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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.
DESAIN MEDIA INTERAKTIF NUSAEXPLORE BERBASIS ARTICULATE STORYLINE UNTUK MENINGKATKAN LITERASI BUDAYA (SISWA KELAS V SDN GAPRANG 01 KABUPATEN BLITAR) Isnawaitus Sa'adah; Shofi Nur Amalia; Cindya Alfi
Jurnal Pendidikan Sosial Keberagaman Vol. 13 No. 1 (2026): Juridiksiam: Jurnal Pendidikan Sosial Keberagaman
Publisher : Jurusan P. IPS, FKIP, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/juridiksiam.v13i1.546

Abstract

Cultural literacy is a crucial skill that elementary school students need to develop in order to understand, appreciate, and preserve the cultural diversity of Indonesia. However, the topic of “The Cultural Diversity of Indonesia” in Pancasila Education is often taught using learning media that provide limited student engagement, resulting in low interest, boredom, and difficulties in understanding cultural content. This study aimed to develop Nusaexplore, an interactive learning media based on Articulate Storyline, evaluate its validity and feasibility, and measure the improvement of students’ cultural literacy after its implementation. This study employed a Research and Development (R&D) approach using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The participants were fifth-grade students of SDN Gaprang 01, Blitar Regency. Data were collected through observations, interviews, questionnaires, and tests. The findings indicated that Nusaexplore achieved validation scores of 94% from the material expert and 98% from the media expert, both categorized as “highly valid.” Teacher evaluations showed a feasibility score of 92%, indicating that the media was “highly feasible” for classroom use. Students’ cultural literacy demonstrated a significant improvement, as reflected by an average N-Gain score of 0.8928 (89.28%), which falls into the high category and indicates the effectiveness of the learning media. Previous studies have also supported these findings, showing that interactive learning media based on Articulate Storyline can enhance student engagement and improve understanding of learning materials. Therefore, the Nusaexplore media developed in this study can be considered valid, feasible, and effective in supporting the improvement of cultural literacy among fifth-grade elementary school students. Keywords: Nusaexplore, Articulate Storyline, Cultural Literacy.
PENGEMBANGAN MEDIA SPINNING WHEEL BERBASIS POWERPOINT MATERI KEBERAGAMAN SOSIAL DAN BUDAYA SISWA KELAS IV SD Venna Aliyatul Rohma; Shofi Nur Amalia; Khoirul Wafa
SOCIAL : Jurnal Inovasi Pendidikan IPS 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/social.v6i3.13992

Abstract

ABSTRACT The rapid advancement of digital technology in education has encouraged the development of innovative learning media capable of creating more interactive, engaging, and student-centered learning experiences. However, preliminary observations conducted at UPT SD Negeri Jegu 2 revealed that the teaching of Social and Cultural Diversity in fourth-grade classrooms was still dominated by conventional lecture-based instruction with limited use of learning media, resulting in low student participation, motivation, and engagement. This study aimed to develop a Spinning Wheel learning media based on Microsoft PowerPoint and evaluate its feasibility for teaching Social and Cultural Diversity. The research employed the Research and Development (R&D) method using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The participants included 21 fourth-grade students, one subject-matter expert, one media expert, and one classroom teacher. Data were collected through observation, interviews, questionnaires, and documentation and were analyzed using descriptive percentage techniques. The findings indicated that the developed media achieved a validity score of 90% from the subject-matter expert, 85.42% from the media expert, and a teacher response score of 90%, all categorized as highly feasible. The implementation test involving students obtained a score of 79.05%, categorized as good, indicating that the media effectively enhanced student engagement during the learning process. Therefore, the Spinning Wheel learning media based on Microsoft PowerPoint is considered valid, practical, and feasible as an alternative instructional medium to support the teaching of Social and Cultural Diversity in elementary schools. ABSTRAK Perkembangan teknologi digital dalam pendidikan mendorong perlunya inovasi media pembelajaran yang mampu menciptakan pengalaman belajar yang lebih interaktif, menarik, dan berpusat pada peserta didik. Namun, hasil observasi di UPT SD Negeri Jegu 2 menunjukkan bahwa pembelajaran materi Keberagaman Sosial dan Budaya pada kelas IV masih didominasi metode ceramah dengan pemanfaatan media yang terbatas sehingga partisipasi, motivasi, dan keterlibatan peserta didik belum berkembang secara optimal. Penelitian ini bertujuan mengembangkan media pembelajaran Spinning Wheel berbasis Microsoft PowerPoint serta menganalisis tingkat kelayakan penggunaannya pada materi Keberagaman Sosial dan Budaya. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahap analysis, design, development, implementation, dan evaluation. Subjek penelitian terdiri atas 21 peserta didik kelas IV, satu ahli materi, satu ahli media, dan satu guru kelas IV. Data dikumpulkan melalui observasi, wawancara, angket, dan dokumentasi, kemudian dianalisis menggunakan teknik persentase. Hasil penelitian menunjukkan bahwa media memperoleh skor validitas sebesar 90% dari ahli materi, 85,42% dari ahli media, serta respons guru sebesar 90% dengan kategori sangat layak. Uji implementasi pada peserta didik memperoleh persentase 79,05% dengan kategori baik, yang menunjukkan bahwa media mampu meningkatkan keterlibatan peserta didik selama pembelajaran. Dengan demikian, media pembelajaran Spinning Wheel berbasis Microsoft PowerPoint dinyatakan valid, praktis, dan layak digunakan sebagai alternatif media pembelajaran yang mendukung proses pembelajaran Keberagaman Sosial dan Budaya di sekolah dasar.
PENGEMBANGAN APLIKASI E-BHINNEKA EXPLORER BERBASIS TEORI BRUNER MATERI KEBERAGAMAN BUDAYA KELAS IV SD Nayla Rohmata Hamida; Shofi Nur Amalia; Isna Khuni Mu'alimah
Jurnal Ilmiah Pendidikan Dasar (JIPDAS) Vol 6 No 3 (2026): Vol. 6 No. 3 Juni - Agustus 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar Fakultas Pendidikan Ilmu Pengetahuan Sosial dan Bahasa Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/jipdas.v6i3.5195

Abstract

Pengembangan aplikasi E-Bhinneka Explorer berbasis teori Bruner dilakukan dalam penelitian ini sebagai inovasi media pembelajaran Pendidikan Pancasila. Media tersebut secara khusus dirancang untuk memfasilitasi proses pembelajaran pada materi keberagaman budaya kelas IV di SDN 2 Sentul Kota Blitar, serta menguji tingkat kevalidan dan efektivitasnya. Penelitian ini menggunakan pendekatan Research and Development (R&D) dengan mengadopsi model ADDIE yang dikemukakan oleh Branch (2009) sebagai kerangka kerja sistematis melalui lima tahapan utama yang saling berkesinambungan, yaitu Analyze, Design, Develop, Implement, hingga Evaluate. Penelitian ini menerapkan teknik analisis deskriptif kuantitatif dan uji N-Gain untuk memproses seluruh data empiris yang diperoleh dari hasil observasi, wawancara, kuesioner, serta tes kemampuan (pre-test dan posttest). Adapun subjek yang terlibat mencakup guru kelas, 26 siswa kelas IV, beserta para ahli. Dari proses tersebut, diperoleh hasil bahwa kelayakan E-Bhinneka Explorer berada pada kategori sangat tinggi, dengan angka validasi mencapai 92,5% dari ahli media, 98% dari ahli materi, dan 94% dari ahli bahasa. Hasil uji efektivitas menunjukkan adanya peningkatan pada capaian belajar siswa, di mana rata-rata nilai meningkat dari 63,8 saat pre-test menjadi 92,6 ketika post-test. Keberhasilan peningkatan ini juga diperkuat oleh perolehan nilai N-Gain sebesar 0,81, yang masuk dalam klasifikasi tinggi. Melalui hasil tersebut, dapat disimpulkan bahwa aplikasi E-Bhinneka Explorer memenuhi kriteria valid, layak, serta efektif untuk diaplikasikan sebagai media pembelajaran Pendidikan Pancasila, khususnya pada topik keberagaman budaya di kelas IV sekolah dasar.
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)
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 CROSSWORD PUZZLE PENGEMBANGAN CROSSWORD PUZZLE MELALUI PROBLEM BASED LEARNING PADA MATERI PETA INDONESIA UNTUK MENINGKATKAN BERPIKIR KRITIS SISWA KELAS V UPT SD NEGRI MINGGIRSARI KABUPATEN BLITAR: PENGEMBANGAN CROSSWORD PUZZLE MELALUI PROBLEM BASED LEARNING M. Chafidh Tamami; Mohamad Fatih; Shofi Nur Amalia
Journal of Practice Learning and Educational Development Vol. 6 No. 3 (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.v6i3.1456

Abstract

This study sought to create a crossword-puzzle teaching aid using a problem-based learning approach on the Indonesian map topic to enhance fifth graders’ critical thinking at UPT SD Negeri Minggirsari, Blitar RegencyThe ADDIE paradigm, This was applied in the research and development design and includes analysis, design, development, implementation, and assessment. The product's fitness for usage was indicated by validation ratings of 81.2% from a subject-matter expert and 92.5% from a media expert. A pretest total of 1,020 and a posttest total of 1,853 were obtained by testing the product with 20 students, resulting in an N-gain of 0.84 (high). As a result, the problem-based crossword puzzle helped students develop their critical thinking skills about the Indonesian map.
DEVELOPMENT OF BOOKWIDGETS-BASED PUZZLE MEDIA ON PANCASILA VALUES TO ENHANCE THE PERSONAL DIGITALITY OF SECOND-GRADE STUDENTS AT SDI MAARIF GARUM, BLITAR REGENCY Slamet Supriadi; Shofi Nur Amalia; Ragil Tri Oktaviani
Al-Ashr : Jurnal Pendidikan dan Pembelajaran Dasar Vol 11 No 2 (2026): September
Publisher : PGMI Fakultas Tarbiyah Universitas Islam Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56013/alashr.v11i2.6036

Abstract

Pancasila valueis eiducation in thei seicond gradei of eileimeintary school still reilieis heiavily on conveintional meidia, causing studeints to bei passivei, strugglei to diffeireintiatei thei valueis of thei seicond and fifth principleis, and show undeirdeiveilopeid peirsonal digitality skills. This study aims to deiscribei thei deiveilopmeint proceiss of a Bookwidgeits-baseid Puzzlei meidium, deiteirminei its validity and feiasibility, and analyzei thei improveimeint of peirsonal digitality skills of seicond-gradei studeints at SDI Ma'arif Garum, Blitar Reigeincy, afteir using thei meidium. This study eimployeid thei Reiseiarch and Deiveilopmeint (R&D) meithod with thei ADDIEI modeil (Analysis, Deisign, Deiveilopmeint, Impleimeintation, EIvaluation), involving 23 seicond-gradei studeints as trial subjeicts along with a meidia eixpeirt, a conteint eixpeirt, and a classroom teiacheir as validators. Data weirei colleicteid through obseirvation, inteirvieiws, queistionnaireis, and teists (preiteist-postteist), thein analyzeid using deiscriptivei quantitativei analysis and statistical teists (paireid t-teist and N-Gain). Thei reisults show that thei meidium was cateigorizeid as veiry valid, with validation peirceintageis of 94% from thei meidia eixpeirt, 88% from thei conteint eixpeirt, and 98% from thei teiacheir's reisponsei. Thei Paireid Samplei t-Teist showeid a significancei valuei of 0.000 (<0.05), with thei preiteist aveiragei increiasing from 71.30 to 87.17 in thei postteist, and an N-Gain of 59%, cateigorizeid as eiffeictivei. Thus, thei Bookwidgeits-baseid Puzzlei meidium is feiasiblei and eiffeictivei for improving thei peirsonal digitality skills of seicond-gradei studeints on thei topic of Pancasila valueis.
Pengembangan Media Dart Game Berbantuan Challenge Card pada Materi Aturan di Sekolah Kelas III SD Putri Nanda Sholikah; Shofi Nur Amalia; Widyarnes Niwangtika
Jurnal Terapan Pendidikan Dasar dan Menengah Vol. 6 No. 3 (2026): Volume 6, Nomor 3, September 2026
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Materi Aturan di Sekolah pada kelas III SDI Aisyiyah Suruhwadang selama ini masih bertumpu pada pemutaran video satu arah tanpa disertai kegiatan interaktif, sehingga keterlibatan siswa rendah dan pemahaman terhadap materi cenderung dangkal. Penelitian ini disusun untuk menghasilkan media Dart Game berbantuan Challenge Card pada materi tersebut, sekaligus mengukur tingkat kevalidan dan keefektifannya. Pendekatan yang digunakan adalah Research and Development dengan model 4D (Define, Design, Develop, Disseminate) yang melibatkan satu ahli materi, satu ahli media, dan 25 siswa kelas III. Produk yang dihasilkan terbukti sangat valid dengan rata-rata persentase 94,00% (ahli materi 92,00%, ahli media 96,00%) serta efektif mendongkrak hasil belajar siswa dari rerata 58,40 menjadi 89,60, dibuktikan oleh N-Gain sebesar 0,7760 pada kategori tinggi.
Pengembangan Media Monopoli Pop-Up pada Materi Keberagaman Budaya Siswa Kelas V SDN Kalipucung III Mohammad Ni'am Roziqul Akbar; Shofi Nur Amalia; Isna Khuni Mualimah
Jurnal Terapan Pendidikan Dasar dan Menengah Vol. 6 No. 3 (2026): Volume 6, Nomor 3, September 2026
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Peimbeilajaran Peindidikan Keiwarganeigaraan (PKn) pada mateiri keibeiragaman budaya di SDN Kalipucung III masih didominasi meitodei ceiramah tanpa dukungan meidia yang inovatif, seihingga peimahaman siswa keilas V teirhadap mateiri suku bangsa, rumah adat, dan pakaian adat beilum optimal. Peineilitian ini beirtujuan untuk meindeiskripsikan proseis peingeimbangan, meingeitahui keivalidan dan keilayakan, seirta meingeitahui keieifeiktifan meidia Monopoli Pop-Up pada mateiri keibeiragaman budaya bagi siswa keilas V seikolah dasar. Peineilitian meinggunakan meitodei Reiseiarch and Deiveilopmeint (R&D) deingan modeil ADDIEI (Analyzei, Deisign, Deiveilopmeint, Impleimeintation, EIvaluation). Subjeik peineilitian teirdiri atas 13 siswa keilas V dan satu guru keilas di SDN Kalipucung III Kabupatein Blitar. Data dikumpulkan meilalui obseirvasi, wawancara, angkeit, teis (preiteist-postteist), dan dokumeintasi, keimudian dianalisis seicara deiskriptif kualitatif dan kuantitatif meinggunakan peirseintasei skala Likeirt seirta uji N-Gain. Hasil peineilitian meinunjukkan bahwa meidia Monopoli Pop-Up dinyatakan sangat valid beirdasarkan peinilaian ahli mateiri (100%) dan ahli meidia (99%), seirta sangat layak beirdasarkan peinilaian guru keilas (96%). Uji keieifeiktifan meinunjukkan peiningkatan hasil beilajar deingan rata-rata N-Gain seibeisar 0,67 (kateigori seidang) pada uji coba teirbatas dan 0,86 (kateigori tinggi) pada uji coba lapangan. Dapat disimpulkan bahwa meidia Monopoli Pop-Up valid, layak, dan eifeiktif digunakan seibagai meidia peimbeilajaran mateiri keibeiragaman budaya di seikolah dasar.
Pengembangan Media DONIPAN (Ludo Nilai Pancasila) Melalui Permainan Edukatif Materi Nilai-Nilai Pancasila Kelas Ill SD Rhiza Arum Shintania Rakhim; Shofi Nur Amalia; Widyarnes Niwangtika
Jurnal Terapan Pendidikan Dasar dan Menengah Vol. 6 No. 3 (2026): Volume 6, Nomor 3, September 2026
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Media DONIPAN (Ludo Nilai Pancasila) dikembangkan serta diuji tingkat kevalidan dan efektivitasnya sebagai media ajar Pendidikan Pancasila. Rendahnya keterlibatan peserta didik dalam pembelajaran sehingga mereka sulit memahami dan menerapkan nilai-nilai Pancasila menjadi latar belakang pelaksanaan studi ini. Metode Research and Development (R&D) yang mengacu pada model pengembangan ADDIE diterapkan dalam penelitian ini. Data dikumpulkan melalui observasi, wawancara, angket, dan tes yang kemudian dianalisis secara deskriptif kualitatif dan kuantitatif melalui uji N-Gain untuk mengukur efektivitas media. Subjek penelitian melibatkan 12 peserta didik kelas III SDN Kalipucung 03 dan seorang guru kelas III. Hasil riset menunjukkan bahwa media DONIPAN memenuhi kategori sangat valid berdasarkan penilaian ahli materi 90% dan 97% ahli media. Selain itu, media memperoleh rata-rata N-Gain 65% yang berarti terbukti cukup efektif meningkatkan hasil belajar peserta didik. Media DONIPAN dinyatakan valid dan layak digunakan dalam pembelajaran. Hasil validasi ahli materi memperoleh persentase sebesar 90% dengan kategori sangat valid, sedangkan hasil validasi ahli media memperoleh presentase 97% dengan kategori sangat valid.