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MENINGKATKAN PELAJAR KREATIF MELALUI SERVICE LEARNING DI YAYASAN SABILUL MUHTADIEN PLOSOKEREP KOTA BLITAR Rofi'ah, Siti; Alfi, Cindya; O, Alzayna Wahdafi; H, Musabiku Choiriyatul; Fikrina, Maya Dina; A, Anjelika Kurotul; Khoirunnisa, Salsabila; Sasmita, Alifa Putri; Anita, Yuli; Iswan, Muhammad
Jurnal Abdimas UNU Blitar Vol 6 No 1 (2024): Vol 6 No 1 (2024): Volume 6 Nomor 1 : Juli 2024
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/jppnu.v6i1.257

Abstract

Service learning program merupakan suatu metode pembelajaran dimana siswa dihadapkan langsung pada permasalahan yang terjadi di masyarakat. Kegiatan ini dilakukan oleh dosen dan mahasiswa di yayasan Sabilul Muhtadien Plosokerep berupa seminar dengan materi berpikir kreatif dan kreativitas serta implementasi dari materi tersebut. Service Learning ini bertujuan untuk: 1) menumbuhkan dan memotivasi anak untuk berjiwa kreatif dan berkreatif dalam rangka mengembangkan keterampilan anak, dan 2) mempraktikkan ‘jiwa melayani’ untuk meningkatkan kepedulian anak. Kegiatan diawali dengan persiapan, implementasi dan evaluasi. Simpulan dari kegiatan tersebut, anak-anak santri secara teorititis mendapat pemahaman tentang berpikir kreatif dan kreativitas serta mampu menghasilkan produk tas hasil karya masing-masing santri.
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.
Sipoe Book Berbasis Augmented Reality Meningkatkan Self Regulated Learning Dan Literasi Sains Siswa Kelas VI Sekolah Dasar Sisiliafani Azizah, Kiky; Fatih, Mohammad; Alfi, Cindya
Elementary School: Jurnal Pendidikan dan Pembelajaran ke-SD-an Vol. 12 No. 1 (2025): ELEMENTARY SCHOOL (Jurnal Pendidikan dan Pembelajaran Ke-SD-an)
Publisher : Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/esjurnal.v12i1.4338

Abstract

Tujuan penelitian ini adalah mengembangkan bahan ajar SIPOE Book ( Solar System Pop Up Education) berbasis augmented reality materi sistem tata surya meningkatkan self regulated learning dan literasi sains siswa Kelas VI. Pendekatan yang digunakan dalam penelitian ini merupakan Research and Development (R&D) dengan langkah-langkah pengembangan model ASSURE. Berdasarkan hasil penelitian diketahui bahwa skor kevalidan oleh ahli media mencapai 91.6%, ahli materi memberikan skor sebesar 100%, dan ahli bahasa mencapai 96.4% ketiganya dikategorikan sangat valid. Selain itu, respon guru terhadap kelayakan mencapai 100%, dengan kategori sangat layak. Respon siswa berupa angket dan tes, mendapat hasil yakni terdapat pengaruh signifikan meningkatkan self regulated learning dan literasi sains pada kategori sedang berdasarkan rata-rata skor N-gain 0,365 dan 0.498, dan hasil uji manova Tests of Between-Subjects Effects, menunjukkan nilai signifikansi variabel self regulated learning yaitu 0,000 dan variabel literasi sains yaitu 0,000. Kedua variabel memiliki nilai sig. lebih kecil dari taraf signifikansi 0,05.
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.
Development of Domino Card Media Based on QR Code to Improve Numeracy Skills of Grade 3 Students of UPT SDN Tumpang 02 Blitar Regency Alina, Irfama; Alfi, Cindya; Fatih, Mohamad
Journal of Educational Sciences Vol 8. No. 4. October 2024
Publisher : FKIP-Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.8.4.p.728-742

Abstract

This study aims to determine the validity, feasibility, and attractiveness of the development of domino card media based on QR codes for fractional material and to determine whether there is an increase in the numeracy skills of grade 3 students of UPT SDN Tumpang 02 Blitar Regency using the development of domino card media based on QR codes for fractional material. The method used in this study is the Research and Development (R&D) research method or research and development using the Borg and Gall research model consisting of 10 steps. This study uses data collection techniques in the form of questionnaires and tests. Based on the results of the study, it can be seen that the validity of the domino card media based on QR codes for fractional material obtained a total percentage of 94.84% and is included in the very valid category. The feasibility of the domino card media based on QR codes for fractional material obtained a final value of 84.375% and is included in the very feasible category with revisions. While the attractiveness of the domino card media based on QR codes for fractional material obtained a final value of 99.38% with a very interesting category. In addition, the results obtained from the n-gain value obtained a value of 0.87 with a high category, which means that there is a high influence in improving students' numeracy skills using the development of domino card media based on QR codes for fractional material.
Media Development Fraction Pop Up Book Augmented Reality Based Fraction Material To Improve Numeracy Skills Muti'ah, Kuni; Alfi, Cindya; Fatih, Mohamad
Journal of Educational Sciences Vol 8. No. 4. October 2024
Publisher : FKIP-Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.8.4.p.743-759

Abstract

Numeracy skills must be owned by students to be able to face the challenges in the 21st century. Improving numeracy skills in students can be done in learning activities at school by using learning media that are in accordance with the development of the times, one of which is by using the Fraction Pop Up Book media based on Augmented Reality . This study was conducted with the aim of determining the level of validity, feasibility and attractiveness of the Augmented Reality-based Fraction Pop-Up Book media and also to determine the increase in students' numeracy skills after learning using the developed media. This study is included in research & development (R&D) research using the Borg and Gall development model using 7 stages. This study was conducted at SDN Tlogo 02 Blitar in class 3 with a total of 33 students. This study was developed using several instruments, namely: interviews, questionnaires, tests and documentation. The results of this study show that researchers get a score of 100% from material experts, 93.75% from media experts and 87.5% from language experts. This shows that the media developed by researchers is valid media and can be used without requiring revision. The media is also a very interesting media with a percentage score of 94.61%. Students' numeracy skills also increased in the moderate category.
Development of Pop Up Book Media Based on Qr Code to Improve Reading and Arithmetic Skills of Grade 2 Elementary School Students Fitroh, Siti Khoirotul; Alfi, Cindya; Fatih, Mohamad
Journal of Educational Sciences Vol 8. No. 4. October 2024
Publisher : FKIP-Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.8.4.p.772-790

Abstract

Based on the results of a survey conducted by researchers, many students in the class still have difficulty in working on story problems in mathematics learning. This encourages researchers to help improve students' reading and arithmetic skills. This study aims to determine the level of validity, feasibility and attractiveness of learning media in the form of QR code-based pop-up books to improve reading and arithmetic skills in addition and subtraction story problems for grade 2 students at UPT SDN Tlogo 02, Blitar Regency. The research method used is research and development (R&D) with the ADDIE model. The research stages include analysis of student needs and characteristics, design of pop-up book concepts and specifications, prototype development, implementation, and evaluation. The results of the study indicate that the QR code-based pop-up book developed is feasible and valid for use in terms of material, media, and language. This media is also an attractive media for students as seen from the results of the attractiveness questionnaire with a percentage of 90.94% and is included in the very attractive category. In addition, the media can help improve reading and arithmetic skills for grade 2 with an N-Gain calculation result of 0.5364. Based on these results, it can be seen that QR code-based pop-up book media is a feasible, valid and interesting media and can help improve students' reading and arithmetic skills.
Development of Augmented Reality Based Comic Media Through Digital Library Applications for Visual Communication Capability Masrukhin, Muhamad Johan; Fatih, Mohamad; Alfi, Cindya
Journal of Educational Sciences Vol 8. No. 3. July 2024
Publisher : FKIP-Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.8.3.p.462-475

Abstract

Learning with more innovative media is needed to support students' abilities and also attract students' interest and attention. Apart from that, innovative media can also increase students' motivation and enthusiasm for learning. This research was conducted with the aim of developing augmented reality-based comic media to improve students' visual communication skills. This research was carried out using a 4D development model. The subjects of this research were class IV students at SDN Kendalrejo 01 Blitar Regency. The instruments used by researchers in conducting research are interviews, questionnaires, tests and also documentation. The data obtained by researchers was then analyzed to determine the level of feasibility and validity of the product. The media expert test results got a score of 97.5% and the material expert got a score of 95.8%. Researchers also conducted tests to see improvements in students' visual communication skills and obtained an average pre-test score of 70.75 and a post-test score of 95.5. The results of this research show that (1) Augmented reality-based comic media can improve students' visual communication skills. (2) The comic media developed by researchers is classified as very valid. This proves that comic media is effectively used in the learning process.
Pengembangan Media Scrapbook Penguatan Self-Efficay untuk Meningkatkan Keterampilan Berbahasa Siswa (Studi Siswa SDN Sawentar 01 Kabupaten Blitar) Lestari, Atika Ailis Ayu; Alfi, Cindya; Fatih, Mohamad
Cakrawala Indonesia Vol 9 No 2 (2024): Nopember-April
Publisher : Program Studi Pendidikan Bahasa Indonesia, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Muhammadiyah Sidenreng Rappang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55678/jci.v9i2.1498

Abstract

Tujuan riset mengembangkan media, langkah R & D, model Addie, eksperiment 11 anak SD Sawentar, kelas 4. Ditinjau pakar validator (V1) media, (V2) materi, (V3) bahasa, (KG) kemenarikan guru, (KS) kemenarikan siswa. Hasil pengembangan, penilaian kelayakan instrument V1 (82,5%), V2 (87,5%), dan V3 (92,5%), KM (100%), dan KS menghasilkan angka Cronbah’s Alph 0,890, penanda layak dipergunakan. Hasil validator produk V! (87,5%), V2 (87,5%), dan V3 (93,7%), dengan KG (100%). Implementasi media scrapbook meningkatkan keterampilan berbahasa siswa ketika self-efficacy mendorong sikap kepribadian siswa, hasil belajar dari 27,3% meningkat 63,5% diimplementasi kedua dan melonjat ketnilai 90,90 pada terapan ketiga, sehingga media layak dikembangkan karena telah mampu mendorong selff-efficacy yang berimbas semangat belajar tinggi, menciptakan motivasi kuat untuk belajar, hasil belajar membaik, hasil meningkat baik kopgnitif, afektif, maupun psikomotorik
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 Anggraini, Beti Anita, Yuli Aprilia, Linda Ayu Resa Aswitama, Lana Diyani Atul Makrifah, Istina Aulia Agustina, Aulia Bastian, Riska Dwi Bima Tangguh Alam Chanifatul Chusnah Deni Tri Lutfiana Devrat Satriya Wibangga Dwi Kurniasari 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 Fikria, Maya Dina Fikrina, Maya Dina Fitroh, Siti Khoirotul H, Musabiku Choiriyatul Hamid, Mayang Aminin Hidayah, Putri Nur Hidayati, Dwi Yoni Hidayatul Isnaini Husna, Sofila Irvan Safi'i, Mochammad Dwi Iswan, Mohamad Iswan, Muhammad Iswanti, Siti Az Zahra Iswanti, Siti Azzahra Izati, Nurisa Rohmatul Julia Masrifatin Kamila, Ilhama Karomah, Fitriyatul Khilyatul Izah Islamiyah Khoiriyah, Nadzirotul Khoirunnisa, Salsabila Kholida, Nilna Maya Khotimah, Arisa Khusnul Khudzaifah, Naila Azka Kistin Restu Perdana Kurotul, Anjelika Latifah, Siti Nurul Lestari, Atika Ailis Ayu Lina, Karo Li’ana Turosidah Lupita, Siti Tri Masrukhin, Muhamad Johan Ma’rifah, Lathifatul Melati, Venty Mohamad Fatih Mohammad Fatih Muhammad Amiqul Ilmi Muhammad Iswan Muhammad Tegar Amru Mukaromah, Ula Adiniyatul Mulia, Niken Ayu Dewanti Mulia, Wanda Natasya Dewanti Munadhah, Ummu Khusna Muqtafa, Muhammad Afifuddin Murtaslimah, Siti Muti'ah, Kuni Nisa, Lisa Khoirun NUR CHOLIFAH Nur Cholifah NUR FADILAH O, Alzayna Wahdafi Oktafiani, Fera Parawansa, Rahajeng Intan Pratama, Fernadiksa Rasta Putra 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 Saputra, Andri Yoga Saras, Yetti Yuni Sari, Putri Ana Sasmita, Alifa Putri Savitri, Silvi Aprilia Septarini, Tri Ayu Shofi Nur Amalia Sisiliafani Azizah, Kiky Siti Rofi'ah Slamet Supriadi Sulistiani Sulistiani, Sulistiani Sumarmi Susanti, Laila Susanti, Yayuk Triani, Heppy Novi Tridiantika, Lucia Tsaniatul Muyassaroh Ulumudin, M. Ibham Umah, Nuril Badiatul Vitika Kurniawati Wafa, Khoirul Widayanti, Hilya WIDI ASTUTIK Widya Putri Mailani yuniasari, mega elvi Yunita Salsa Bila Zulfa, Laili Rofiati