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Random Cards Berbantuan Wordwall pada Materi transfer Energi Antar makhluk Hidup untuk Meningkatkan Literasi Sains dan Self-Responsibility Siswa Kelas V UPT SDN Satriyan 03 Kabupaten Blitar Lina, Karo; Fatih, Mohamad; Alfi, Cindya
MODELING: Jurnal Program Studi PGMI Vol. 11 No. 3 (2024): September
Publisher : Program Studi PGMI Sekolah Tinggi Ilmu Tarbiyah Nahdlatul Ulama Al Hikmah Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69896/modeling.v11i3.2458

Abstract

This research aims to develop Random Cards assisted by Wordwall as a learning media on the material of energy transfer between living things to improve science literacy and self-responsibility of fifth-grade students at UPT SDN Satriyan 03, Blitar Regency. The research method used is Research and Development (R&D). The research stages include preliminary studies, product development, product validation, and product testing. The results show that the Random Cards assisted by Wordwall media is effective in improving science literacy and self-responsibility of students. The science literacy score increased from an average of 65.5 in the pretest to 82.3 in the posttest. The self-responsibility score also increased from an average of 73.4 in the pretest to 87.1 in the posttest. It can be concluded that the Random Cards assisted by Wordwall media is suitable for use as a learning media to improve science literacy and self-responsibility of fifth-grade students.
PENGEMBANGAN 3D BOOK BERBASIS PQ4R MATERI SIKLUS AIR UNTUK MENINGKATKAN KEMAMPUAN METAKOGNISI DAN SELF EFFICACY SISWA KELAS V SDN SUTOJAYAN 3 KABUPATEN BLITAR ASTUTIK, WIDI; Fatih, Mohamad; Alfi, Cindya
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 7 No. 2 (2022): Volume 07, Nomor 02, Desember 2022
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v7i2.6568

Abstract

Terciptanya suatu produk merupakan tujuan dari pelaksanaan penelitian ini yaitu berupa pengembangan berupa bahan ajar untuk kelas V yaitu 3D Book berbasis PQ4R Materi siklus Air untuk dapat meningkatkan kemampuan metakognisi dan Self Efficacy siswa. Penelitian ini menggunakan metode pengembangan dengan model pengembangan ADDIE, Analysis (analisis), Design (desain), Development (pengembangan), Implementation (implementasi), dan Evaluation (evaluasi). Instrumen yang dipakai berupa tes dan angket. Uji kevalidan produk dilakukan oleh ahli bahasa, ahli media, dan ahli materi. Uji kevalidan yang dilakukan oleh ahli menunjukkan hasil yang valid dengan persentase menunjukkan lebih dari 89%. Sedangkan peningkatan kemampuan metakognisi dan Self Efficacy terbukti meningkat dengan kategori dengan hasil t hitung untuk kemampuan metakognisi sebesar 9,0 dan kemampuan Self Efficacy sebesar 7,3.
PENGEMBANGAN E-LKPD BERBASIS GOOGLE SITES MATERI KERAGAMAN KEBUDAYAAN UNTUK MENINGKATKAN SELF EFFICACY SISWA KELAS IV SEKOLAH DASAR Kurotul, Anjelika; Alfi, Cindya; Fatih, Mohamad
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02` (2025): Volume 10 No. 2 Juni 2024 In Built
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i2.14557

Abstract

This research was carried out as one of the efforts to achieve maximum learning, especially in learning that teachers and students felt experienced obstacles. This effort was carried out by developing electronic learning media, student worksheet based on Google Sites, materializing cultural diversity in Class IV elementary school students with the aim of increasing students' self-efficacy. This research uses the R&D method with the Borg and Gall development model. The instrument used for data collection was a product validity questionnaire, product feasibility and questionnaires to increase student self-efficacy. Product validity results were obtained through assessments by media experts with a percentage of 85.4%, material experts 92.5%, and language experts 75.5%. The results of the feasibility test were assessed by the teacher with a percentage of 95% in the category, very feasible. The results of increasing student self-efficacy were obtained through a response questionnaire, students with an N-Gain value of 0.81 in the high category. Based on the data obtained, the Google-based electronic student worksheet cultural diversity material sites have been proven to increase the self-efficacy of fourth grade students and are suitable for use.
MEDIA E-LEARNING STORYMAPS BERBANTUAN CROSSWORD PUZZLE MATERI KEKAYAAN ALAM YANG ADA DI INDONESIA UNTUK MENINGKATKAN VISUAL SPASIAL SISWA KELAS V SEKOLAH DASAR Adina, Atik; Alfi, Cindya; Fatih, Mohamad
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 2 (2024): Volume 09 No. 2 Juni 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i2.14569

Abstract

The aim of this research is to produce a product that is used as learning media in Class V, namely e-laening storymaps assisted by crossword puzzle to improve students’ spatial visuals. This type of development uses the ASSURE model which includes analyze learnes,state objectivitas,select methods, media, and materials,utilize materials,require learnes participation,and evaluate and revise. The instrument used was a questionnaire. Producy validity tests were obtained from media experts, material experts and language experts. Material expert assessment reached 975. Media expert results reached 91%. Meanwhile for linguists it reaches 88%. Next, the feasibility test for e-learning storymaps by crossword puzzle is based on the results of the teacher response questionnaire. The results of the teacher response questionnaire 97,5% in the very appropriate category. Based on research on e-learning media, storymaps assistes by crossword puzzle can help improve students’ spatial visuals. These results are based on an average NGain score of 0,81 in the high category
PENGEMBANGAN MODUL BERBASIS SCAN BARCODE SEBAGAI MEDIA PEMBELAJARAN PADA MATERI BAGIAN TUMBUHAN DAN FUNGSINYA (Kelas IV UPT SD Negeri Resapombo 05 Kecamatan Doko Kabupaten Blitar) Sindi Ratika; Mohamad Fatih; Cindya Alfi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.23136

Abstract

The availability of adequate learning media can facilitate the teaching and learning process effectively and efficiently. The provision of media and the application of dynamic, conducive, and interactive learning methods are very important to optimize the development of students' potential. Many fourth grade students still have difficulty fully understanding the content delivered by their teachers. As a result, some students are less active because they are less interested in the material. Through the use of media in the form of barcode scan-based modules, researchers provide solutions that help teachers incorporate technology into the teaching and learning process, including the use of mobile phones. The Research and Development (R&D) approach was used in this study. The ADDIE model is used to describe the phases involved in implementing research and development activities. This stage includes analysis, design, development, implementation, and assessment. Data collection in this study was carried out using interview and questionnaire techniques. The validity of the material expert media was 67%, media experts were 92%. language experts were 78%. thus, this module can be used without the need for major revisions. The practicality of this barcode scan-based module was assessed by a grade IV teacher at UPT SD Negeri Resapombo 05, Doko District, Blitar Regency, with a percentage result of 80%, student evaluations showed that the image & color display received the highest score (88%), followed by aspects of instructions, language, and time allocation which each received 86%. Meanwhile, the material aspect received a score of 84%, which indicates that there is room for improvement in the presentation of content.
PENGEMBANGAN E-LKPD SCAFFOLDING BERBASIS ANDROID MATERI TUMBUHAN, SUMBER KEHIDUPAN DI BUMI UNTUK MENINGKATKAN KEMANDIRIAN BELAJAR (SISWA KELAS IV SDN PAPUNGAN 2 KABUPATEN BLITAR) Setya Ningrum Nailul Hidayah; Mohamad Fatih; Cindya Alfi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31026

Abstract

To improve the learning independence of fourth-grade students at SDN Papungan 2, Blitar Regency, this study attempts to create an Android-based E-LKPD software on the topic "Plants, the Source of Life on Earth." The ADDIE paradigm, which consists of five stages—analysis, design, development, implementation, and evaluation—was applied in this study using a research and development (R&D) approach. A student learning independence questionnaire, expert validation, interviews, and observations were among the methods used to collect data. The validation results showed that the E-LKPD was classified as highly valid with scores from material experts of 82%, media experts 75%, and language experts 86%. The effectiveness test using N-Gain analysis showed an average increase in the independence score of 7.54%, which is considered low but indicates an increase because the independence aspect is affective and develops gradually. In addition, the results of the student learning independence questionnaire after using the E-LKPD showed a percentage of 93%, which is classified as very good. Thus, this scaffolding-based E-LKPD is declared feasible, effective, and strengthens students' skills in managing learning independently.
PENGEMBANGAN FLASHCARD MATEMATIKA PADA MATERI BANGUN RUANG UNTUK SISWA SD Ulumudin, M. Ibham; Fatih, Mohamad; Alfi, Cindya
Jurnal Ilmiah Pendidikan Citra Bakti Vol. 11 No. 4 (2024)
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v11i4.3782

Abstract

Penelitian ini bertujuan untuk mengembangkan flashcard materi bangun ruang, mengetahui kevalidan, kelayakan dan daya tarik media flashcard pada materi bangun ruang. Metodologi yang adalah Reseach and Development, dengan model ADDIE yang memiliki lima tahapan yaitu Analysis, Design, Development Implementation, dan Evaluation. Teknik pengumpulan data menggunakan observasi, dokumentasi, lembar validasi dan angket. Subyek penelitian ini adalah siswa kelas VI SDN UPT SDN Ngaringan 04 Kabupaten Blitar yang berjumlah 18 orang. Hasil kevalidan media flashcard yang dikembangkan sebesar 98% dengan kategori sangat valid. Hasil uji kelayakan yang diperoleh dari tanggapan ahli materi, ahli media dan guru sebesar 93,78% sehingga dapat dikatakan media pembelajaran flashcard “sangat layak”. Penilaian kemenarikan siswa terhadap media pembelajaran flashcard menghasilkan total skor persentase sebesar 88,02% dengan kategori sangat menarik. Dengan demikian, dapat disimpulkan media flashcard materi bangun ruang dinyatakan valid, layak, dan menarik untuk digunakan dalam proses pembelajaran siswa kelas VI sekolah dasar.
PENGEMBANGAN LABIRIN GAYA GAME MATERI GAYA BERBANTUAN WORDWALL MENINGKATKAN SELF EFFICACY DAN LITERASI SAINS SISWA SD Restiani, Umi; Fatih, Mohamad; Alfi, Cindya
Jurnal Ilmiah Pendidikan Citra Bakti Vol. 11 No. 4 (2024)
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v11i4.3838

Abstract

Tujuan penelitian ini adalah mengembangkan desain LAGA (Labirin Gaya) Game pada materi gaya disekitar kita berbantuan wordwall untuk meningkatkan self-efficacy dan literasi sains siswa kelas IV SD. Pendekatan yang diterapkan dalam penelitian ini merupakan Research and Development (R&D) dengan langkah-langkah pengembangan model ASSURE. Desain eksperimen lapangan yang digunakan adalah one group pretestposttest design. Teknik pengumpulan data terdiri dari 4 metode yaitu wawancara (pra-penelitian), angket, lembar tes, dan dokumentasi. Berdasarkan hasil penelitian diketahui bahwa skor kevalidan media oleh ahli media mencapai 87,5%, sementara ahli materi memberikan skor sebesar 100%, keduanya dikategorikan sebagai sangat valid. Selain itu, respon guru terhadap aspek kelayakan mencapai 95%, dengan kategori sangat layak. Berdasarkan respon siswa, media laga game berbantuan wordwall mendapat hasil yang positif yakni mampu efektif dengan pengaruh signifikan dalam meningkatkan self-efficacy pada kategori sedang yang didasarkan pada rata-rata skor N-gain mencapai 0,484, dan mampu meningkatkan literasi sains siswa pada kategori sedang dengan rata-rata N-gain 0,345. Hasil uji manova mendapatkan kriteria signifikan untuk variabel self-efficacy 0,029 < 0,05 dan variabel literasis sains 0,047 < 0,05. Berdasarkan hasil uji manova tersebut dapat disimpulkan bahwa terdapat pengaruh desain LAGA game berbantuan wordwall terhadap self-efficacy dan literasi sains.
PENGEMBANGAN MEDIA MISUER BERBASIS ARTICULATE STORYLINE MELALUI MODEL PEMBELAJARAN PJBL UNTUK MENINGKATKAN SELF REGULATED SISWA SD Azmia, Makhfiroh Nur; Alfi, Cindya; Fatih, Mohamad
Jurnal Ilmiah Pendidikan Citra Bakti Vol. 12 No. 4 (2025): Jurnal Ilmiah Pendidikan Citra Bakti
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v12i4.6159

Abstract

Keterbatasan penggunaan media digital interaktif dan ketergantungan pada bahan ajar tradisional di SDN Kendalrejo 02 telah mempengaruhi keterlibatan siswa dan kemandirian belajar siswa menjadi masalah yang menjadi dasar penelitian ini. Kajian ilmiah ini bertujuan untuk mengembangkan MISUER (Media Interaktif Sumber Energi) berbasis alur cerita artikulasi dengan pendekatan Project Based Learning (PjBL) guna meningkatkan self-regulated learning siswa. Peneliti menerapkan metode R&D dengan mengikuti tahap model Borg and Gall yang disesuaikan dengan konteks penelitian. Siswa kelas III SDN Kendalrejo 02 merupakan partisipan utama dalam penelitian ini. Data penelitian diperoleh melalui wawancara, observasi, angket dan dokumentasi yang selanjutnya dianalisis dengan pendekatan deskriptif, baik secara kuantitatif maupun kualitatif. Media yang dihasilkan melewati tahapan validasi dari pakar media dan materi. Berdasarkan validasi, media mendapatkan skor 96% dari kedua ahli, masuk dalam kategori sangat valid. Tanggapan guru juga menunjukkan kelyakan tinggi, dengan skor 100% dengan kategori sangat layak. Selain itu, analisis pre-post siswa menunjukkan adanya peningkatan self-regulated yang signifikan dengan N-gain score rata-rata mencapai 0,81, yang dibatasi tinggi. Dengan demikian, penggunaan MISUER (Media Interaktif Sumber Energi) berbasis articulate storyline melalui model pembelajaran Project Based Learning (PJBL) ini terbukti efektif dalam meningkatkan self-regulated siswa kelas III SDN Kendalrejo 02 Kabupaten Blitar.
Inovasi E-modul Berdiferensiasi Berbasis PjBL Materi Bentang Alam Untuk Meningkatkan Kolaborasi Siswa Kelas IV SD di Kabupaten Blitar: Inovasi E-modul Haryanti, Alfi; Alfi, Cindya; Oktaviani, Ragil Tri
Jurnal Gentala Pendidikan Dasar Vol. 10 No. 3 (2025): Jurnal Gentala Pendidikan Dasar
Publisher : Department of Primary School Teacher Education, Faculty of Teacher Training and Education, Jambi University

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

Abstract

This study aims to create a differentiated E-module based on Project Based Learning (PjBL) on landscape material to improve the collaboration of grade IV elementary school students in Blitar Regency. Research and development are carried out using the ADDIE paradigm which consists of the stages of analysis, design, development, implementation, and evaluation. The ADDIE paradigm, which consists of the phases of analysis, design, development, implementation, and evaluation methodology used in this work. Three experts material, media, and language experts performed product validation, and instructors assessed the viability of the product. According to the validation evaluation, the created e-module received a very valid category from the following aspects: language (82%), media (95%), and material (95%). With a 91% success rate, the teachers' feasibility test likewise produced extremely feasible outcomes. The implementation of e-modules with an N-Gain value of 0.72, students demonstrated significant improvement in collaboration. Therefore, this unique PjBL-based e-module helps students work better together and is suitable for use as a learning resource in landscape learning in elementary schools.
Co-Authors A, Anjelika Kurotul Abdiyati, Santi Asfiyatul Ach. Amirudin Adina, Atik Affiana, Maulidya Nur Afifatul Izzatil Husna Alina, Irfama Allatif, Nurlaila Amalia, Shofi Nur Amaliya, Fadlilatul Ilmi Amna Tahta Dhilil Aulia Ananta, Nadia Diaz Andarista, Elsa Anggraini, Beti Anita, Yuli Aprilia, Linda Ayu Resa Aswitama, Lana Diyani Atul Makrifah, Istina Aulia Agustina, Aulia Azmia, Makhfiroh Nur Bastian, Riska Dwi Bima Tangguh Alam Binti Khasanah CHABIBAH, UMI Chanifatul Chusnah Daeng Febia, Ratus Deni Tri Lutfiana Devrat Satriya Wibangga Dewi Masyitho, Latifa Dwi Kurniasari Dwi Yoni Hidayati Dwi Zakiatus Salamah EKO ANDI SUSILO Elsa Nadya Ulandari Fathul Niam Fatih , Mohamad Fatih, Mohamad Fatih, Mohammad Fatih, Muhamad Fatimah, Pitri Dwi Fatqul Anang Ma’ruf Fauzi, Fariha Qalbi Ilmillahi Fernadiksa Rastra Putra Pratama Fikria, Maya Dina Fikrina, Maya Dina Fitroh, Siti Khoirotul H, Musabiku Choiriyatul Hamid, Mayang Aminin Haryanti, Alfi Hidayah, Putri Nur Hidayati, Dwi Yoni Hidayatul Isnaini Himawan, Sergio Pinto Husna, Sofila Irvan Safi'i, Mochammad Dwi Iswan, Mohamad Iswan, Muhammad Iswanti, Siti Az Zahra Iswanti, Siti Azzahra Izati, Nurisa Rohmatul Jannah, Latifatul Jannah, Niswatul Julia Masrifatin Kamila, Ilhama Karomah, Fitriyatul Khilyatul Izah Islamiyah Khoiriyah, Nadzirotul Khoirunnisa, Salsabila Kholida, Nilna Maya Khotimah, Arisa Khusnul Khudzaifah, Naila Azka Khusna, Mufidatul Kistin Restu Perdana Kurotul, Anjelika Lailatus Sa’adah Latifah, Siti Nurul Latifatul Jannah Lestari, Atika Ailis Ayu Lestari, Nabila Putri Lina, Karo Li’ana Turosidah Lupita, Siti Tri Makrifah, Istina Atul Masrukhin, Muhamad Johan Mastura, Jenny Eka Amy Masyitho, Latifa Dewi Mayang Aminin Hamid Ma’rifah, Lathifatul mega elvi yuniasari Melati, Venty Mohamad Fatih Mohamad Fatih, M.Pd Mohammad Fatih MUHAMAD BURHANUDIN Muhammad Amiqul Ilmi Muhammad Iswan Muhammad Tegar Amru Mukaromah, Ula Adiniyatul Mulia, Niken Ayu Dewanti Mulia, Wanda Natasya Dewanti Munadhah, Ummu Khusna Munawaroh, Latifatul Muqtafa, Muhammad Afifuddin Murtaslimah, Siti Muti'ah, Kuni N., Frika Trisetya Nanindya Filanti Tiaeni Ni'mah, Naili Nisa, Lisa Khoirun Ni’mah, Tarwiyatun NUR CHOLIFAH Nur Cholifah NUR FADILAH O, Alzayna Wahdafi Oktafiani, Fera Oktaviani, Ragil Tri Parawansa, Rahajeng Intan Puspa Indah Sari Putri Ayu Maharani Putri Nanda Sholikah Putri Nuryani, Monike Eka Putri, Alvina Adelia Putri, Siti Fadila Rahma Ragil Tri Oktaviani Rahmania, Nayla Ramadhani, Muhammad Restiani, Umi Rofi'ah, Siti Rofi’ah, Siti Rulianti, Rulianti Sa'adah, Isnawaitus Sa'diyah, Lailatul Saputra, Andri Yoga Saras, Yetti Yuni Sari, Putri Ana Sasmita, Alifa Putri Savitri, Silvi Aprilia Septarini, Tri Ayu Setya Ningrum Nailul Hidayah Shofi Nur Amalia Sindi Ratika Sisiliafani Azizah, Kiky Siti Rofi'ah Slamet Supriadi Sofiana, Nurma Sulistiani Sulistiani, Sulistiani Sumarmi Susanti, Laila Susanti, Yayuk Triani, Heppy Novi Tridiantika, Lucia Trio Arista Tsaniatul Muyassaroh Ula Adiniyatul Mukaromah Ulumudin, M. Ibham Umah, Nuril Badiatul Vitika Kurniawati Wafa, Khoirul Widayanti, Hilya Widi Astutik Widya Putri Mailani Wijono, Alifa Putri Sasmita Hadi WIldan Alwi Prastya yuniasari, mega elvi Yunita Salsa Bila Yunita Wulan Sari zulfa, indana Zulfa, Laili Rofiati Zumrotul Ngafifah