Claim Missing Document
Check
Articles

Found 23 Documents
Search

Program Belajar Siswa Berbasis Prinsip Progressive Differentiation dan Intergrative Reconciliation Irianti, Nathasa Pramudita; Wijaya, Elita Mega Selvia
JIPM (Jurnal Ilmiah Pendidikan Matematika) Vol 7, No 2 (2019): Maret
Publisher : Universitas PGRI Madiun

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (581 KB) | DOI: 10.25273/jipm.v7i2.3280

Abstract

Penelitian bertujuan untuk menghasilkan program belajar siswa berupa lembar kerja siswa berbasis prinsip Progressive Differentiation dan Integrative Reconciliation pada materi pernyataan majemuk dan berkuantor yang valid, praktis, dan efektif. Pengembangan program belajar ini berdasar pada Four-D Model (Model Empat D) yang diadopsi dari Thiagarajan, Semmel dan Semmel, yaitu Define (Pendefinisian), Design (Perancangan), dan Develop (Pengembangan). Untuk mengetahui keterlaksanaan kriteria yang ditetapkan, maka dilakukan validasi dan uji coba lapangan. Perangkat pembelajaran yang dikembangkan berupa RPP dan LKS. Subjek uji coba pengembangan desain pembelajaran ini adalah siswa SMA Panjura Malang. Berdasarkan hasil analisis data, program belajar matematika berdasarkan Prinsip Progressive Differentiation dan Integrative Reconciliation dapat diterapkan dan terlaksana dengan baik. Hal ini ditunjukkan dari hasil uji coba LKS dengan nilai rata-rata skor 85,28 yang masuk dalam kategori sangat baik. Selain itu, dikuatkan dengan uji coba latihan I dan II yang masing-masing mendapatkan skor rata-rata 82,08 dan 80,96 yang juga masuk dalam kategori sangat baik.
DEVELOPMENT OF E-LEARNING GAMIFICATION TO IMPROVE MATHEMATICS LEARNING RESULTS Triswidrananta, Odhitya Desta; Pramudhita, Agung Nugroho; Wahono, Wahyu Tri; Wijaya, Elita Mega Selvia
Inteligensi : Jurnal Ilmu Pendidikan Vol 7, No 2 (2024)
Publisher : Universitas Tribhuwana Tunggadewi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33366/ilg.v7i2.6534

Abstract

One system that is widely used now is the e-learning system, which in the system brings the influence of transformation from conventional education to education with digital forms. This research uses the RD method. The results of black box testing by testing the functionality of the e-learning gamification learning system, the results obtained are as expected and all available features run well. The effectiveness of using a website-based gamification e-learning learning system in mathematics subjects is reviewed by comparing pre-test and post-test data. The learning media is said to be successful if the gain score value obtained is 0.71 or in the high category. To test the effectiveness of the e-learning learning system, researchers used the pre-test and post-test method on 15 students of class VI-C SDN Purwantoro 1 Malang City which resulted in a difference in value or the final result of the test in the form of calculating the gain score value by obtaining a value of 0.71 which is classified as a high category. Based on the research that has been done as a whole, it can be concluded that researchers have successfully implemented a website-based gamification e-learning learning system to improve student learning outcomes.
Design and development of a digital game to support civics education for fourth-grade students Moh. Farid Nurul Anwar; Elita Mega Selvia Wijaya; Hediana Woe
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 14 No. 6 (2025): December
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v14i6.916-927

Abstract

Civics education on the nation's struggle is often considered less interesting to elementary school students. Therefore, this study aims to develop Digital Educational Games as Civics Education learning media based on the History of the Nation's Struggle material for Class IV Elementary School students, with validity and effectiveness. This research uses a research and development model based on the Borg & Gall model, comprising nine stages from needs analysis to field trials. Validation was conducted by media, material, and linguistics experts, with an average validity of 92%, indicating that this media is highly valid for use. The field trial involving 29 students implied that this digital educational game was effective, with an average learning outcome of 95.66 and an effectiveness rate of 90%. Thus, this digital educational game proved to be valid and effective.