p-Index From 2021 - 2026
5.096
P-Index
This Author published in this journals
All Journal International Journal of Evaluation and Research in Education (IJERE) Jurnal Pendidikan Anak Usia Dini Undiksha Jurnal Penelitian dan Pengembangan Pendidikan Jurnal Pendidikan Indonesia Jurnal Pendidikan Usia Dini MALIH PEDDAS Jurnal Pendidikan (Teori dan Praktik) Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini Pendas : Jurnah Ilmiah Pendidikan Dasar International Journal of Elementary Education JURNAL MathEdu (Mathematic Education Journal) Efektor EDUKATIF : JURNAL ILMU PENDIDIKAN Seling: Journal of PGRA Study Program JURNAL Al-AZHAR INDONESIA SERI HUMANIORA J-ADIMAS (Jurnal Pengabdian kepada Masyarakat) Jurnal Ilmiah Profesi Pendidikan Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Jurnal Anak Usia Dini Holistik Integratif (AUDHI) JURPIKAT (Jurnal Pengabdian Kepada Masyarakat) DIKSI: Jurnal Kajian Pendidikan dan Sosial Jurnal Pendidikan Ilmu Pengetahuan Alam (JP-IPA) Proceedings of The ICECRS Jurnal Sistem Informasi Mahakarya (JSIM) Realita: Jurnal Penelitian dan Kebudayaan Islam Jurnal Ilmiah Pendidikan Dasar (JIPDAS) JP (Jurnal Pendidikan) : Teori dan Praktik YASIN: Jurnal Pendidikan dan Sosial Budaya Dedikasi Nusantara: Jurnal Pengabdian Masyarakat Pendidikan Dasar Indonesian Journal of Early Childhood : Jurnal Dunia Anak Usia Dini Jurnal Pelita PAUD Asa Jurnal Penelitian Pendidikan dan Pembelajaran Dinamika Pendidikan Journal of Early Childhood Development and Education Jurnal Ilmiah Pendidikan Citra Bakti SCHOULID: Indonesian Journal of School Counseling
Claim Missing Document
Check
Articles

Pengembangan Media Hakku Box Smart Berbasis Role Play untuk Meningkatkan Hasil Belajar PPKn Siswa Sekolah Dasar Siti Yusnia Rahayu; Novi Nitya Santi; Widi Wulansari
DIKSI: Jurnal Kajian Pendidikan dan Sosial Vol. 7 No. 3 (2026): Diksi: Jurnal Kajian Pendidikan dan Sosial
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/diksi.v7i3.4950

Abstract

Pengamatan ini bermaksud guna mengembangkan media pembelajaran Hakku Box Smart berbasis role play yang sesuai kriteria, praktis, serta efektif dalam meningkatkan capaian belajar siswa kelas III Sekolah Dasar pada materi hak, kewajiban, serta tanggung jawab. Pengamatan ini memakai metode Research and Development (R&D) dengan model pengembangan ADDIE yang melingkupi tahap Analysis, Design, Development, Implementation, serta Evaluation. Subjek pengamatan meliputi dua validator ahli (ahli media dan ahli materi), dua guru kelas III, serta siswa kelas III Sekolah Dasar yang terdiri atas 9 siswa pada uji coba terbatas serta 30 siswa pada uji coba luas. Teknik pengumpulan data memakai observasi, angket analisis kebutuhan, lembar validasi ahli, angket respon guru serta siswa, dan tes hasil belajar berupa pretest serta posttest. Hasil pengamatan membuktikan bahwasannya media Hakku Box Smart mendapatkan tingkat validitas sejumlah 91,38% dengan golongan sangat valid. Tingkat kepraktisan berdasarkan respon guru mencapai 95,00%, sedangkan respon siswa pada uji coba luas sejumlah 91,40%, keduanya termasuk golongan sangat praktis. Hasil uji efektivitas memperlihatkan nilai N-Gain sejumlah 0,625 yang ada pada kategori sedang atau cukup efektif. Dengan demikian, media Hakku Box Smart berbasis role play layak digunakan sebagai media pembelajaran guna meningkatkan capaian belajar peserta didik pada materi hak, kewajiban, serta tanggung jawab di kelas III Sekolah Dasar.
Pengembangan Media Pembelajaran Motar “Monopoli Pintar” Berbasis Game Edukasi Materi Energi dan Perubahannya dalam Kehidupan Sehari-Hari pada Siswa Sekolah Dasar Anggraini Wahyucahyani; Novi Nitya Santi; Widi Wulansari
Jurnal Pendidikan Ilmu Pengetahuan Alam (JP-IPA) Vol 7, No 03 (2026): Agustus 2026
Publisher : STKIP HARAPAN BIMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56842/jp-ipa.v7i03.1261

Abstract

This research is motivated by the less than optimal science learning of energy and its changes in fourth grade elementary school students because teachers still use the lecture method without the support of interesting learning media. This condition causes students to quickly get bored, less active, and the learning outcomes of some students are still below the Minimum Competency (KKM). This study aims to develop MOTAR (Smart Monopoly) learning media based on educational games on energy and its changes. This study uses the Research and Development (RD) method with the ADDIE development model which includes the stages of analysis, design, development, implementation, and evaluation. The research instruments used are observation sheets, interview guidelines, validation questionnaires from media experts and material experts, teacher and student response questionnaires, and pre-test and post-test questions. Data collection techniques are carried out through observation, interviews, questionnaires, and tests. Data analysis techniques use validity analysis with the Aiken's V formula, practicality analysis using percentages, and effectiveness analysis using the N-Gain test. The results of the study are tto produce valid, practical, and effective learning media to improve student motivation and learning outcomes in science learning.
Pengembangan Multimedia Interaktif Berbasis Game Edukasi Baamboozle pada Materi Pancaindra untuk Siswa Kelas 4 Sekolah Dasar Renata Eka Sayuti; Novi Nitya Santi; Widi Wulansari
Jurnal Pendidikan Ilmu Pengetahuan Alam (JP-IPA) Vol 7, No 03 (2026): Agustus 2026
Publisher : STKIP HARAPAN BIMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56842/jp-ipa.v7i03.1236

Abstract

This study aims to develop interactive multimedia based on the Baamboozle educational game on the five senses material for fourth-grade elementary school students. The study used the Research and Development (RD) method with the ADDIE development model which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consisted of 24 fourth-grade students at SDN K. The product was developed using PowerPoint combined with the Baamboozle platform to produce interactive and interesting learning multimedia. The feasibility of the product was assessed through validation by media experts, material experts, and question experts. The validation results showed that the developed multimedia was in the valid to very valid category. The results of the practicality test based on teacher and student responses showed a very practical category. Meanwhile, the results of the N-Gain analysis showed that interactive multimedia was in the quite effective category in improving student learning outcomes. The use of interactive multimedia based on Baamboozle can increase student engagement, motivation, and understanding of the five senses material through the presentation of material equipped with images, videos, animations, and educational games. Thus, interactive multimedia based on Baamboozle can be an alternative science learning media that is interesting and fun for elementary school students.
Multimedia Interaktif Snake and Ladders untuk Meningkatkan Pemahaman Keberagaman Suku Bangsa Siswa Kelas III Primasatya, Nurita; Widianti, Tasya Yumna; Wulansari, Widi; Primasatya , Nurita
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 9 No. 2 (2026)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/6y4ywr47

Abstract

Penelitian ini didasari  dari rendahnya pemahaman pelajar tentang materi keberagaman suku bangsa dan belum maksimalnya pemanfaatan media pembelajaran yang interaktif di tingkat sekolah dasar. Penelitian ini fokus pada pengembangan media interaktif snake and laddres untuk memperbaiki pemahaman siswa mengenai topik keberagaman suku bangsa di tingkat III sekolah dasar, dengan memenuhi standar validitas, praktis, dan efektivitas. Penelitian menggunakanini Metodologi Riset pengembangan (Research and Development) ini menerapkan model ADDIE sebagai kerangka kerjanya, yang meliputi fase analisis, perancangan (design), pengembangan (development), implementasi, serta evaluasi. Subjek dalam penelitian ini melibatkan validator ahli (pakar materi, media, dan penilaian), praktisi (guru kelas III), serta peserta didik kelas III sekolah dasar selaku pengguna. Proses pengumpulan data dilakukan melalui teknik observasi, wawancara, kuesioner (survei), dan tes, yang kemudian dianalisis menggunakan pendekatan deskriptif kuantitatif (numerik) maupun kualitatif (naratif). Hasil riset mengindikasikan bahwa multimedia interaktif snake and laddres yang dikembangkan berhasil mendapatkan indeks validitas 0,92 pada aspek materi (sangat valid), 0,73 pada aspek media (valid), dan 0,89 pada aspek soal (sangat valid). Hasil kepraktisan menunjukkan bahwa 100% guru memberikan tanggapan positif dan 98% siswa juga memberikan tanggapan , dengan kategori sangat praktis. Sementara itu, hasil analisis menunjukkan menunjukkan bahwa angka nilai rata-rata N-Gain yang didapatkan adalah sebesar 80%, di mana capaian tersebut berada pada kualifikasi tinggi. Hasil analisis data memperlihatkan bahwa multimedia interaktif snake and laddres memenuhi standar validitas, peraktis, serta efektif, sehingga dapat digunakan sebagai alat terbuka untuk mendukung pengajaran keragaman etnis di kalangan siswa kelas III SD.
INTERACTIVE FLANNEL BOARD AS A MATHEMATICS LEARNING MEDIA TO IMPROVE STUDENTS' UNDERSTANDING OF NUMBER CONCEPTS Brillita Naja Ein Wyandha; Wahid Ibnu Zaman; Widi Wulansari
Jurnal Ilmiah Pendidikan Citra Bakti Vol. 13 No. 3 (2026): Jurnal Ilmiah Pendidikan Citra Bakti
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v13i3.7206

Abstract

Learning activities that mainly rely on lectures and textbooks tend to limit students' active participation, causing them to memorize concepts without fully understanding their meaning. This issue is particularly evident among children aged 6–7 years, who are still in the concrete operational stage of cognitive development and require direct learning experiences through tangible objects. Therefore, appropriate learning media are needed to bridge abstract mathematical concepts with students' concrete learning experiences. This study aims to develop an interactive flannel board learning medium that is suitable for improving first-grade elementary school students' understanding of number concepts. The study employed the Research and Development (R&D) method using the Borg and Gall development model, which was simplified into seven stages: needs analysis, planning, initial product development, expert validation, revision, field testing, and final product revision. The research subjects were first-grade students of SDN Mrican 3 and SDN Mrican 4, Kediri City. The research instruments included material expert and media expert validation sheets, a practicality questionnaire, and a number concept understanding test. The findings revealed that the interactive flannel board learning medium achieved a very high level of validity based on evaluations from both material and media experts. In addition, the medium was found to be practical for classroom implementation and effective in improving students' understanding of number concepts. Therefore, the developed learning medium can serve as an alternative instructional tool that promotes a more active, concrete, and enjoyable mathematics learning experience for lower-grade elementary school students.
MEDIA VIDEO ANIMASI AVATARJ UNTUK MENINGKATKAN LITERASI BUDAYA DAN KEWARGANEGARAAN SISWA KELAS IV SEKOLAH DASAR Nurhayati, Riska; Santi, Novi Nitya; Wulansari, Widi
Malih Peddas (Majalah Ilmiah Pendidikan Dasar) Vol 16, No 1 (2026): Malih Peddas, Volume 16, Nomor 1
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/malihpeddas.v16i1.27990

Abstract

Rendahnya literasi budaya pada siswa sekolah dasar menjadi persoalan yang perlu segera ditangani melalui inovasi media pembelajaran yang relevan dan berbasis teknologi. Penelitian ini bertujuan mengembangkan media interaktif video animasi berbasis tarian Jaranan yang diberi nama AVATAR-J (Animasi Video Tarian Jaranan), serta menguji kevalidan, kepraktisan, dan keefektifannya dalam meningkatkan literasi budaya dan kewarganegaraan siswa kelas IV sekolah dasar. Penelitian menggunakan metode Research and Development (RD) dengan model ADDIE yang diterapkan di SDN Semen 1 dan SDN Kanyoran 2, Kabupaten Kediri. Pengumpulan data dilakukan melalui observasi, wawancara, angket, dan tes. Analisis kevalidan menggunakan indeks Aiken's V, kepraktisan dihitung dengan persentase skala Guttman, sedangkan keefektifan diukur melalui N-Gain. Hasil validasi menunjukkan bahwa media AVATAR-J memperoleh nilai V sebesar 0,95 dari ahli materi, 0,975 dari ahli media, dan 0,925 dari ahli soal, seluruhnya berada pada kategori sangat valid. Kepraktisan media mencapai 100% berdasarkan respon guru dan 96,15%–98,21% berdasarkan respon siswa, sehingga termasuk kategori sangat praktis. Keefektifan media ditunjukkan oleh rata-rata N-Gain sebesar 0,852 pada uji skala kecil dan 0,760 pada uji skala besar, keduanya berada pada kategori tinggi. Temuan ini membuktikan bahwa media AVATAR-J layak, praktis, dan efektif digunakan sebagai media pembelajaran literasi budaya di sekolah dasar.
Pengembangan Media Video Animasi “AnimFauna” Guna Meningkatkan Minat Belajar Siswa Kelas III SD Materi Metamorfosis Hewan Sari, Aulia Rachma; Santi, Novi Nitya; Wulansari, Widi
YASIN Vol 6 No 4 (2026): YASIN: Jurnal Pendidikan dan Sosial Budaya
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v6i4.10897

Abstract

Although science education in elementary schools has received attention in various studies, research that specifically develops innovative visual media to explain abstract biological processes in classrooms with limited facilities remains relatively limited. This study aims to develop a 2D animated learning video medium named “AnimFauna” that is valid, practical, and effective in improving third-grade elementary school students’ learning interest and outcomes in animal metamorphosis material. This study used a mixed quantitative and qualitative approach with a research and development (R&D) method based on the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The study involved 42 third-grade students of SDN Kayenlor selected through purposive sampling. Data were collected through expert validation sheets, teacher and student response questionnaires, and pretest-posttest evaluation tests, and were then analyzed using Aiken’s V index, descriptive percentages, and N-Gain scores. The results showed that the “AnimFauna” medium was highly valid, with a material expert validation score of 0.96 and a media expert score of 0.75. This medium was also highly practical, as indicated by a practicality level of 100% based on teacher responses and 98.8% based on student responses. In addition, the “AnimFauna” medium was proven effective in improving students’ learning outcomes, with an average N-Gain score of 0.85, which falls into the high category. These findings contribute to the development of visually dynamic digital learning media in elementary school science learning, particularly in animal metamorphosis material. The conclusion of the study confirms that the use of 2D animated videos can serve as an effective alternative learning medium to help students understand abstract biological concepts more concretely. The implications of this study include theoretical contributions to the development of digital pedagogy and practical implications for teachers and educational institutions in designing contextual learning multimedia suited to the characteristics of elementary school students.
Pengembangan Kartu Urutan Berbasis Student-Centered Learning sebagai Media Pembelajaran Nilai Pancasila Kelas V SD Dari, Indiyah Wungu; Zaman, Wahid Ibnu; Wulansari, Widi
YASIN Vol 6 No 4 (2026): YASIN: Jurnal Pendidikan dan Sosial Budaya
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v6i4.10780

Abstract

Although learning Pancasila values has become an important part of elementary education, studies that specifically develop Student-Centered Learning-based instructional media to help students understand and apply Pancasila values in daily life remain limited. In addition, the use of learning resources that are still dominated by textbooks and simple media has resulted in suboptimal student engagement in the learning process. This study aims to develop Student-Centered Learning-based Sequence Cards media that are valid, practical, and effective in teaching Pancasila values to fifth-grade elementary school students. This study used a Research and Development (R&D) approach with the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The study involved 28 fifth-grade students of SDN Mrican 2 in the limited trial and 29 fifth-grade students of SDN Mrican 1 in the wider trial. Data were collected through observation, interviews, documentation, questionnaires, and tests, and were then analyzed using Aiken’s V index, percentages of teacher and student responses, and N-Gain analysis. The results showed that the Sequence Cards media met the validity criteria based on expert validation results. The practicality of the media was in the very practical category, with a teacher response percentage of 100% and a student response percentage of 96%. The effectiveness of the media was indicated by an N-Gain score of 0.76 in the limited trial and 0.81 in the wider trial, both of which were in the high category. These findings contribute to the development of innovative Student-Centered Learning-based instructional media in Pancasila Education learning at the elementary school level. The conclusion of this study affirms that Sequence Cards media are feasible for use in increasing students’ active engagement and understanding of Pancasila values. The implications of this study provide alternative instructional media for teachers in creating more interactive, contextual, and student-centered learning, while also opening opportunities for further research on different materials and educational levels.
KARTU AJAIB NUSANTARA: PENGEMBANGAN MULTIMEDIA INTERAKTIF UNTUK MENINGKATKAN PEMAHAMAN PANCASILA SISWA KELAS III Pradesti Afrinia Putri; Widi Wulansari; Elis Irmayanti
Jurnal Ilmiah Pendidikan Dasar (JIPDAS) Vol 6 No 4 (2026): Vol. 6 No. 4 September - November 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.v6i4.5453

Abstract

Pendidikan Pancasila di jenjang Sekolah Dasar memegang peranan krusial dalam pembentukan karakter siswa, namun pada kenyataannya masih sering disampaikan melalui metode konvensional yang memicu kejenuhan dan rendahnya pemahaman siswa. Penelitian ini bertujuan untuk mengembangkan multimedia interaktif berbasis website bernama "Kartu Ajaib Nusantara" pada materi penerapan nilai-nilai Pancasila yang memenuhi kriteria valid, praktis, dan efektif untuk meningkatkan pemahaman siswa kelas III Sekolah Dasar. Menggunakan jenis penelitian pengembangan (Research and Development) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation), penelitian ini melibatkan 10 siswa SD Negeri Kecubung I untuk uji coba skala kecil dan 24 siswa SD Negeri Burengan 5 Kota Kediri untuk uji coba skala besar. Data dikumpulkan melalui wawancara, angket validasi ahli, angket respon pengguna, serta instrumen tes (pretest dan posttest). Hasil penelitian menunjukkan bahwa produk dinyatakan Sangat Valid secara teoretis berdasarkan analisis indeks V Aiken dari para ahli dengan rata-rata akumulasi skor sebesar 0,867. Dari aspek kepraktisan, produk meraih kategori Sangat Praktis dengan persentase respon guru sebesar 100% pada skala besar dan respon siswa sebesar 93%. Selanjutnya, uji efektivitas menggunakan analisis One-Group Pretest-Posttest Design menghasilkan peningkatan pemahaman yang signifikan dengan rata-rata nilai N-Gain Score sebesar 77,06% pada skala kecil dan 77,35% pada skala besar, keduanya masuk dalam kriteria Efektif. Berdasarkan hasil tersebut, Multimedia Interaktif Kartu Ajaib Nusantara terbukti layak, praktis, dan efektif untuk digunakan sebagai media inovatif dalam memperdalam pemahaman nilai-nilai Pancasila bagi anak usia sekolah dasar.
MULTIMEDIA INTERAKTIF BERBASIS WEB I-SPRING UNTUK MENINGKATKAN PEMAHAMAN KONSEP PELESTARIAN LINGKUNGAN HIDUP SISWA KELAS IV SD Sindi Hariyanti; Widi Wulansari; Elis Irmayanti
Jurnal Ilmiah Pendidikan Dasar (JIPDAS) Vol 6 No 4 (2026): Vol. 6 No. 4 September - November 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.v6i4.5478

Abstract

Penelitian ini dilatarbelakangi oleh permasalahan pembelajaran IPAS materi sumber daya alam (SDA) di kelas IV SD Negeri Tiron 4, di mana proses pembelajaran masih didominasi metode ceramah konvensional tanpa adanya pemanfaatan media pembelajaran yang interaktif. Hal ini berimplikasi pada rendahnya keaktifan, terbatasnya keterlibatan literasi, serta rendahnya pemahaman konsep siswa mengenai pelestarian lingkungan hidup. Penelitian ini bertujuan untuk mengembangkan multimedia interaktif berbasis Web iSpring pada materi SDA yang memenuhi kriteria valid, praktis, dan efektif guna meningkatkan pemahaman konsep pelestarian lingkungan hidup siswa kelas IV SD. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Subjek penelitian melibatkan dua guru kelas serta siswa kelas IV SDN Tiron 4 (15 siswa uji skala kecil dan 22 siswa untuk uji skala besar). Instrumen validasi meliputi ahli media, ahli materi, dan validator instrumen soal.  Pengumpulan data dilakukan melalui wawancara, angket, dan tes (pre-test dan post-test). Hasil analisis data menunjukkan: (1) Kevalidan produk memperoleh nilai Aiken's V rata-rata sebesar 0,975 dari ahli media, 0,900 dari ahli materi, dan 0,900 dari ahli materi validasi soal, yang semuanya berada pada kategori sangat valid; (2) Kepraktisan produk berdasarkan penilaian guru kelas diperoleh skor sangat praktis, serta respons siswa pada uji coba skala kecil (92%) dan skala besar (93,18%) berada dalam kategori sangat praktis; (3) Keefektifan produk berdasarkan analisis N-Gain pada uji skala kecil (77,11%) dan skala besar (78,18%) menghasilkan rata-rata gabungan sebesar 77,64%, yang termasuk dalam kategori efektif. Dengan demikian, multimedia interaktif berbasis Web iSpring yang dikembangkan terbukti valid, praktis, dan efektif untuk digunakan sebagai media pembelajaran dalam meningkatkan pemahaman konsep pelestarian lingkungan hidup bagi siswa sekolah dasar.