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PENGEMBANGAN MEDIA PUZZLE GAMBAR PADA KETERAMPILAN MENULIS TEKS NARASI SISWA KELAS IV SDN 05 PULAU PUNJUNG Husna, Zumratul; Salahuddin, Amar; Aprimadedi, Aprimadedi
Consilium: Education and Counseling Journal Vol 5 No 1 (2025): EDISI : MARET
Publisher : Biro 3 Kemahasiswaan dan Kerjasama Universitas Abduracman Saleh Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36841/consilium.v5i1.4658

Abstract

Penelitian ini dilatar belakangi oleh siswa yang tidak mendengarkan guru serta kesulitan dalam menuangkan ide dan mengembangkan gagasan untuk dijadikan bentuk karya tulis teks narasi pada saat proses pembelajaran berlangsung. Kesulitan menulis teks narasi dipengaruhi oleh faktor siswa tidak bersemangat saat menulis, siswa kekurangan ide, dan kurangnya media pembelajaran yang menarik sehingga siswa sering merasa bosan saat proses pembelajaran. Tujuan penelitian adalah untuk menghasilkan media puzzle gambar di kelas IV sekolah dasar yang valid, praktis, dan efektif. Jenis penelitian adalah penelitian dan pengembangan yaitu menggunakan model pengembangan ADDIE yang terdiri dari tahap analisis (analysis), tahap perancangan (design), tahap pengembangan (develop), tahap implementasi (implementation), tahap evaluasi (evaluation). Hasil penilaian validasi media puzzle gambar pada uji validasi oleh tiga orang ahli mempunyai skor rata-rata validasi bahasa 0,875%, validasi media 0,852%, dan validasi materi 0,809% termasuk dalam kategori valid artinya media puzzle gambar sudah sesuai dengan bahasa, media dan materi pembelajaran, uji praktikalitas dengan skor rata-rata 97% dikategorikan sangat praktis artinya media puzzle gambar dapat digunakan dengan mudah untuk proses pembelajaran sedangkan hasil efektivitas media puzzle gambar dengan skor 86% dikategorikan sangat efektif artinya puzzle gambar dapat meningkatkan hasil belajar peserta didik.
Pengaruh Metode Problem Solving terhadap Hasil Belajar Ppkn pada Siswa Kelas IV Sekolah Dasar Aprimadedi, Aprimadedi; Ningsih, Sri Yunimar; Muyassaroh, Endah
Jurnal Basicedu Vol. 8 No. 4 (2024)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v8i4.8592

Abstract

Penelitian ini dilatar belakangi Oleh rendahnya  hasil belajar  PPKN siswa. Upaya untuk mengatasi permasalahan tersebut diperlukan metode Problem Solving  pada muatan  pembelajaran  PPKN. Penelitian ini bertujuan untuk mengetahui apakah  metode Problem Solving  berpengaruh terhadap ketercapaian hasil belajar siswa pada meteri mengenal Pancasila. Penelitian ini menggunakan pre eksperimental tipe one group pretest,posttest. Populasi dalam penelitian ini adalah seluruh siswa kelas IV SD Negeri 07 Sitiung. Sampel dalam penelitian ini diambil dengan menggunakan sampling sistematis. Teknik pengumpulan data diambil dengan memberikan Pretest dan posttest berupa soal pilihan ganda yang berjumlah 20 butir soal. Hasil uraian uji t menunjukkan bahwa taraf signifikasinya adalah   0,000<0,05  maka dapat disimpulkan bahwa H0 ditolak dan Ha diterima. Hal ini juga  dapat  dilihat  pada rata pretest dan posttest yaitu terdapat selisih sebesar  76,344 yang artinya terdapat pengaruh metode Problem Solving   terhadap hasil belajar  PPKN  siswa kelas IV SD Negeri 07 Sitiung, Kabupaten Dharmasraya. Sehingga dapat disimpulkan bahwa metode Problem Solving   terhadap hasil belajar PPKN  siswa kelas IV SD Negeri 07 Sitiung
PENGEMBANGAN MEDIA KARTU KATA BERGAMBAR BERBASIS POWERPOINT UNTUK PERKEMBANGAN BAHASA ANAK DI TK ISLAM BAKTI 71 SIALANG GAUNG Aprimadedi; Sri Yunimar Ningsih; Henny Nuryah
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 04 (2023): Volume 09 No. 04 September 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i04.1630

Abstract

This research is motivated by several things that the author found in the intial observations.The purpose of this research is to produce a product in the from of powerpoint-based picture word card media in TK Islamic bakti sialang gaung that is valid,practical,and effective. This type of research is research and development,which uses the ADDIE development model which consists of analysis,design,development,implementation,evaluation stages.The analysis phase includes an analysis of the child’s needs.an analysis of the child’s characteristic.the design stage carried out material and media design.the out practicality tests,and the effectiveness test was carried out at TK Islamic Bakti Sialang Gaung,Koto Baru District,Dharmasraya Regency,and the evaluation stage carried out an assessment of these results,The result of powerpoint-based picture word card media validation assessment on the validaty test by there exprest,material exprest,and linguists with very valid and valid category,practicality test with very practical category,and effectiveness results with the effective category. It can be concluded that the media powerpoint-based picture word card are declared valid,and effective
PENGEMBANGAN MEDIA PEMBELAJARAN KOMIK MENGGUNAKAN APLIKASI CANVA MATERI PECAHAN DI KELAS IV SDN 02 TIUMANG Eka Filahanasari, Rini Rosmawati, Aprimadedi
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 2 (2024): Volume 10 No. 02 Juni 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i2.3249

Abstract

aplikasi canva guna untuk menambah wawasan mengenai media pembelajaran dan bisa digunakan di sekolah sehingga dapat menghasilkan media pembelajaran yang valid, praktis, dan efektif. Media pembelajaran komik ini menggunakan bantuan aplikasi canva. Model pengembangan yang digunakan adalah model ADDIE . Pada tahap analyze, dilkukan analisis kebutuhan, kurikulum, materi, dan peserta didik , selanjutnya tahap design yaitu merancang produk berupa komik, modul ajar dan instrument penelitian. Tahap development, dilakukan uji validasi oleh 4 validator. Selanjutnya tahap implementation yaitu uji coba perorangan dan kelompok kecil guna melihat tingkat kepraktisan, selanjtnya uji coba lapangan untuk menguji keefektivan media yang telah dibuat. Sedangkan evaluation yaitu tahap evaluasi. Hasil penelitian terhadap media pembelajaran komik yang dihasilkan memperoleh nilai validasi materi (isi dan bahasa), design dengan rata-rata nilai 88,97% dikategorikan sangat valid, dan validasi modul ajar dengan rata-rata nilai 87,26% dikategorikn sangat valid. Hasil uji praktikalitas oleh praktisi pendidik dan peserta didik kelas V memperoleh nilai 93,3% dikategorikan sangat praktis, hasil uji efektivitas berupa tes hasil belajar yang diperoleh dari peserta didik kelas IV memperoleh nilai 92,85% dikategorikan sangat efektif.
PENGEMBANGAN MEDIA CERITA BERGAMBAR BERBANTU APLIKASI CANVA PADA MATA PEMBELAJARAN BAHASA INDONESIA KELAS II DI SDN 15 KOTO BESAR Aprimadedi; Lika Apreasta; Ropi Armia
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 3 (2024): Volume 10 No. 03 September 2024 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i3.3867

Abstract

This research was based on several problems that researchers encountered, such as teachers only using minimal media, learning that was monotonous and boring without focus, according to students' interest in learning and learning outcomes, not yet implementing creative and fun learning media. The aim of this research is to develop picture story media assisted by the Canva application for class II Indonesian language learning subjects at SDN 15 Koto Besar. This research uses the type of research and development R&D (Research and Development). This research uses the ADDIE model. The ADDIE model is a systematic learning design model. The ADDIE model has five development stages, namely: Analyze, Design, Development, Implementation, Evaluation. The type of data used in this research is qualitative and quantitative. Development of instruments used validation sheets, practicality questionnaires and effectiveness instruments. Data collection techniques use interviews and documentation. The data analysis techniques used are validity analysis, practicality analysis and effectiveness analysis. Based on the results obtained from three analyzes by 3 validators, content obtained 62.5%, language 87.5% and graphics 93.3%, the categories obtained from these 3 sections were said to be valid and very valid. Then the practicality results for smart card learning media were 87.5% in the very practical category. Based on the results of the effectiveness test of picture story media which used a learning test in the form of questions consisting of 20 multiple choice questions, the average effectiveness was 75.00%. There were 0 students who did not complete. So it is concluded that the picture story media is in the very effective category for use by SDN 15 Koto Baru students in the learning process.
PENGEMBANGAN MEDIA PEMBELAJARAN BAHASA INDONESIA BERBASIS PAPAN KOSAKATA PADA KEMAMPUAN MEMBACA SISWA KELAS II SD N 04 KOTO BARU Aprimadedi; Amar Salahuddin; Septa Tuti Ariyani
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 3 (2024): Volume 10 No. 3 September 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i3.4164

Abstract

This research is motivated by the limited learning media and teachers in the process of teaching reading have not used media that is interesting for students at SDN 10 Koto Baru. Learning that uses media is really needed to support learning activities so that learning objectives are achieved. The aim of this research is to produce panca media (reading boards) to improve reading skills in class II Indonesian language learning at SDN 04 Koto Baru that are valid, practical and effective. The research method used in this research in the Research and Development (R&D) method. The model used is the ADDIE model which consists of 5 stages. Namely analysis, design, development, implementation, evaluation. The results of the five media (reading board) validation were assessed by six expert validators, namely getting an average score in the valid category. The results of the validation of the teaching module were assessed by three expert validators, namely getting an average score of 92,40% in the valid category. The results of the teacher response questionnaire data analysis, which was assessed by one teacher, obtained an average of 75% in the very practical category. Based on the results of the trial, student responses reached 95% in the very practical category. The results of the learning effectiveness assessment for class II students obtained an average of 82,35% in the very effective category.
The Effect of The Teams Games Tournament (TGT) Learning Model on Students' Learning Results in Mathematics Subjects For Class III Primary School Students Aprimadedi, Aprimadedi; Marlianda, Rendi; Verliana, Verliana
The Future of Education Journal Vol 3 No 4 (2024): November
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v3i4.153

Abstract

This research is motivated by the learning process that has not shown interesting progress and has yet to encourage active participation from students. This situation directly negatively impacts students' academic performance in mathematics, which remains relatively low. Therefore, there is a need for efforts to develop more effective and engaging learning methods to improve students' learning outcomes in this subject. This study aims to obtain information on the extent of the influence of the Teams Games Tournament (TGT) learning model on the mathematics learning outcomes of third-grade elementary school students. This research is an experimental study using a quasi-experimental design, specifically a Posttest Only Control Design. The research was conducted at SDN 20 Sitiung, Sitiung District, Dharmasraya Regency. The sample consisted of 49 students, representing all students in grade III. The data collection instrument used was a 20-item multiple-choice test that has been tested for validity and reliability. The results showed that the average posttest score for the experimental class was 73.54, while the control class had an average posttest score of 44. Data analysis of the posttest results, using an Independent Sample Test, indicated a significance value of 0.000 < 0.05. Based on the criteria, if the significance is < 0.05, then H0 is rejected and Ha is accepted. Thus, it can be concluded that there is a significant effect of the application of the Teams Games Tournament (TGT) learning model on the mathematics learning outcomes of third-grade students at SDN 20 Sitiung
PENGARUH MEDIA PEMBELAJARAN GAME EDUKASI TERHADAP KEMAMPUAN SISWA SEKOLAH DASAR DALAM BERHITUNG Marlianda, Rendi; Aprimadedi; Titus Nugroho
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 03 September 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4615

Abstract

In light of the evolving times, a variety of new types of games have emerged, especially with the rapid advancement of technology, which has significantly influenced the development of new game genres. Besides being created for enjoyment, games can also be designed for educational purposes with specific objectives as educational tools. Educational games have proven to increase students' interest in learning, making them a revolutionary step in enjoyable learning for students. This research is a quantitative study with an experimental approach using a two-group pretest-posttest design. Quantitative research deals with data and numbers, starting from data collection, interpretation of the data, and presenting the final results in numerical form. Quantitative research is also a process that generates numerical data and analyzes it using statistics. This research design aims to ensure that the research process is directed and follows the proper procedures.Based on the t-test result of 7.622, which is greater than the t-table value of 2.728 (7.622 > 2.728), it means that the alternative hypothesis (Ha) is accepted and the null hypothesis (Ho) is rejected. The acceptance of Ha indicates that there is a difference in the average scores of multiple-choice questions between the posttest and the pretest. The positive t-test value shows that the average posttest results are higher than the average pretest results. Therefore, the Math Educational Game has an impact on the counting ability of third-grade students. Similarly, for the experimental class, the t-test result of 9.354 is greater than the t-table value of 2.728 (9.354 > 2.728), which means that Ha is accepted and Ho is rejected. The acceptance of Ha indicates that there is a difference in the average scores of multiple-choice questions between the posttest and the pretest. The positive t-test value shows that the average posttest results are higher than the average pretest results. Thus, the Math Educational Game affects the counting ability of third-grade students.
Pengembangan Asesmen Formatif Mata Pelajaran Bahasa Indonesia Pada Fase A Kurikulum Merdeka Di SDN 15 Koto Besar Lutfiah, Zumrotun; Aprimadedi, Aprimadedi; Putri, Wita Lidya
Jurnal Ilmiah Dikdaya Vol 14, No 2 (2024): September 2024
Publisher : Universitas Batanghari Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33087/dikdaya.v14i2.677

Abstract

This research is based on the lack of optimal understanding of teachers in understanding formative assessments in Indonesian subjects grade 1 SDN 15 Koto Besar. This research has a purpose. 1) Knowing the development of formative assessments of Indonesian subjects in phase A of the independent curriculum. 2) Validate the feasibility of formative assessment products. 3) Validating the practicality of formative assessment products. The type of research used is R&D (Research and Development), or development research, with the ADDIE development model, (Analysis, Design, Development, Implementation and Evaluation). Having several stages of development, the first is analysis, including analysis of needs, characteristics of students and curriculum. Second, the design of the preparation of formative assessments. Third, the development is carried out formative assessment validation tests. The fourth implementation is carried out by practicality test and finally evaluation in the feasibility test of formative assessment preduk.         This development research obtained the results of a validation test by two expert validators with an average score of 93.5% of the very valid category, a practicality test conducted by a grade 1 homeroom teacher with an average score of 93.75% of the very practical category. The results of the trial were seen from the student response questionnaire obtaining an average score of 95.8%. Based on the results obtained, it can be concluded that the formative assessment of Indonesian subjects in the independent curriculum for grade 1 of SDN 15 Koto Besar is valid and practical.
PENGARUH MODEL PICTURE AND PICTURE TERHADAP KETERAMPILAN MENULIS TEKS EKSPLANASI PADA SISWA KELAS VIII SMPN 30 TEBO Helen, Aprimadedi; Nur Khasanah, Isnaeni
Dharmas Education Journal (DE_Journal) Vol 4 No 2 (2023): DE_Journal
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Univesitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56667/dejournal.v4i2.1031

Abstract

This research aimed to examine how eighth-grade students at SMP Negeri 30 Tebo reacted to the picture and picture learning model in an effort to enhance their descriptive writing skills. A somewhat unreliable experimental design was used for this study. This research was designed with a non-simultaneous control group. Students from eighth grade at SMP Negeri 30 Tebo made up the study's population. Sixty students were taken at random from two different sections of VIII: class VIII B (the experimental group) and VIII C (the control group). The control group receives instruction using a lecture format, while the experimental class is taught using a picture and picture model. The data collection tool consists of four essay questions. The data was analyzed using a t-test for independent samples. Both groups had similar averages on the pretest, with the test group averaging 55.13 and the control group averaging 60. Class A received a posttest average of 75.3% while Class B averaged 72.7%. At the 5% level of significance, the t-test on independent samples showed that the significance obtained was 0.01 0.05, so Ho was rejected and Ha was accepted. This research focuses on eighth-graders at SMP Negeri 30 in Tebo District, Indonesia, and how the picture and picture model can help them become better expository writers.