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PENGEMBANGAN E-MODUL BERBASIS PBL MENINGKATKAN NUMERASI SISWA KELAS 5 SD KABUPATEN BLITAR Nur Salma Salsabila; Shofi Nur Amalia; Ragil Tri Oktaviani
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.690

Abstract

To strengthen students numeracy competence, researchers want to make electronic learning devices, for example e-modules for Fraction Materials. This research uses the development method (R&D) with the ADDIE development model which consists of 5 stages, namely analysis, design, development, implementation and evaluation. The results obtained from this study are in the form of e-module development products based on problem-based learning fraction materials that get validation results as material expert validation gets 92%, media expert validation gets 97%, feasibility gets 94%. In addition, the product that the researcher developed received an N-Gain score of 0.717 which indicates that this product is effective in increasing students' numeracy. Thus, it can be concluded that e-modules based on problem-based learning are declared valid, feasible and effective for increasing the numeracy of grade 5 students on fraction material.
Development of Interactive Powerpoint Media Based on Deep Learning Assisted by Canva Economic Activity Materials in Indonesia Grade 5 Lailatus Sa’adah; Shofi Nur Amalia; Cindya Alfi
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.708

Abstract

This article is a development study that explains the development of interactive PowerPoint media based on deep learning assisted by Canva for economic activity materials in Indonesia for fifth-grade. The background for this study stems from the minimal use of technology-based learning media in schools, which has resulted in low student participation in learning. Teachers often rely solely on textbooks and blackboards without utilizing other more engaging media. To address this issue, the researcher developed an interactive PowerPoint presentation based on deep learning with the assistance of Canva. An interactive PowerPoint presentation is an educational medium that supports engaging learning activities, involving interaction between teachers and students as users, thereby helping students become enthusiastic about understanding the material. Deep learning is a learning approach that emphasizes in-depth understanding of concepts and mastery of competencies. Students are encouraged to actively engage in the learning process. The researcher's objective in developing interactive PowerPoint media based on deep learning is to determine the validity and attractiveness of interactive PowerPoint media. The research method used is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The expert validation results for the media obtained 95%, subject matter experts 97.5%, teacher appeal 95%, and student appeal results.
Comic Design Using the Canva Application with Critical Thinking Enhancement on the Topic of Hindu and Buddhist Historical Heritage in Elementary School Nanindya Filanti Tiaeni; Shofi Nur Amalia; Cindya Alfi
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.711

Abstract

The delivery of material using physical books as the main source makes the learning process less attractive to students, especially in history learning. Generally, this is due to the abundance of material to be learned and teachers who are fixated on lecturing methods. Developing learning media design in comic format is one solution proposed by researchers in this study. This study aims to create an effective and practical learning media design to support the teaching-learning process and improve studdent’s critical thinking skills, especially in historical studies. The research and development method used in this study refers to the ASSURE model, which consists of six stages tailored to needs. The validation results by media experts showed a score of 89%, material experts scored 92%, and linguists scored 87%. The assessment of the product's appeal was conducted by 5th-grade teachers, who gave a perfect score of 100%. The target group for product testing was 26th students from five grade at 1ST Sukorejo Elementary School, Sutojayan District, who achieved an average final score of 85% in the critical thinking skills category. Based on the research results, it can be concluded that this learning media is feasible and attractive for use in teaching-learning activities
Development of Baamboozle Media on the Material "Various Forms of Energy" in Grade III UPT SDN Plosorejo 01 to Improve Students' Critical Thinking Muhammad Septi Ulil Achsani; Shofi Nur Amalia; Ragil Tri Oktaviani
Journal of Practice Learning and Educational Development Vol. 6 No. 2 (2026): Journal of Practice Learning and Educational Development (JPLED) in Press
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i2.1110

Abstract

This research aims to develop web-based learning media using Baamboozle on the topic of various forms of energy for third-grade students at UPT SDN Plosorejo 01, with the goal of enhancing critical thinking skills. The background of the research is the lack of varied, engaging, and interactive learning media, which affects students' attention and understanding of energy materials. The method used is Research and Development (R&D) with the ADDIE model, which includes needs analysis, design, development, implementation, and evaluation. Data were collected thru observation, interviews, questionnaires, tests, and documentation, and analyzed using qualitative and quantitative techniques. The research results show that the developed Baamboozle media is valid and feasible to use, as well as effective in enhancing students' critical thinking skills based on the tests and validations conducted. In conclusion, the web-based Baamboozle learning media can be an innovative solution to enhance students' motivation and critical thinking in learning energy material in elementary schools.
PENGEMBANGAN MEDIA PEMBELAJARAN SCRAPBOOK MATERI KERAGAMAN BUDAYA INDONESIA KELAS IV UPT SD NEGERI SUKOREJO 03 Khonik Rokimah; Shofi Nur Amalia; Widyarnes Niwangtika
Jurnal Manajemen Pendidikan Vol. 11 No. 3 (2026): Regular Issue (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jmp.v11i3.2405

Abstract

This study aims to develop a teaching resource scrapbook for the Pancasila Education subject in fourth-grade elementary school that covers cultural diversity in Indonesia, specifically focusing on diverse traditional homes, clothing, weapons, food, and art. This study implements a Research and Development (R&D) perspective through the ADDIE model, which consists of five steps: analysis, design, development, implementation, and evaluation. Content validation by experts yielded a score of 90%, classified as “Highly Valid”; media validation by experts recorded a score of 96%, classified as “Highly Valid”; the language evaluation by experts yielded a score of 95%, classified as “Highly Valid”; and the practicality evaluation by classroom teachers yielded a score of 94%, classified as “Highly Valid.” The effectiveness of the instructional media was evaluated through pretest and posttest analysis. Based on the pretest and posttest results and the N-Gain calculation, a value of 0.75 was obtained. According to the table, g > 0.70 falls into the “high” category. This value falls within the 56–75% range, categorized as “moderately effective.” It can be concluded that the scrapbook learning media designed for Pancasila Education lessons on the topic of Indonesia’s cultural diversity is effective for use by students in Grade 4 at UPT SD Negeri Sukorejo 03.
Pengembangan Treasure Box Berbasis Literasi Sains Materi Bagian Tumbuhan Untuk Siswa Kelas 2 SD Ummu Khusna Munadhah; Widyarnes Niwangtika; Shofi Nur Amalia
Science and Education Journal (SICEDU) Vol 5 No 2 (2026): Science and Education Journal 2026
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/sicedu.v5i2.754

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran Treasure Box berbasis literasi sains pada materi bagian tumbuhan serta mengetahui tingkat kevalidan dan efektivitas media terhadap kemampuan literasi sains siswa kelas II sekolah dasar. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang terdiri atas tahap analysis, design, development, implementation, dan evaluation. Subjek penelitian adalah siswa kelas II UPT SDN Sumber 02 Kabupaten Blitar sebanyak 16 peserta didik. Teknik pengumpulan data menggunakan observasi, wawancara, angket validasi ahli materi, ahli media, praktisi pembelajaran, serta tes pretest dan posttest. Data dianalisis menggunakan teknik deskriptif kuantitatif dan uji statistik Wilcoxon Signed-Rank Test. Hasil penelitian menunjukkan bahwa media Treasure Box berbasis literasi sains memperoleh tingkat kelayakan sangat valid dengan persentase validasi ahli materi sebesar 93,3%, ahli media sebesar 90%, dan praktisi pembelajaran sebesar 72,2%. Efektivitas media ditunjukkan melalui peningkatan rata-rata nilai siswa dari 5,69 pada pretest menjadi 8,62 pada posttest. Hasil uji Wilcoxon menunjukkan nilai signifikansi <0,001 yang berarti terdapat perbedaan signifikan sebelum dan sesudah penggunaan media. Dengan demikian, media Treasure Box berbasis literasi sains layak dan efektif digunakan untuk meningkatkan kemampuan literasi sains siswa pada pembelajaran IPAS materi bagian tumbuhan.
Educaplay-based froggy jump learning media to improve digital literacy in learning the pancasila principles Anis Maisaroh; Shofi Nur Amalia; Mohamad Fatih
JURNAL PENDIDIKAN DASAR Vol. 14 No. 1 (2026): Juni 2026
Publisher : STKIP Melawi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46368/jpd.v14i1.4992

Abstract

Hasil observasi di SDN Kaligambir 02 menunjukkan keterbatasan media pembelajaran yang monoton, menyebabkan rendahnya pemahaman materi Pancasila, selain itu penggunaan handphone yang kurang tepat menyebabkan literasi digital siswa kelas IV tergolong rendah.​ Penelitian ini mengembangkan media pembelajaran "Froggy Jump" berbasis Educaplay materi Pancasila untuk meningkatkan literasi digital siswa pendekatan Research and Development (R&D) dengan model ASSURE, proses mencakup dari analyze, state, select, utilize, reguire, dan evaluate. Validasi ahli media dan materi mencapai 98% (sangat valid), respon guru 98% dengan kategori (sangat layak). Uji coba pada 16 siswa dengan desain One-Group Pretest-Posttest menunjukkan rata-rata pretest 38,75 naik menjadi posttest 80, N-Gain 0,709 (kategori tinggi). Uji normalitas (Shapiro-Wilk Sig. >0,05), homogenitas (Levene Sig. 0,122), dan paired t-test (Sig. 0,000 <0,05) membuktikan peningkatan signifikan. Media pembelajaran ini menjadi solusi untuk mengatasi kejenuhan pembelajaran konvensional, meningkatkan dan kemampuan digital siswa. Media dinyatakan valid, layak, dan sebagai solusi inovatif Pendidikan Pancasila di era digital.
Pengembangan Media Card Match Circle (CMC) Materi Nilai Pancasila Berbantuan Gamifikasi Dengan Model Experiential Learning Siswa Kelas 3 SD Niken Ayu Mulia; Shofi Nur Amalia; Khoirul Wafa
Jurnal Terapan Pendidikan Dasar dan Menengah Vol 6 No 2 (2026): Volume 6, Nomor 2, Juni 2026
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/jtpdm.v6i2.2629

Abstract

Pembelajaran Nilai Pancasila di kelas 3 SD masih didominasi metode ceramah sehingga siswa kurang aktif dan mudah merasa bosan. Penelitian ini bertujuan mengembangkan media Card Match Circle (CMC) berbasis gamifikasi dengan model Experiential Learning melalui metode ADDIE. Data dikumpulkan melalui observasi, wawancara, angket, dan dokumentasi. Temuan penelitian mengindikasikan bahwa media sangat layak dengan validasi ahli materi sebesar 94% dan ahli media sebesar 97%, serta dinilai efektif melalui respon guru (81%) dan siswa (79%). Oleh karena itu, media Card Match Circle (CMC) terbukti layak dan efektif dalam meningkatkan keterlibatan serta pemahaman siswa.
Pengembangan Media Galaxy Card Berbasis Canva Materi Keberagaman Budaya Indonesia Dengan Model Problem Based Learning (PBL) Siswa Kelas V Di Sekolah Dasar Wanda Natasya Dewanti; Shofi Nur Amalia; Khoirul Wafa
Jurnal Terapan Pendidikan Dasar dan Menengah Vol 6 No 2 (2026): Volume 6, Nomor 2, Juni 2026
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/jtpdm.v6i2.2630

Abstract

Materi keberagaman budaya Indonesia di kelas V masih didominasi metode ceramah sehingga siswa kurang aktif dan sulit memahami materi. Penelitian ini bertujuan mengembangkan media Galaxy Card berbasis Canva dengan model Problem Based Learning (PBL). Metode yang digunakan adalah R&D dengan model ADDIE pada 35 siswa. Hasil menunjukkan media sangat valid (93%–96%) dan sangat layak digunakan berdasarkan respon guru (96%) dan siswa (91%). Media ini efektif meningkatkan keaktifan, motivasi, dan pemahaman siswa dalam pembelajaran.