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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
BOOKLET DIGITAL BERBASIS AUGMENTED REALITY MATERI BILANGAN CACAH MENINGKATKAN SELF REGULATION SISWA KELAS IV SEKOLAH DASAR Umah, Nuril Badiatul; Fatih, Mohamad; Alfi, Cindya
SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED Vol. 14 No. 3 (2024): SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/sejpgsd.v14i3 SEP.59261

Abstract

The aim of this research is to develop a digital booklet based on augmented reality with whole number material to improve self-regulation of class IV students, as well as to test the effect of digital booklets based on augmented reality on self-regulation of class IV students. The method applied in this research is Research and Development (RnD) with steps in developing the ASSURE model. The experimental design used was pre-respond and post-respond with non-equivalent control group design. Based on the research results, it is known that the material validity score by material experts reached 94%, media experts reached 95%, while language experts achieved 97%, all three were categorized as very valid. Apart from that, the teacher response to the feasibility aspect reached 89% in the very feasible category. Based on student responses in the form of a questionnaire to increase self-regulation in the experimental class, the average NGain was 0.3784, while in the control class it was 0.3280. Meanwhile, to test the hypothesis using the t paired sample test, a Sig (tailed) value of 0.000 was obtained. So that 0.000<0.05, then H0 is rejected and Ha is accepted, which can be interpreted as meaning that there is an influence of augmented reality-based digital booklets on the self-regulation of class IV students at SDN 2 Tanjungsari, Blitar City.
Pengembangan Modul Ajar Interaktif Berbasis Augmented Reality Materi Sistem Tata Surya Untuk Meningkatkan Self Esteem Siswa Kelas VI Hidayatul Isnaini; Mohammad Fatih; Cindya Alfi
Jurnal Pendidikan dan Kebudayaan (JURDIKBUD) Vol. 4 No. 1 (2024): Maret : Jurnal Pendidikan dan Kebudayaan
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurdikbud.v4i1.2726

Abstract

The development of science and technology is increasingly encouraging efforts to update the way technology is used in the educational process. Teachers must be able to utilize current technology to help students learn. There are many kinds of media in learning, for example real or technology-based media. One type of technology-based media is augmented reality. The aim of this research is to find out how to create and use interactive teaching modules based on augmented reality, and whether this module can increase students' self-esteem in class VI of SD Negeri Kendalrejo Srengat, Blitar Regency. This research uses research and development (R & D) with the ADDIE method, which consists of analysis, design, development, implementation and evaluation. The validation results of the product assessment by material experts obtained a percentage of 92 percent with the criteria "Very Valid". the results of the product assessment validation by language experts got a percentage of 95%, with the criteria "Very Valid" and the results of the product assessment by media experts got a percentage of 80% with the criteria "Valid". The pre-questionnaire and post-questionnaire results showed an average of 92%. Thus, the "very good" category was obtained, which means that interactive teaching module media based on augmented reality has an effect on increasing students' self-esteem.
Pengembangan Traditional Game Congklak pada Materi Penjumlahan dan Pengurangan untuk Meningkatkan Kemampuan Berhitung Siswa Kelas 1 maysaroh, siti; Cindya Alfi; Mohamad Fatih
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 7 No. 1 (2024)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v7i1.2162

Abstract

This research originates from the results of preliminary observations and interviews conducted with elementary school teachers at SDIT Al-Firdaus Semen. The learning process was found to be problematic, due to a lack of various teaching materials. The limited variety of media results in a lack of engagement among students, leading to boredom and distraction during arithmetic lessons. Students often stray off course, engaging in conversations with peers or immersing themselves in other activities in the classroom. To answer this problem, the traditional congklak game was introduced as a pedagogical tool to improve the numeracy skills of first grade students at SDIT Al-Firdaus Semen. Using the ADDIE research model, this study involved a total of 15 participants. The Research and Development method or commonly referred to as RnD is guided by the ADDIE model which consists of five stages, namely analysis, design, development, implementation, and evaluation. The tools used in this process include material expert sheets, media experts, user experts (teachers), as well as pretest and posttest assessments. The purpose of this study was to improve the numeracy skills of first grade students at SDIT Al-Firdaus in addition and subtraction. The results showed that media experts rated the results of the assessment at 82.5% (very feasible), material experts at 90% (very feasible), and user experts (teachers) at 100% (very feasible). Together, these assessments show that the traditional congklak game media is very suitable for improving the arithmetic addition and subtraction skills of grade 1 SDIT Al-Firdaus students. Congklak Traditional Game Media not only improves students' numeracy skills but also provides valuable data through pretest and posttest scores which are then calculated using N-Gain. The average N-Gain value obtained is 81.38%, indicating a high level of improvement. Based on this, it can be concluded that the use of Congklak Traditional Game media is highly recommended and effective in improving students' numeracy skills.
Pengembangan Media Fun Thinkers Book Berbasis Scientific Materi Keragaman Budaya Indonesia Untuk Meningkatkan Self Regulation Pada Siswa Kelas IV UPT SDN Kebonduren 01 Kabupaten Blitar Masyitho, Latifa Dewi; Mohamad Fatih; Cindya Alfi; Dewi Masyitho, Latifa; Fatih, Mohamad; Alfi, Cindya
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 7 No. 1 (2024)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v7i1.2165

Abstract

This study aims to produce development products in the form of teaching materials for class IV,namely the Scientific Based Fun Thinkers Book,material on Indonesia cultural diversity to improve student self regulation in this study using the development method (Research&Development) with the ADDIE development model ,Analysis (analysis), Design(design), Development(development), Implementation (Implementation) and Evaluation (evaluation).The data source in this study consisted of primary data obtained from the research environment,namely UPT SDN Kebonduren 01 Blitar Regency,with 18 class IV students as research subjects.the result showed that the development of scientific based fun thinkers book media on Indonesia cultural diversity material was carried out through the stages of observation,validation by media experts and material experts,linguists as well as field trials with fourth grade students at SDN kebonduren 01.The validity test was carried out by experts show valid result with percentages showing more than 91 %.while the increase in self regulation proved to increase by category with the result t count for self regulation of 8.5.
Pengembangan Media Fun Thinkers Book Berbasis Scientific Materi Keragaman Budaya Indonesia Untuk Meningkatkan Self Regulation Pada Siswa Kelas IV UPT SDN Kebonduren 01 Kabupaten Blitar Masyitho, Latifa Dewi; Mohamad Fatih; Cindya Alfi; Dewi Masyitho, Latifa; Fatih, Mohamad; Alfi, Cindya
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 7 No. 1 (2024)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v7i1.2165

Abstract

This study aims to produce development products in the form of teaching materials for class IV,namely the Scientific Based Fun Thinkers Book,material on Indonesia cultural diversity to improve student self regulation in this study using the development method (Research&Development) with the ADDIE development model ,Analysis (analysis), Design(design), Development(development), Implementation (Implementation) and Evaluation (evaluation).The data source in this study consisted of primary data obtained from the research environment,namely UPT SDN Kebonduren 01 Blitar Regency,with 18 class IV students as research subjects.the result showed that the development of scientific based fun thinkers book media on Indonesia cultural diversity material was carried out through the stages of observation,validation by media experts and material experts,linguists as well as field trials with fourth grade students at SDN kebonduren 01.The validity test was carried out by experts show valid result with percentages showing more than 91 %.while the increase in self regulation proved to increase by category with the result t count for self regulation of 8.5.
Pengembangan Media Flipbook Berbasis Augmented Reality Materi Keragaman Budaya Untuk Meningkatkan Self Efficacy Siswa Kelas IV Khusna, Mufidatul; Fatih, Mohamad; Alfi, Cindya
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 7 No. 1 (2024)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v7i1.2168

Abstract

Self-efficacy is the ability of students to believe in their abilities. One way to improve students' self-efficacy skills at school is to use instructional media. One of the learning media that can be developed is augmented reality-based flipbook media in IPAS matter. The media was developed with the ADDIE development model. Interviews and questionnaires are data collection techniques used by researchers. Validation from media experts got a score of 87%, material experts got a score of 100% and language experts got a score of 82%. This means that the media developed by the researcher is included in the valid category and can be used for research. the results of increasing students' self-efficacy abilities after learning using flipbook media based on augmented reality are calculated using the N-Gain formula and get a score of 0.5122. These results are included in the moderate category. Thus, it can be concluded that the use of flipbook media can help increase students' self-efficacy and make learning more interesting than previous learning.
PENGEMBANGAN MEDIA POCKED BOOK BERBASIS AUGMENTED REALITY UNTUK MENINGKATKAN LITERASI DIGITAL SISWA KELAS IV SDN MODANGAN 05 KECAMATAN NGLEGOK Mohamad Fatih, M.Pd; Cindya Alfi; CHABIBAH, UMI; Fatih, Mohamad; Alfi, Cindya
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 7 No. 1 (2024)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v7i1.2186

Abstract

This study aims to 1) Maintain Pocket Book Design based on Augmented Reality (AR) Developed on Plant Body Part Materials and Its Functions in IPA Lectures (2 Knowledge of the Applicability of Pocket Books Learning Media based on augmented reality) As the Learning Media for Plant Body Body Parts and its Functions on IPA Lektures (3 Knowing the Improvement of Student Digital Literacy on Body Part Matters and Functions After Using the Augmenced Reality Based Book Pocket Media (AR). In this study using Research and Development Methods (Research and Development) Data sources in this study consist of primary data obtained from the research environment, namely SDN Modangan 05 Districts Nglegok, with research subjects totaling 24 students of class IV, consisting of 19 male students and 5 female students. Research results show that 1) The development of media pocket book based on augmented reality material parts of the plant body and its function is carried out through the stages of define, design, development, and disseminate. The phase involves observation, validation by media and material experts, as well as field trials with students of Class IV SDN Modangan 05. 2) The product validation results showed a score of 66, which after being processed in the presentation formula was 97%. The scores show that the augmented reality based media pocket book is valid and suitable for use in learning activities. Analysis of digital literacy improvement data using augmented reality-based pocket book media showed a comparison of 0.6830 between pre-angket and post-angkat. Based on the N-Gain level criteria, this study falls into the middle category
PENGEMBANGAN MEDIA POCKED BOOK BERBASIS AUGMENTED REALITY UNTUK MENINGKATKAN LITERASI DIGITAL SISWA KELAS IV SDN MODANGAN 05 KECAMATAN NGLEGOK Mohamad Fatih, M.Pd; Cindya Alfi; CHABIBAH, UMI; Fatih, Mohamad; Alfi, Cindya
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 7 No. 1 (2024)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v7i1.2186

Abstract

This study aims to 1) Maintain Pocket Book Design based on Augmented Reality (AR) Developed on Plant Body Part Materials and Its Functions in IPA Lectures (2 Knowledge of the Applicability of Pocket Books Learning Media based on augmented reality) As the Learning Media for Plant Body Body Parts and its Functions on IPA Lektures (3 Knowing the Improvement of Student Digital Literacy on Body Part Matters and Functions After Using the Augmenced Reality Based Book Pocket Media (AR). In this study using Research and Development Methods (Research and Development) Data sources in this study consist of primary data obtained from the research environment, namely SDN Modangan 05 Districts Nglegok, with research subjects totaling 24 students of class IV, consisting of 19 male students and 5 female students. Research results show that 1) The development of media pocket book based on augmented reality material parts of the plant body and its function is carried out through the stages of define, design, development, and disseminate. The phase involves observation, validation by media and material experts, as well as field trials with students of Class IV SDN Modangan 05. 2) The product validation results showed a score of 66, which after being processed in the presentation formula was 97%. The scores show that the augmented reality based media pocket book is valid and suitable for use in learning activities. Analysis of digital literacy improvement data using augmented reality-based pocket book media showed a comparison of 0.6830 between pre-angket and post-angkat. Based on the N-Gain level criteria, this study falls into the middle category
Pengembangan Pengembangan Media Papan Pintar Pancasila Berbasis Permainan Tradisional Pada Pembelajaran PPKn Sebagai Penguatan Profil Pelajar Pancasila Elemen Gotong-royong SDN Tlumpu Kota Blitar Ramadhani, Muhammad; Alfi, Cindya; Fatih, Mohamad
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 7 No. 2 (2024)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v7i2.2391

Abstract

The Pancasila Student Profile now makes students more creative and innovative to shape and create themselves into students who are religious and can respect others. Accompanied by interesting learning created by teachers and the school environment as well as learning media that are popular and not boring for students. One learning method that can be used is the Pancasila smart board. This study was conducted to determine the level of validity, feasibility and strengthening of the Pancasila student profile, especially the mutual cooperation element. This research and development uses the ADDIE development model which includes stages (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The instruments used in this research were observation, interviews, questionnaires and documentation. The research results are also documented showing that the level of validation carried out by material experts and media experts is in the very valid category. The level of eligibility carried out by the class IV homeroom teacher at SDN Tlumpu, Blitar City was categorized as very valid. Strengthening the Pancasila student profile, the mutual cooperation element is included in the strong qualifications. So there is a possibility that this media is suitable for use. as a learning medium. In this research, data was collected through questionnaires which obtained the following results: validation questionnaire for material experts and media experts with an average of 85.9%, feasibility questionnaire with a percentage of 100% and questionnaire strengthening the profile of Pancasila students with mutual cooperation elements for class students IV Tlumpu Elementary School, Blitar City 98.2% in the "Strong" category.
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