Learning Media On Water Cycle Material for Grade V Elementary Schools Wida Oktavia Andayani; Dhian Dwi Nur Wenda; Kukuh Andri AKa
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 11 No 2 (2026): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v11i2.25610

Abstract

This research has a background problem in SDN Wates, Kediri Regency. In grade V teachers are only fixated on lecture methods and conventional learning media, namely textbooks that only contain writing to explain the material, the material in the book is also limited. Textbooks that have a single purpose do not involve students' activeness directly. The less consistent font form in the textbook makes students more bored and there is no variation such as less interesting images. The solution to this research is that researchers develop interactive learning media based on macromedia flash in science subjects for grade V Elementary School students. The purpose of this study is to determine the validity, practicality, and effectiveness of Macromedia Flash-Based Learning Media for grade V Elementary School students. The model used in this research and development is the ADDIE model consisting of five stages, namely: 1) analysis, 2) design, 3) development, 4) implementation, and 5) evaluation. The results of the validation study by media experts are 82% and material experts 88% with an average of 85% very valid. Practicality obtained from teacher responses was 92% and student responses were 94%, with an average of 93% being very practical. Media effectiveness was 87% on a broad scale and 85% on a limited scale with an average of 86%, meaning it met the Minimum Competency Standard (KKM) and was effective to use.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF T-SUR BERBASIS CONSTRUCT 2 PADA MATERI SISTEM TATA SURYA UNTUK SISWA KELAS VI SD NEGERI BURENGAN 1 Fransisca Tantivanelya Yonatan; Bagus Amirul Mukmin; Kukuh Andri Aka
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i3.13570

Abstract

ABSTRACT This study was motivated by the limited use of instructional media in teaching the Solar System topic to sixth-grade students at SD Negeri Burengan 1, which resulted in difficulties in understanding the learning material. The purpose of this study was to develop the T-SUR interactive learning media based on Construct 2 and to determine its validity, practicality, and effectiveness. This study employed a Research and Development (R&D) method using the ADDIE development model, which consists of the Analysis, Design, Development, Implementation, and Evaluation stages. The research subjects included a material expert, a media expert, a sixth-grade teacher, and sixth-grade students at SD Negeri Burengan 1. Data were collected through observations, interviews, questionnaires, and tests. The data were analyzed using descriptive quantitative analysis by calculating the percentages of validation results, user responses, and students' learning outcomes. The findings indicated that the T-SUR interactive learning media based on Construct 2 was feasible for use in teaching the Solar System topic in elementary school science and social studies (Ilmu Pengetahuan Alam dan Sosial [IPAS]). The media met the criteria of validity, practicality, and effectiveness based on the results of the field trials. The implementation of the T-SUR media enhanced students' conceptual understanding, classroom engagement, and learning interest, making it a viable alternative for innovative instruction in elementary school IPAS. Therefore, the T-SUR interactive learning media developed using Construct 2 can serve as an innovative and effective instructional medium to support the teaching and learning process in elementary schools. ABSTRAK             Penelitian ini dilatarbelakangi oleh rendahnya penggunaan media pembelajaran pada materi sistem tata surya di kelas VI SD Negeri Burengan 1 yang menyebabkan peserta didik mengalami kesulitan dalam memahami materi sistem tata surya. Tujuan penelitian ini adalah untuk mengembangkan media pembelajaran interaktif T-SUR berbasis Construct 2 serta mengetahui tingkat kevalidan, kepraktisan, dan keefektifannya. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi tahap Analysis, Design, Development, Implementation, dan Evaluation. Subjek penelitian terdiri atas ahli materi, ahli media, guru kelas VI, dan peserta didik kelas VI SD Negeri Burengan 1. Teknik pengumpulan data menggunakan observasi, wawancara, angket, dan tes. Data dianalisis menggunakan teknik analisis deskriptif kuantitatif dengan menghitung persentase hasil validasi, respon pengguna, dan hasil belajar peserta didik. Hasil penelitian menunjukkan bahwa media pembelajaran interaktif T-SUR berbasis Construct 2 dinyatakan layak digunakan dalam pembelajaran IPAS materi sistem tata surya. Media ini memenuhi aspek kevalidan, kepraktisan, dan keefektifan berdasarkan hasil uji coba yang dilakukan. Penerapan media T-SUR berbasis Construct 2 mampu mendukung peningkatan pemahaman, keaktifan, dan minat belajar siswa, sehingga dapat menjadi alternatif media pembelajaran inovatif untuk pembelajaran IPAS di sekolah dasar. Dengan demikian, media pembelajaran interaktif T-SUR berbasis Construct 2 dapat dijadikan sebagai alternatif media pembelajaran yang inovatif dan efektif untuk mendukung proses pembelajaran di sekolah dasar.
Co-Authors 'Alia Nur Husna Afandi Abdul Aziz Hunaifi Abidah, Bintan Aditama, Dini Afandi, 'Alia Nur Husna Afandi, Zainal Afandi, ‘Alia Nur Husna Ahmad Nurul Febrianto Aldri Frinaldi Alfi Laila Alfi Laila Alfiano, Rofiudin Ananda Rizky Alvina Venty Vaticasary amara saida Andina Lucky Puspa Dini Aprilia, Hesinta Mita Arim Septiawan Asriningrum, Yuyun Diyah Aurora Alfitri Damayanti Siswanto Aziz Mahendra Istiawan Bagus Amirul Mukmin Bisi, Maria Oktaviana Soares Bui CAHYANINGSIH, INDAH DWI Candrawaty, Dyah Ajeng Damariswara, Rian Damariswara, Rian Darmawan, Dhani Den Ayu Putri Pandan Sari Dhian Dwi Nur Wenda, Dhian Dwi Nur Dian Fachrunisa Dwi Novia Rachmawati Dwija Asnanda Dwinata, Anggara Dwiyanti, Linda Dyah Ajeng Candrawaty Eka Wahyuning Tyas Elis Irmayanti Endang Purwaningsih Endang Sri Mujiwati Erif Ahdhianto, Erif Erwin Putera Permana Falah, Fajrul Fanisia, Lika Fiki Kristiani Fila Tristien Mahardika Frans Aditia Wiguna Fransisca Tantivanelya Yonatan Helviana Puspita Ayuningsih Hidayati, Reny Nuril Ilmi Puspitasari Imron, Ilmawati Fahmi Intan Mekar Sari Irsya Ainur Rohim Ismi Rahmawati Istiawan, Aziz Mahendra Ita Kurnia Ita Kurnia Jatmiko Karimatus Saidah Ketut Tirtayasa Khoiriyah Kurnia, Ita Latifa Rahmasari, Salsa Lia Dwi Hartati Lia Tri Utami Lusiana, Dina Lutfiatul Aminin Maharani, Alfinna Audria Mega Mahardika, Ronny Mardhatillah Maulana Rahmad Ardiansyah Mega Yanti Peni Pakarti Mila Indriati Moh. Nashir Andrian Muhamad Basori Mukmin, Bagus Amirul Mumun Nurmilawati Nadya Metha Ananda Naharia, Umi Nanda Retno Wulandari Nanda Saputra Novi Awalya Putri Novi Nitya Santi Novi Nitya Santi Novi Nitya Santi Novi Nitya Santi, Novi Nitya Nur, Zain Nurita Primasatya Nurita Primasatya Nurma Fitri Handayani Pertiwi, Novia Kusuma Della Primastya, Nurita Punaji Setyosari Putri Ageng Yoga Putri, Kharisma Eka Putri, Rosita Eka Rahma Nur Lailiyah Rahmawati, Nensy Amalia Nur Ravinda Mahendri Restu Panjaitan Rian Damariswara Rian Damariswara Rofik, M. Ab. Sagita Dewi Anggraini Saida, Amara Saidah, Karimatus Saidah, Karimatus Saidah, Kharimatus Salsabila Nur Fitriana Salsabina Putri Prasetyowati Santi , Novi Nitya Sari, Ayu Titis Rukmana Silvi Meilasari Sindy Auliarahma Berlianty Soenarko, Bambang Susi Damayanti Sutrisno Sahari, Sutrisno Titis Rukmana Sari, Ayu Ulfiani, Risqia Dwi Umbar Angzalna Umi Naharia Wafiq Nurlaili Wahid Ibnu Zaman Wahyudi Wahyudi Wahyudi Wati, Epritha Kurnia Wicaksono, Awan Wida Oktavia Andayani Yesitasari, Berliyan Yuda Agung Prasetyo Yuli Tri Wahyuni Yuliana Novitasari Yusril Figur Kamsena Zahara Violina Afya Zunaidah, Farida Nurlaila