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Development of Scratch-Based Interactive Learning Media to Enhance Fourth-Grade Student’ Conceptual Understanding of Energy Transformation Zahro, Nur Shoviatul; Ismail, Ali; Sujana, Atep
Journal of Innovation and Research in Primary Education Vol. 4 No. 4 (2025)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v4i4.2027

Abstract

This study aims to develop PORMASI learning media, which stands for Project Scratch Energy Transformation, based on Scratch web to improve fourth-grade students' understanding of energy transformation material and to determine the feasibility of Scratch web-based media in science material in fourth-grade elementary schools, as well as to describe the design of Scratch web-based media development in energy transformation material. The benefits of this research are expected to be one of the learning media solutions that can be used in the classroom for abstract science learning and can help improve students' understanding, especially of energy transformation material. The type of research used is R&D (Research and Development), with the ADDIE development model, which includes the following stages: Analysis, Design, Development, Implementation, and Evaluation. The researcher used the following data collection tools: interview questionnaires, expert validation questionnaires, student response questionnaires, and pretest and posttest essay questions. This study involved 38 students, including 15 boys and 23 girls, for 3 days at a public elementary school in the Solokanjeruk subdistrict. The learning media that had been developed obtained a feasibility rating of 93% from subject matter experts, 93% from media experts, and 97% from language experts, with a student response rate of 77% to this media. Thus, it can be seen that this Scratch web-based media is good and very feasible to use as learning media. This was also proven by the N-Gain results, which obtained a percentage of 58% or were considered quite effective.
Integrating Literacy and Numeracy Skills in Elementary Science and Social Studies Learning: A Framework Development Study Ismail, Ali; Nugraha, Rana Gustian
Journal of Innovation and Research in Primary Education Vol. 4 No. 4 (2025)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v4i4.2421

Abstract

This research developed and validated the Literacy and Numeracy Skill Development (LNSD) framework for integrating science and social studies (IPAS) instruction in elementary schools. Employing the 4D instructional design model (Define, Design, Development, Disseminate), the study systematically addressed the absence of pedagogical frameworks combining IPAS content with explicit literacy and numeracy skill development. The Define phase revealed through literature analysis and teacher interviews that existing IPAS instruction lacked systematic literacy-numeracy integration. The Design phase produced an initial framework adapted from Willison's Research Skill Development model, comprising distinct literacy and numeracy components with associated instructional sub-stages. The Development phase engaged three subject matter experts who validated the framework using Content Validity Index methodology, resulting in consensus on ten instructional sub-stages: four literacy components (Morning Message, Let's Read, Let's Write, Let's Practice) and six numeracy components (Read, Let's Compare, Let's Observe, Let's Try, Let's Practice, Reflection). The Disseminate phase implemented the validated framework with 18 sixth-grade elementary students in Garut Regency, Indonesia. Pre-test and post-test assessments demonstrated moderate effectiveness, with average scores increasing from 46.53 to 82.64 (gain = 36.1, N-Gain = 0.66). These findings confirm the framework's validity and effectiveness in simultaneously developing content understanding and foundational competencies, offering educators a systematic approach for integrated elementary instruction that addresses twenty-first-century learning demands.
Development of Classpoint Assisted Food Chain Learning Media to Improve Student Learning Outcomes in Elementary Schools Sarah, Siti; Ali, Enjang Yusuf; Ismail, Ali
EduBase : Journal of Basic Education Vol. 5 No. 2 (2024): EduBase : Journal of Basic Education
Publisher : LJPI UI Bunga Bangsa Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47453/edubase.v5i2.2626

Abstract

This study aims to develop interactive learning media using the Classpoint application to improve the learning outcomes of fifth-graders in science lessons in elementary schools. The study employed a research and development (R&D) method with a 4D model. The resulting product is a media that can be used by both teachers and students, which contains various features, ranging from material to quizzes to train students' knowledge abilities. This media is run by teachers using laptops/computers and students can use it using their mobile phones without the need to download an application. The research design used is a non-experimental one-group pretest-posttest design by comparing learning outcomes before (pretest) and after using the Classpoint-assisted interactive learning media (posttest). The Classpoint-assisted interactive learning media has been validated by media experts with a percentage of 87.5%, material experts with 97.2%, and language experts with 95%, with an overall average of 91.5% and a category of "very feasible". From the results of the N-Gain calculation, a significant increase was obtained with an average N-Gain of 0.67 which is in the "moderate" category. Thus, it can be concluded that the Classpoint-assisted interactive learning media is effective in improving learning outcomes, especially for the Food Chain material for fifth-graders in elementary schools.
Efektivitas Metode Hypnoteaching pada Motivasi dan Pengetahuan Kognitif Materi Organ Pernapasan di Kelas V SD Oktaladi, Fajar; Ismail, Ali; Aeni, Ani Nur
Jurnal Pendidikan Tambusai Vol. 8 No. 2 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Kurangnya motivasi siswa dalam pembelajaran menyebabkan hasil belajar pada ranah kognitif cenderung rendah, salah satunya disebabkan oleh penggunaan metode pembelajaran yang kurang bervariasi. Oleh karena itu, metode hypnoteaching diperlukan untuk meningkatkan motivasi dan pengetahuan kognitif siswa. Penelitian ini mengkaji tiga rumusan masalah: keterlaksanaan metode hypnoteaching dalam materi organ pernapasan pada manusia di kelas 5 SDIT Al-Fathir, pengaruh motivasi belajar siswa setelah metode hypnoteaching diterapkan, dan efektivitas metode ini dalam meningkatkan pengetahuan kognitif siswa. Penelitian menggunakan desain pre-eksperimen dengan desain one group pretest-posttest. Hasil penelitian menunjukkan: 1) pembelajaran dengan metode hypnoteaching terlaksana dengan baik dengan persentase keterlaksanaan 100%, 2) motivasi belajar meningkat sebesar 13% dan berpengaruh sebesar 21%, 3) metode hypnoteaching tidak efektif ditandai dengan skor persentase n-gain sebesar 21%, meskipun mampu meningkatkan skor pengetahuan kognitif siswa. Metode hypnoteaching memiliki pengaruh terhadap motivasi belajar siswa, namun terbukti tidak efektif meskipun mampu meningkatkan nilai pengetahuan kognitif siswa.
Penggunaan Video Animasi untuk Meningkatkan Pengetahuan dan Kesadaran Siswa Sekolah Dasar Terhadap Perundungan Karimah, Anisa Fiola; Julia, Julia; Iswara, Prana Dwija; Ismail, Ali; Gusrayani, Diah; Isrokatun, Isrokatun
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 1 (2024): Edisi Januari 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i1.841

Abstract

Bullying is a problem that can occur in educational settings. The existence of bullying in primary education can be the seed of other forms of violence. The role of educators in schools is needed in an effort to reduce the number of bullying through various strategies. This study aims to determine the effect of using character education-based animated videos on students' understanding based on two aspects, namely knowledge and awareness of bullying. The research subjects were high school students in Sumedang Regency. This study used a quantitative approach with a one group pretest-posttest design. The data collection instrument was a test administered to 96 students to measure the level of knowledge and awareness about bullying. The results of the paired t-test showed that the knowledge aspect obtained a value of p<0.05 (0.00<0.05) and the awareness aspect obtained a value of p<0.05 (0.00<0.05), meaning that there was a difference between the average score of the pre-test and post-test scores from the knowledge and awareness aspects. The use of character education-based animated videos significantly improved the knowledge and awareness of high school students towards bullying behavior.
Pengembangan Media Pembelajaran VG-Plant Berbasis Articulate Storyline 3 pada Materi Perkembangbiakan Tumbuhan Kelas IV Vinson, Viena Aunillah Carl; Isrokatun, I.; Ismail, Ali
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 2 (2024): Edisi Mei 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i2.871

Abstract

This study describes the process of developing VG-Plant learning media based on articulate storyline 3 on plant reproduction material in class IV elementary school. The purpose of this research is to determine the feasibility of VG-Plant media through the validation process of experts, measure the perception of media usability, and determine the compatibility of media on several different android version devices. The research was conducted using the Research and Development (R&D) method and the ADDIE model which goes through five stages, namely the analysis, design, development, implementation, and evaluation stages. The subject of this research was 32 fourth grade students and the feasibility of material and media was taken from the validation of experts. The results of this study are VG-Plant learning media relevant to the needs of the science learning process in grade IV on plant reproduction material. VG-Plant media design is made in the form of a.apk file. VG-Plant media is calculated using the Content Validity Index (CVI) and has the feasibility of content and media quality with a scale of 1 and in the "relevant and feasible to use" category. Then, the usability of VG-Plant media is categorized as "Excellent" with a value of 88 which is calculated using the System Usability Scale (SUS) questionnaire. And VG-Plant media has met compatibility standards in the aspects of adaptability and installability with a test percentage of 100% on several android versions. Thus, it can be concluded that VG-Plant media is feasible to use and can be operated on all devices with android specifications version 6 to android version 13.
Pengembangan Media Bomb-Bomb Car pada Materi ASEAN Kelas VI SD Putra, Dika Esa; Hanifah, Nurdinah; Ismail, Ali
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 2 (2024): Edisi Mei 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i2.884

Abstract

Research and Development (RnD) is the method used in this study with the aim of determining the feasibility of using bomb-bomb car media in ASEAN class VI SD material. The research model used is ADDIE which consists of five stages, namely Analysis, Design, Development, Implementation and Evaluatuion. The results of this study are that after passing a validation process by 4 media experts and 5 material experts, this media gets an i-CVI and s-CVI value of 1 both in terms of media and material so that the bomb-bomb car media can be declared valid or suitable for use. Then, after the validation process, the bomb-bomb car media was also implemented to 27 grade VI elementary school students in Sumedang Regency and received an average SUS score of 94 with the category of "Best Imaginable" or has a very high level of usability. Thus, the data can prove that the bomb-bomb car media is valid or suitable for use in ASEAN class VI elementary school material.
Pengembangan Media Kampanye Sekolah Sehat Berbasis Teknologi pada Siswa Kelas Tinggi Sekolah Dasar Rahmawati, Aulia; Aeni, Ani Nur; Ismail, Ali
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 2 (2024): Edisi Mei 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i2.911

Abstract

The health of school-age children is one of the big problems facing Indonesia. School Health Efforts (UKS) aim to improve student health, but UKS is not yet running as optimally as possible. Innovations are needed that can optimize the implementation and achievements of school health, especially in improving student health. This research aims to develop Healthy School Campaign media for high-class students at SDN Gudang Kopi II. This research uses the Research and Development (RnD) method with the ADDIE development model flow. This research was carried out at Gudang Kopi II Elementary School, Sumedang Regency. The type of data collected is qualitative and quantitative data. This research and development produced Healthy School Campaign media in the form of an e-flipbook with product specifications including: 1) Health material and information with 3 main focuses, namely healthy nutrition, physical health, and immunization health, 2) Healthy canteen educational videos, 3) Movement videos and healthy school songs, 4) Application to scan nutritional information from barcodes on food or beverage product packaging, 5) Crossword puzzle games. Based on validation results by experts and student questionnaire responses, this e-flipbook is in the very good category for use as Healthy School Campaign Media.
Pengaruh Model PjBL terhadap Keterampilan Kolaborasi Siswa pada Pembelajaran IPA di Kelas V Anggraeni, Ajeng; Aeni, Ani Nur; Ismail, Ali
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 3 (2024): Edisi September 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i3.1131

Abstract

The purpose of this study is to understand the impact of the PjBL paradigm on student collaboration. This study employs a quantitative approach using the kind of study design that just uses a posttest control group. The instruments used in this study are the angket and lembar observation instruments. The sample selection technique used in this study is the jenuh sample since all of the population was designated as the study sample. The sample for this study is all students in class 5 SDN 2 Tawangbanteng for experiential learning and all students in class 5 SDN 1 Sukaratu for control. Data analysis is conducted using both descriptive and inferential statistics. The independent sample test, homogeneity test, and normality test comprise the inferential statistical test. Subsequently, to reduce some significant effects, use effect size in conjunction with Cohen's law. Based on the results of the deskriptif statistical analysis, 15 students with highly collaborative criteria were evaluated in the experimental class, while 9 students in the control group were evaluated with collaborative criteria. The results of the inferential statistical test show that Ho is not supported by H1, with a sig value of 0,003<0,05. There are differences in the collaborative learning outcomes between students using the PjBL model and students using the conventional model. Based on the uji impact size results, the category sedang has a nilai of 0.79. Due to this, it can be inferred that the PjBL model has an adverse effect on student collaboration in IPA classes in grade 5.
Analisis Keefektifan Implementasi Game Based Learning dalam Meningkatkan Pemahaman Siswa Materi Sistem Tata Surya Septiani, Indri Rahayu; Ali, Enjang Yusuf; Ismail, Ali
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 3 (2024): Edisi September 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i3.1171

Abstract

This research discusses the impact of the model chosen by the teacher on students' understanding during the learning process. The effectiveness of the model used also determines the success of the learning process. Based on observations in class IV of Sukasari Elementary School in June 2023, researchers found problems in the learning mechanism that had a negative effect on students' understanding results. This problem is caused by the lack of effectiveness of conventional learning models which are teacher-centered, less varied and uninteresting. Therefore, researchers recommend Game Based Learning as an alternative to traditional teaching to improve students' understanding of the material. The target of this research is to analyze the effectiveness of Game Based Learning in increasing students' understanding of the concept of solar system material in class VI SDN Sukasari by research using the quasi experimental design method with a two group pre-test-post-test design. The results of the research show that the application of Game Based Learning in schools is effective in increasing students' understanding of the concept of solar system material. The effect is classified as moderate with the N-gain value in the experimental class using Game Based Learning at Sukasari Elementary School being 0.6357 and the n-gain percent being 0.6357. 63.5659%. The effectiveness of the n-gain score is classified as moderate because it is higher than 0.30 and lower than 0.70. Therefore, this research proves that the application of Game Based Learning in schools is effective in increasing students' understanding of the concept of solar system material.