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Science Learning Game (SLG) Berbasis Augmented Reality untuk Meningkatkan Kemampuan Literasi Sains dan Berfikir Kritis Siswa Kelas VI SD Fatih, Mohamad; Alfi, Cindya; Muqtafa, Mohammad Afifuddin
Jurnal Penelitian Pendidikan IPA Vol 10 No 2 (2024): February
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i2.6107

Abstract

Science literacy is the ability of individuals to understand, evaluate, and apply scientific knowledge in everyday problem-solving, while critical thinking is the ability to analyze, evaluate, and make decisions based on evidence and logic. This research is based on several issues in SDN Sentul2 Kota Blitar in grade 6 post-Covid 19. This research aims to produce a product used as a learning tool in Grade 6, namely Science Learning Game (SLG) Media based on Augmented Reality to Improve Science Literacy and Critical Thinking Skills in Grade 6 Students in Kota Blitar. This research and development (R&D) study uses the ADDIE (analysis, design, development, implementation, and evaluation) model. The instrument used is a questionnaire. The research data analysis results show that the developed media can improve critical thinking skills, as evidenced by comparing the Pre-test results at 72.21% with the Post-test results at 93.57%. This media can also enhance science literacy, as indicated by the increase between the Pre-test results at 74.28% and the Post-test results at 92.14%. The implication is that the science literacy and critical thinking abilities of students in Indonesia still need improvement, which can be achieved by considering the use of instructional media. With positive results in pre-test and post-test scores, this media has the potential to enhance science literacy and critical thinking skills in students.
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.
QR Code-Based Picture Story Book Media to Improve Analytical Thinking on Elemental Materials in Class 5 Literary Work at State 4 Purwodadi Primary School Malang District Dwi Yoni Hidayati; Cindya Alfi; Mohamad Fatih
Edumaspul: Jurnal Pendidikan Vol 8 No 1 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v8i1.8154

Abstract

A country needs to invest in its education. Without education, the people of the country will not understand what independence means. The public education system in this country will be run independently. Apart from that, the people will also have superior qualities that will be beneficial for the country. However, based on empirical data in this sector, there are limitations in the use and accessibility of learning media. Teachers will actually benefit from developing learning media because they will be better able to explain subject matter to students. Therefore, this research was conducted at SD Negeri 4 Purwodadi, Malang Regency. One type of research and development (R&D) is this research. The Borg and Gall research model was used in this research. The research findings are based on material expert scores which are considered "very valid" with a percentage of 87.5%. The material expert's assessment was assessed as "very valid" with a percentage of 95%. The linguist's assessment was considered "very valid" with a proportion of 90%. Validation of media suitability is rated "very valid" with a score of 90. Validation of test questions has a rating of 83% which means "quite valid". The proportion of media eligibility is 97%. Included in the "Very Appropriate, no need to revise" category when interpreted according to the validity criteria table. With a percentage of 73%, the feasibility of expert validation of linguists falls in the range of 70.01 – 85.00%. Enter under the title "Good, Appropriate, no need for revision" in the validity criteria table. The Ngain categorization that meets the "high" criteria is placed in the 0.70 < n < 1.00 group. Thus, it can be said that grade 5 students at SD Negeri 04 Purwodadi can develop their analytical thinking skills by using picture story books that depict elements contained in literary works.
Development of Tangram Media in Mathematics Learning Flat Built Materials to Improve Self Efficacy in Class 2 of Kendalrejo Negeri Srengat Primary School Mayang Aminin Hamid; Cindya Alfi; Mohamad Fatih
Edumaspul: Jurnal Pendidikan Vol 8 No 1 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

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

Abstract

The research aims to develop tangram media in flat building material which plays a role in increasing the self-efficacy of Class 2 of Kendalrejo Srengat District Elementary School. Blitar. Rises uses research and development (R&D) methods. The development stages used are ADDIE, namely Analysis, Planning, Development, Implementation and Evaluation. The data used is primary data from the research location, the subjects are 11 grade 2 students. The data collection technique is through a questionnaire and interview process, but during the pre-practice stage, observations are made, material and media experts, as well as a questionnaire for N-gam exam students. According to the results obtained by material experts (93%) and media experts (100%) it was declared very valid, media feasibility (100%) was declared very feasible, and the gain in increasing self-efficacy using the N-gain formulation obtained a value of 0.7788 which was declared high. This shows that tangram learning media can increase students' self-efficacy.
Truth Dare Card Media Develoment Improving the Abilty to think Creatively Pancasila Value Material Class V SDN Modangan 05 Blitar Ula Adiniyatul Mukaromah; Cindya Alfi; Mohamad Fatih
Edumaspul: Jurnal Pendidikan Vol 8 No 1 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

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

Abstract

The aim of this research is to develop truth or dare card media to improve creative thinking skills regarding Pancasila value material for class V at Modangan 05 Blitar Elementary School. This research utilizes research and development (R&D) techniques where the approach uses ADDIE, which stands for Analysis, Design, Development, Implementation, and Evaluation. Primary data collected from the field is the backbone of this research data collection. This data source comes from experts, instructors and students. The researchers used interviews and questionnaires as data collection strategies in this research. Carry out product testing in the field using methods such as observation, consulting with material experts, seeking input from media experts, and providing questionnaires to students as well as N-gain tests. According to the findings of material experts, the validity of the criteria was assessed as "very valid" with a score of 88%. The media expert's evaluation received a score of 100% and was rated "Very Valid" according to the criteria. The media feasibility study gave a result of 88.5%. The test results showed a significant value, indicating that the Truth or Dare card medium was accepted. In addition, there was an increase observed between the pre-questionnaire and post-questionnaire, which shows that the application of the Truth and Dare game media effectively improves students' creative thinking skills at SDN Modangan 05.
Pengembangan Pop-Up Book berbasis Augmented Reality Materi Bangun Ruang Meningkatkan Self Efficacy Siswa Kelas V SDN Sumberdiren 01 Kabupaten Blitar Wijono, Alifa Putri Sasmita Hadi; Alfi, Cindya; Fatih, Mohamad
Jurnal Simki Pedagogia Vol 7 No 2 (2024): Volume 7 Nomor 2 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jsp.v7i2.714

Abstract

The goal of this project is to improve the self-efficacy of 5th grade students through the development of augmented reality-based pop-up book learning materials and building spaces. Research and development (R&D) methodology is used in this project. The data was collected using surveys and interviews with instruments assessed by language, media, and material experts. The assessment from language experts received a score of 82.5%, meaning "very valid", the assessment from media experts received a score of 100%, meaning "very valid", and the product validity test from material experts received a score of 100%, meaning "very valid". With a score of 97.5% on the media attractiveness scale, it is classified in the "very interesting" category. Meanwhile, the increase in students' Self Efficacy was rated "high" with a score of 0.81. So it is concluded that the Augmented Reality-based Pop Up Book media is able to increase student self-efficacy.
Pengembangan Game KEBAL berbasis Web App sebagai Penguatan Sikap Toleransi Siswa Kelas 4A SDIT Al-Akbar Kabupaten Blitar Munawaroh, Latifatul; Alfi, Cindya; Fatih, Mohamad
Jurnal Simki Pedagogia Vol 7 No 2 (2024): Volume 7 Nomor 2 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jsp.v7i2.719

Abstract

This study aims to determine how the validity, feasibility of KEBAL media based on Web App and also the strengthening of tolerance attitudes of 4A class students of SDIT Al Akbar Blitar Regency. This research uses the Borg and Gall development model with trials at SDIT Al Akbar Blitar Regency. The data collection techniques used are interviews, questionnaires and documentation. The validation results show that the Web App-based KEBAL product has a very high level of validity and feasibility. The validity of this product was assessed by media experts and material experts while the feasibility of the product was assessed by the class teacher through a questionnaire. The product trial was carried out with 2 stages, namely small scale and large scale and obtained a score of 90% and 92% with a very tolerant category. Thus the product that has been made can be used without revision.
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 CHABIBAH, UMI Chanifatul Chusnah Daniel, Yuli Deni Tri Lutfiana Devrat Satriya Wibangga Dewi Masyitho, Latifa Dian Novitasari Dwi Kurniasari Dwi Yoni Hidayati 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 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 Melati, Venty Mohamad Fatih Mohamad Fatih, M.Pd Mohammad Fatih 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, Mohammad Afifuddin Muqtafa, Muhammad Afifuddin Murtaslimah, Siti Muti'ah, Kuni N., Frika Trisetya 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 Pratama, Fernadiksa Rasta Putra Puspa Indah Sari Putra P, Fernadiksa Rastra 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 Maysaroh Siti Rofi'ah Slamet Supriadi 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 yuniasari, mega elvi Yuniasari, Mega Elvi Yunita Salsa Bila Yunita Wulan Sari zulfa, indana Zulfa, Laili Rofiati