Claim Missing Document
Check
Articles

Found 24 Documents
Search

Pengembangan Media Pembelajaran Berbasis Kartu Kuartet KAFFI (Keanekaragaman Flora dan Fauna di Indonesia) Pada Mata Pelajaran IPAS Kelas V SD Ristiana, Melinda; Mustamiroh; Makmun; Andi Asrafiani Arafah
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 6 No. 4 (2025): November
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v6i4.1553

Abstract

Studi ini ditujukan guna mengetahui proses pengembangan, mengetahui kelayakan pengembangan, serta mengetahui respon siswa dan guru pada kartu kuartet KAFFI. Penelitian ini mengggunakan penelitian dan pengembangan (R & D) dengan model ADDIE yang terdiri atas Analysis, Design, Development, Implementation, Evaluation. Data diperoleh melalui observasi, wawancara, serta angket yang di analisis menggunakan panduan skala likert dan penilaian persentase berdasarkan kriteria yang telah ditentukan. Temuan penelitian menyatakan bahwasanya Kartu kuartet KAFFI mendapatkan skor kelayakan dari ahli media mencapai 97,5% serta ahli materi mencapai 87,5%, yang dianggap sangat layak. Penilaian respon siswa di uji coba skala kecil mendapat nilai 95,7%, uji coba skala besar mendapat nilai 97,3% dan penilaian respon guru mendapatkan nilai 94% semuanya dianggap sangat layak. Oleh karena itu, kesimpulan yang dapat ditarik yakni kartu kuartet KAFFI terbukti layak dan praktis dipergunakan menjadi media pembelajaran IPAS materi Keanekaragaman Flora dan Fauna di Indonesia kelas V SD.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF KOPUTANG “KOTAK PINTAR ULAR TANGGA” MATERI OPERASI HITUNG BILANGAN CACAH SISWA KELAS IV SEKOLAH DASAR KHASANAH SAMARINDA Najelia Ayu Nurosida; Andi Asrafiani Arafah; Makmun; Sukriadi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 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.v10i4.33468

Abstract

Mathematics learning in elementary schools still faces various challenges, particularly the low interest and motivation of students in understanding whole number operations, as well as the lack of learning media in the process. This condition demands innovation in instructional media that can create an active, enjoyable, and effective learning atmosphere. This research developed an interactive learning medium called Koputang (Smart Snakes and Ladders Box) to examine the development process, feasibility, practicality, and effectiveness of the medium in improving the learning outcomes of fourth-grade students at SD Khasanah Samarinda. This study draws on the theory of game-based learning and the concept of interactive media, which supports students’ cognitive, affective, and psychomotor engagement. The development model used was ADDIE (Analysis, Design, Development, Implementation, Evaluation). Data were collected through observation, interviews, expert validation questionnaires (media, material, and language),teacher, and student response questionnaires. The validation results showed that the Koputang medium received an average score of 89% (highly feasible) from experts, covering content, appearance, and language aspects. The practicality of the medium was demonstrated through teacher responses of 84% and student responses of 92.6%, both categorized as highly practical. These findings prove that the Koputang medium not only enhances students’ understanding of whole number operations but also creates a more enjoyable, interactive, and meaningful learning experience.
PENGEMBANGAN E-MODUL BERBASIS TPACK MENGGUNAKAN FLIP PDF PROFESSIONAL PADA MATERI KELILING BANGUN DATAR KELAS V SEKOLAH DASAR 008 SUNGAI KUNJANG Elisabet Kerokong; Andi Asrafiani Arafah; Makmun; Sukriadi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 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.v10i4.33486

Abstract

This research and development focuses on the problems faced by students in understanding the material, particularly the perimeter of flat shapes. This problem arises due to the limited use of diverse and engaging learning resources, as well as the low use of technology. This study aims to determine the development process of an e-module, the feasibility of the e-module according to media, material, and language experts, and the practicality of the TPACK-based e-module for fifth-grade students. This research applies the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation, and involves evaluation from media, material, and language experts. The results show that the e-module meets the very feasible category with an assessment of 92.86% from media experts, 84.44% from material experts, and 86.67% from language experts. Meanwhile, for practicality testing, it was conducted in two phases: the first was a small group test involving six students, which obtained a score of 98.63% with a very practical category, while the large group test involving 24 students obtained a score of 94.31% with a very practical category.
Pengaruh Media Interaktif Animasi terhadap Minat Belajar Mata Pelajaran IPAS Materi Wujud Zat dan Perubahannya pada Siswa Kelas IV SDN 015 Samarinda Ulu Martini, Lahai; Makmun; Khotimah, Khusnul; Muhlis
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 1 (2026): Februari
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i1.1675

Abstract

This study aimed to examine the effect of using interactive media on the learning interest of fourth-grade students in the subject of Natural and Social Sciences (IPAS), specifically on the topic of states of matter and their changes, at SD Negeri 015 Samarinda Ulu. The research problem was based on students’ low learning interest, which was indicated by limited active involvement during the learning process and a tendency for students to become easily bored when conventional teaching methods were applied. This study employed a quasi-experimental method using a nonequivalent control group design. The research sample consisted of 40 fourth-grade students, divided into an experimental class and a control class, each comprising 20 students. The research instrument was a learning interest questionnaire that had been tested for validity and reliability. Descriptive analysis results showed that the average learning interest of students in the experimental class using animated interactive media reached 65%, while the control class achieved only 50%. Indicator-based analysis revealed that the experimental class experienced improvements in students’ enjoyment, engagement, interest, and attention. The normality test results indicated that the data were normally distributed, and the homogeneity of variance test showed that both sample groups had equal variances. Furthermore, hypothesis testing using an independent samples t-test yielded a significance value of 0.015 (< 0.05), indicating a statistically significant effect. It can be concluded that the use of animated interactive media has a significant effect on increasing fourth-grade students’ learning interest in IPAS, particularly in the aspects of enjoyment, interest, engagement, and attention. Therefore, it is recommended that teachers utilize animated interactive media as an alternative instructional tool, especially for abstract subject matter, to enhance students’ learning interest.