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Digital Musical Storytelling to Enhance First-Grade Elementary School Students' Listening Skills Waluyo Hadi Hadi; Rieska Ramadhani; Arita Marini; Gusti Yarmi; Desy Safitri; Leola Dewiyani
Journal of Education Technology Vol. 7 No. 2 (2023): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i2.63167

Abstract

The development of educational technology has become an essential factor in solving academic problems. Educational technology can provide accessible information and delivery of material so that the learning activities carried out do not become a significant obstacle to learning effectiveness. This study aims to analyze the use of digital musical storytelling to increase first-grade elementary school student listening skills. The method used in this research is the experimental method. The research design used in this study was a one-group pretest-posttest design. The population in this study was the first graders of elementary school. Data collection techniques were direct observation and measurement techniques. The data is ana-lyzing statistically using SPSS. The results showed that there is an average difference between pretest and posttest learning outcomes, which means that there is an effect of using digital music storytelling on stu-dents' listening skills. The contribution of this study is to help students learn music courses with more fun and easier understanding.
Digital-Based Flash Card to Increase Social Studies Learning Outcomes for Elementary School Students in The Fourth Grade Ajat Sudrajat; Fhadya Giaani Salsabila; Arita Marini
Journal of Education Technology Vol. 7 No. 2 (2023): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i2.63327

Abstract

The development of innovative learning media is needed to provide a different and varied learning experience.  This is required to stimulate student interest in learning to achieve maximum learning outcomes.  The aim of this study is to develop and analyze the effect of digital-based flashcard media to improve social studies learning outcomes for fourth-grade elementary school students.  This research uses R&D (Research and Development) methods and adapts the ADDIE development model.  The population in this study were fourth-grade students.  This study randomly took a sample of 126 fourth-grade students and calculated using the Slovin formula with a margin of error of 5%.  The results of this study show that the results of material expert validation 83.3% in the worthy category. The results of media experts 93.3% in the very worthy category, and the results of the effectiveness of learning media are obtained through a questionnaire given to students at the pretest and posttest.  This study concludes that digital-based flashcard media positively impacts social studies learning outcomes for fourth-grade elementary school students.
Scratch-Based Interactive Games to Increase Interest in Learning Mathematics for the Second Grade Elementary School Students Iva Sarifah; Akbar Sri Nugroho; Arita Marini; Gusti Yarmi; Desy Safitri; Leola Dewiyani
Jurnal Pendidikan dan Pengajaran Vol 56 No 2 (2023): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpp.v56i2.66556

Abstract

Technology has developed rapidly and supports various aspects of life, including education.  Many schools, especially in developed countries, often use technology in the learning process. This study aims to increase the interest in learning mathematics of second-grade elementary school students through scratch-based interactive games.  Second-grade teachers expressed the need for learning media that is interesting for students. The researcher developed scratch-based interactive games validated by experts and found to meet the appropriate criteria.  The test results using the paired t-test showed a significant mean difference between the pretest and posttest of interest in learning mathematics, indicating that using interactive games positively increased students' interest in learning.  In addition, the use of interactive games media also has a good effect in improving students' interest in learning mathematics, as shown by the results of the N-Gain test.  Therefore, this study recommends using interactive games as a practical learning media to increase interest in learning mathematics in various other classes and schools.  It can even be developed for additional lessons to increase students' interest in learning.
Implementasi Kebijakan Kurikulum Merdeka di Sekolah Dasar: Tantangan dan Peluang Okki Yansah; Masduki Asbari; Gilang Maulana Jamaludin; Arita Marini; Zulela MS
Journal of Information Systems and Management (JISMA) Vol. 2 No. 5 (2023): October 2023
Publisher : AGUSPATI RESEARCH INSTITUTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.4444/jisma.v2i5.639

Abstract

This research was conducted to analyze the implementation of the Merdeka Curriculum at Al-Anshory Boarding Elementary School in Cirebon City using a phenomenological approach. This qualitative study explores the individual experiences of teachers, principals, and supervisors through observation, interviews, and documentary studies. Efforts were made to ensure data validity, including extending the data collection period, conducting continuous observation, triangulation, and involving peers in discussions. The results of the study show that the Merdeka Curriculum in elementary schools can produce students with noble character, independence, critical thinking, creativity, cooperation, and a sense of diversity. The principal encourages various unique and innovative participatory programs. However, the implementation of the Merdeka Curriculum faces challenges such as resource constraints, lack of training, and limited learning time. Nevertheless, there are opportunities to improve implementation through collaboration between teachers, principals, and supervisors involving the community and utilizing technology. This research provides insights to overcome challenges and take advantage of opportunities in implementing the Merdeka Curriculum in elementary schools.