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PENGEMBANGAN GAME LUDO EDUKATIF PADA MATA PELAJARAN INFORMATIKA KELAS VII SMP SEDERAJAT Raihan Alfiqih, Muhammad; Pratiwi, Rahmi; Maiziani, Fitri; Kurnia, Reni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.53627

Abstract

This research is motivated by the low learning outcomes of Informatics subject on Computer Systems material for class VII D students at MTsN 12 Tanah Datar, where classical completeness only reached 32.14% (average 66.43) below the minimum criteria of 75. This study aims to describe the development process and produce a valid and practical digital educational Ludo game as an Informatics learning medium. This research used the Research and Development (R&D) method with the 4D development model (Define, Design, Develop, and Disseminate). The trial subjects included one material expert validator (Informatics teacher), two media expert validators from Educational Technology lecturers at UNP, and 28 students of class VII D MTsN 12 Tanah Datar as field trial subjects. Data collection used material validation questionnaires, media validation questionnaires, and student practicality response questionnaires. Results showed material validity at 98.75% ("Very Valid"), media validity at 97.14% (Validator I, "Very Valid") and 81.33% (Validator II, "Valid"), and student practicality at 92.85% ("Very Practical"). The educational Ludo game developed using Visual Studio Code is valid and practical as an innovative learning medium to improve student focus, engagement, and conceptual understanding of Computer Systems material.
PENGEMBANGAN GAME LABIRIN EDUKATIF PADA MATERI BAHAYA NARKOTIKA, PSIKOTROPIKA, DAN ZAT ADIKTIF MATA PELAJARAN PJOK KELAS V SD Arsyad, Khairul; Pratiwi, Rahmi; Kurnia, Reni; Alfahani, Khairul
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.54150

Abstract

Drug abuse (NAPZA) among Indonesian adolescents remains a critical issue, necessitating more effective preventive education through formal schooling. This study aims to develop an Educational Maze Game (Game Labirin Edukatif) on the topic of the dangers of Narcotics, Psychotropics, and Addictive Substances (NAPZA) for Class V elementary school students in Physical Education, Sports, and Health (PJOK) subject. The research used the Research and Development (R&D) method with the 4D development model (Define, Design, Develop, and Disseminate). Trial subjects included one material expert validator (PJOK teacher), two media expert validators from Educational Technology lecturers at UNP, and 20 students of Class V at UPTD SD Negeri 03 Andiang as field trial subjects. Data collection used material validation questionnaires, media validation questionnaires, and student practicality response questionnaires. Results showed material validity at 90% ("Very Valid"), media validity at 94.28% ("Very Valid"), and student practicality at 94.48% ("Very Practical"). The Educational Maze Game developed using Visual Studio Code is valid and practical as an innovative learning medium to improve student motivation, active engagement, and understanding of NAPZA dangers in PJOK learning.
PENGEMBANGAN E-KOMIK BERBASIS KEARIFAN LOKAL PADA MATERI MELESTARIKAN BUDAYA BANGSAKU DALAM MATA PELAJARAN PPKN KELAS VIII SMP Amanda, Zikratul; Rayendra; Pratiwi, Rahmi; Masriani, Elsa
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.54727

Abstract

This study was motivated by the limited use of engaging and contextual learning media in Civic Education learning, particularly on the topic of preserving national culture. The integration of local wisdom values into learning activities was also still limited. Therefore, this study aimed to develop a local wisdom-based e-comic for the topic “Melestarikan Budaya Bangsaku” in Grade VIII Civic Education learning. This research employed a Research and Development (R&D) approach using the 4-D model, consisting of Define, Design, Develop, and Disseminate stages. Product validation was conducted by one material expert and two media experts, while practicality testing involved 30 Grade VIII students at SMP Negeri 22 Padang. The results showed that the material validation score reached 94.6%, categorized as “Very Valid”. Media validation results reached 99% from media expert I and 97.2% from media expert II, both categorized as “Very Valid”. The practicality test obtained an average score of 4.62, categorized as “Very Practical”. These findings indicate that the developed local wisdom-based e-comic is highly valid and practical for use in Civic Education learning.
PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS PENDEKATAN DEEP LEARNING PADA MATA PELAJARAN IPA KELAS VII SMP Juliani, Mustika; Rosmaria; Pratiwi, Rahmi; Elsa Masriani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.55346

Abstract

This study aims to develop interactive multimedia based on the deep learning approach for science subjects (IPA) in class VII of Junior High School (SMP). The development model used is the 4-D model (Define, Design, Develop, Disseminate) by Thiagarajan et al. (1974). The research was conducted at SMP Pertiwi 2 Padang. Data collection instruments included validation assessment sheets for media experts and material experts, as well as practicality questionnaires for students. The validity of the interactive multimedia was assessed by two media validators and one material validator using a 5-point Likert scale. The results showed that the material validation reached an average score of 4.81 (Very Valid), media validation 1 reached 4.95 (Very Valid), and media validation 2 reached 4.80 (Very Valid). The practicality test involving 20 students of class VII obtained an average score of 4.92 (Very Practical). These findings indicate that the interactive multimedia based on the deep learning approach for IPA in class VII SMP is valid and practical as a learning medium. The media integrates meaningful learning, mindful learning, and joyful learning elements to create engaging, meaningful, and contextual science learning experiences
PENGEMBANGAN MULTIMEDIA INTERAKTIF DESCRIPTIVE TEXT PADA MATA PELAJARAN BAHASA INGGRIS DI KELAS VII SMP Erlangga Oktavio, Duta; Novrianti; Ade Kurnia Yusri, Meldi; Pratiwi, Rahmi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.58764

Abstract

This study aimed to develop an interactive multimedia for teaching descriptive text to seventh-grade junior high school students that is valid, practical, and suitable for use as an alternative learning medium. The study was motivated by observations and interviews conducted at SMP Negeri 34 Padang, which revealed that descriptive text instruction mainly relied on textbooks and lecture-based methods without the support of interactive learning media. As a result, students experienced difficulties in understanding text structure and vocabulary and showed low learning motivation. This research employed the Research and Development (R&D) approach using the 4D model, consisting of Define, Design, Develop, and Disseminate stages. The multimedia was developed using Articulate Storyline by integrating text, images, audio, animations, videos, and interactive exercises. Data were collected through validation sheets completed by material and media experts, as well as practicality questionnaires administered to teachers and students. The data were analyzed using descriptive quantitative techniques with a Likert scale. The results indicated that the developed multimedia was highly valid, with material and media validity scores of 90% and 98.18%, respectively. The practicality test yielded a score of 93.60%, categorized as highly practical. Therefore, the interactive multimedia is considered appropriate as an engaging, interactive, and effective learning medium to improve students' understanding of descriptive texts in seventh-grade English classes.
PENGEMBANGAN ASESMEN DIGITAL BERBASIS GAME EDUKASI PADA MATA PELAJARAN IPAS KELAS V SEKOLAH DASAR Hanaviah, Suci; Rahmi Pratiwi; Rosmaria; Khairul Alfahani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61964

Abstract

This study aims to develop and examine the validity, practicality, and effectiveness of a digital assessment based on educational games for the Natural and Social Sciences (IPAS) subject on food-chain material for fifth-grade elementary school students. The study was motivated by conventional classroom practices, low student engagement, and summative assessment that provided little formative feedback. This research and development (R&D) study employed the ADDIE model, consisting of Analysis, Design, Development, Implementation, and Evaluation stages. The product was an Adobe Flash-based interactive educational game containing learning material, interactive quizzes, puzzles, drag-and-drop activities, and a matching game. Subjects were 28 fifth-grade students of SDN 19 Pulai, one IPAS teacher, and two expert validators. Data were collected through validation questionnaires, practicality questionnaires, and pretest-posttest scores, then analyzed descriptively using percentage categorization and the N-Gain formula. Results showed the media-expert validation reached 92% and the material-expert validation 93%, both categorized as very valid. The student practicality test averaged 95% (very practical), while the teacher’s response reached 96%. The effectiveness test showed the mean score rising from 68 (pretest) to 88 (posttest), with an N-Gain of 0.62, categorized as effective. These findings indicate that the developed digital assessment is valid, practical, and effective for IPAS learning in elementary school.
PENGEMBANGAN MULTIMEDIA INTERAKTIF EDUBENA (EDUKASI BENCANA ALAM) UNTUK SISWA KELAS VII Irwanda, Yulia; Hidayati, Abna; Pratiwi, Rahmi; Masnur, Alkadri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomer 03, September 2026 Publication
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.62243

Abstract

This study was motivated by the need to improve students' understanding of natural disaster concepts due to the high level of disaster risk in West Sumatra. Social Studies learning in Grade VII at SMP Negeri 39 Padang still relied on textbooks, student worksheets, and simple PowerPoint presentations, which had not optimally supported the learning process. This study employed a Research and Development (R&D) approach using the ADDIE model to develop EduBena interactive multimedia that is valid, practical, and effective. The research subjects consisted of expert validators, one Social Studies teacher, and 30 Grade VII students of SMP Negeri 39 Padang. Data were collected through validation sheets, practicality questionnaires, learning implementation observation sheets, and learning achievement tests, and were analyzed using descriptive quantitative analysis and the N-Gain test. The results showed that EduBena achieved validity scores of 99.33% from the media expert and 94.66% from the material expert, both categorized as highly valid. The practicality scores reached 91.96% based on students' responses and 96% based on the teacher's response, both categorized as highly practical. The multimedia was also effective in improving students' average learning outcomes from 76.53 to 96.53. Therefore, EduBena interactive multimedia is considered valid, practical, and effective, making it suitable for use in teaching natural disaster topics.
Development of the Minangkabau Ethnoscience-Based LDER Learning Model to Improve Junior High School Students' Scientific Literacy Mai Sastri; Alwen Bentri; Fetri Yeni; Rahmi Pratiwi
GHAITSA : Islamic Education Journal Vol. 7 No. 3 (2026): July - October (In Press)
Publisher : Yayasan Darusssalam Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62159/ghaitsa.v7i3.2830

Abstract

This study aims to develop a Minangkabau ethnoscience-based LDER (Ethnoscience Literacy, Discussion, Explanation, and Reflection) learning model to support the improvement of scientific literacy in junior high school/Islamic junior high school students. The study used the Research and Development (R&D) method with the ADDIE development model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The developed model was validated by model experts, material experts, and language and media experts, then tested for practicality through teacher assessments and student responses, while the improvement of scientific literacy was analyzed using Normalized Gain (N-Gain). The results showed that the LDER learning model obtained a model validation percentage of 77.5% in the feasible category, material validation of 95.45%, and language and media validation of 95.23% in the very feasible category. The practicality test results showed 85.31% based on teacher assessments and 84.80% based on student responses, both in the very practical category. The improvement in scientific literacy skills is demonstrated by the N-Gain value of 0.67, which is in the moderate category. This finding indicates that the LDER model based on Minangkabau ethnoscience has good feasibility and practicality and supports the improvement of scientific literacy through the integration of local knowledge with scientific concepts in science learning. This model provides a contextual and culturally responsive learning alternative by bridging Minangkabau local knowledge and scientific knowledge through the stages of Ethnoscience Literacy, Discussion, Explanation, and Reflection.
Co-Authors Abiem Haekal Suherman Abna Hidayati Achsin Rosidi Afifah, Fathimah Afifatuzzahra Afifah, Syifa Akbar, Kihsan Ramdana Alfahani, Khairul Alifa, Zaqiya Zahwa Alkadri Masnur Alwen Bentri Amanda, Zikratul Amilia, Winanda Anggi Prasetia Anggi Prasetia Anugerah, Septriyan Anugrah, Septriyan Apri Yenni Arina, Novra Arsyad, Khairul Asanah, Sahratun Askia, Fazhira Athiyyah Salsabila Aufa Deza Fikri Aulia Rahma Putri Aulia, Aniza Ulfa Azhari Fetri Stevani Azhari, Diah Fitri Basra, Melani Bunga Putri Dewi Damayanti, Arfina Darmansyah Darmansyah DARMANSYAH . Dedi Supendra Deo Zharfan Perry Ekanala, Roy Eldarni Eldarni, Novrianti Elsa Masriani Elsa Masriani Elsa Rahmayanti Elsi Afifah Erlangga Oktavio, Duta Fadhillah Hafsah Fadly Uzzaki Fernando, Erik Fetri Yeni Fetri Yeni J Fitri Maiziani Fitriani, Aura Syfa Gustiani, Rahma Hafanos, Robby Hanaviah, Suci Hendri Budi Utama hendri, nofri Herdi Setiawan Hidayatulah, Serlin Intan Syafitri Irwanda, Yulia Jasrial Jasrial Jasrial Jeni Falen Andrean Juliani, Mustika Khairul Alfahani Kurnia, Reni Laila Purwaningsih Luthfiani Luthfiani Luthfiani Luthfiani Luthfiani, Luthfiani Mai Sastri Maiziani, Fitri Masriani, Elsa Melda Mahniza Meldi Ade Kurnia yusri Melisa Putri, Indah Muhammad Adli Muntazia, Azhidah Mutia Egica Putri Mutiara Felicita Amsal Mutiara Felicita Amsal Nensy Purziana Nofri Hendri Novrianti Novrianti Oktariza, Nabilla Putra, Ade Herdian Putra, Pelka Andesa Putri, Dinda Aulia Putri, Qorina Cantika Qamari, Dinda Najmi Rahmi, Cici Utia Rahmi, Ulfia Raihan Alfiqih, Muhammad Ramadona, Dasatry Dwi Rayendra Rayendra Reni Kurnia Reni Kurnia Resti Elma Sari Resti Elma Sari Rohimun Farhan Rosmaria Rosmaria, Rosmaria Rufina Agustin Yuarsa Saputra, Rafiko Sari, Resti Elma Shahfitri, Rahma Diyanti Sheldiha, Duwanita Syafril Syafril Syafril Tengku Hamid Darmawan Tiara Dhea Wijaya Tussadiyah, Alimah Ulfia Rahmi Ulfia Rahmi Usman, Shelby Vanesa, Adilla Zikra Vini Lovita Winanda Amilia Winanda Amilia Yola Sepkia Yudhani, Abelta Putri Zadrian Ardi Zelhendri Zen Zelhendri, Zelhendri Zen, Zelhendri Zuwirna Zuwirna, Zuwirna