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Pengembangan Vidio Interaktif Fonetik Berbasis Metode Vak ( Visual, Auditori, Kinestetik ) pada Pembelajaran Membaca Permulaan di Kelas 1 SD Maulidya Nur Affiana; Isna Khuni Mu’alimah; Khoirul Wafa
Jurnal Sosial Humaniora dan Pendidikan Vol. 5 No. 2 (2026): Mei: Inovasi: Jurnal Sosial Humaniora dan Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/inovasi.v5i2.7501

Abstract

This study aimed to develop a legitimate and practical phonetic interactive film based on the Visual, Auditory, and Kinesthetic (VAK) approach to improve first-grade primary school students' beginning reading skills. The research and development (R&D) methodology of the study was based on the ADDIE model, which comprises the phases of analysis, design, development, implementation, and evaluation. Research subjects were first-graders from SD Negeri Tawangsari 2 in Blitar Regency. Among the research instruments were pretest and posttest assessments, as well as validation sheets from media and material specialists. The results showed that the VAK-based phonetic interactive video achieved a very high level of validity, indicating that the product was highly valid and suitable fo. The implementation results demonstrated an improvement in children's starting reading skills based on pretest and posttest results analyzed using the N-Gain test, which fell into the medium to high range. Because of this, the VAK-based phonetic interactive movie is considered a valid, useful, and effective instructional tool to improve the starting reading skills of first-grade primary school students.
Pengembangan Media Domino Card Untuk Meningkatkan Critical Thingking Siswa Materi Keragaman Budaya Kelas IV Sekolah Dasar Vitika Kurniawati; Shofi Nur Amalia; Khoirul Wafa
Jurnal Sosial Humaniora dan Pendidikan Vol. 5 No. 2 (2026): Mei: Inovasi: Jurnal Sosial Humaniora dan Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/inovasi.v5i2.7516

Abstract

This study involved the development of "domino card" media to enhance critical thinking skills, serving as an innovation in instructional media for Pancasila Education. The media was specifically designed to facilitate learning regarding cultural diversity for fourth-grade students at SDN 1 Tingal Garum, as well as to assess its validity and effectiveness. The study employed a Research and Development (R&D) approach, adopting the ADDIE model proposed by Dick and Carey (1996) as a systematic framework comprising five interconnected stages: Analyze, Design, Develop, Implement, and Evaluate. Validity, reliability, prerequisite, and paired-sample t-tests were conducted to analyze empirical data gathered from observations, interviews, questionnaires, and proficiency tests (pre-test and post-test). Participants included the class teacher, 15 fourth-grade students, and subject matter experts. The results indicated that the domino card media achieved a "very high" feasibility rating, with validation scores of 91% from media experts and 100% from content experts. Effectiveness testing demonstrated an improvement in student learning outcomes, with the average score rising from 74.67 in the pre-test to 83.33 in the post-test. This improvement was further substantiated by a score of 0.81, falling within the "high" classification. Consequently, it is concluded that the domino card media meets the criteria of validity, feasibility, and effectiveness for use in Pancasila Education, specifically for the topic of cultural diversity in the fourth grade of elementary school.
PENGEMBANGAN FLASHCARD BERBANTUAN WORDWALL MENGGUNAKAN MODEL PBL UNTUK MENINGKATKAN HARGA DIRI SISWA KELAS III SEKOLAH DASAR KABUPATEN BLITAR Aulia Rizka Fariani; Mohamad Fatih; Khoirul Wafa
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.698

Abstract

The purpose of this study was to develop Wordwall-integrated flashcard materials to enhance IPAS learning and raise third-grade students' self-esteem at SDN 3 Candirejo, Blitar Regency. The researcher used a mixed-approaches approach, combining a quantitative methodology with research and development (R&D) directed by the ASSURE model. After the development process, a media prototype was created and verified by media and subject matter experts. Questionnaires, interviews, and observation were used to collect data, which were then subjected to descriptive quantitative analysis. A 95% score from content experts indicated a high level of validity, and an 85.71% score from media experts indicated a similarly high level of validity. The control group's significant values were less than 0.007 according to the Paired Sample T-test.
PENGARUH MODEL TGT DENGAN MEDIA SNAKE AND LADDER GAME BERBANTUAN APLIKASI QUIZ WORDWALL MATERI PERUBAHAN BENTUK ENERGI MENINGKATKAN LITERASI SAINS DAN SELF AUTHENTICITY SISWA KELAS IV SD IT AL MUBAROK KABUPATEN KEDIRI Siti Anisy Kurlia Sa’adah; Mohamad Fatih; Khoirul Wafa
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.725

Abstract

This study aims to determine the effect of the Teams Games Tournament (TGT) learning modelcombined with the snake and ladder game and the Quiz Wordwall application on improving elementary school students' scientific literacy and self-authenticity in the topic of energy transformations. The research method used was quantitative, with a quasi-experimental design using a pretest-posttest control group design. The study subjects consisted of fourth-grade students at an elementary school in [fill in the appropriate location] Regency, divided into an experimental group and a control group. The instruments used included a science literacy test and a self-authenticity questionnaire. Data analysis showed a significant difference between the pretest and posttest results in the experimental group compared to the control group. The application of the TGT model with the snake and ladder game and the Quiz Wordwall application proved effective in improving scientific literacy and building student self-authenticity. Therefore, this model and media are recommended as an innovative alternative in thematic learning, particularly in science and science topics related to energy transformations.
PENGEMBANGAN MEDIA FLASH CARD MATH BERBASIS CODE QR PADA MATA PELAJARAN MATEMATIKA UNTUK MENINGKATKAN NUMERACY SKILL SISWA KELAS V DI UPT SDN TLOGO 02 KABUPATEN BLITAR Anisa Salsabela; Ragil Tri Oktaviani; Khoirul Wafa
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 2 (2024): Volume 09 No. 2 Juni 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i2.15590

Abstract

Numeracy skill is a person's ability to solve problems by processing data using basic mathematics. This ability needs to be instilled in students to help them face problems in the 21st century. The aim of this research is to determine the development, level of validity and feasibility of QR code-based flash card media and also to increase numeracy skills before and after learning using the media that has been developed. This research uses instruments in the form of questionnaires, tests and also documentation in its implementation. This research is research & development (R&D) research with the ADDIE (analyze, design, development, implementation, evaluation) development model. The results of this research show that the media validity level received a score of 93.18% from media experts and a score of 100% from material experts and is included in the very valid category. The level of media suitability carried out by researchers received a score of 94.4% and was included in the category that is suitable for use without the need for revision. Apart from that, it is known that there has been an increase in the processing of test results carried out by researchers with a mean value of 0.5039 so that it is included in the moderate improvement category.
Pengembangan Media Find the Match Berbantuan Wordwall melalui Problem Based Learning Materi Jenis Hewan Meningkatkan Adversity Quotient (AQ) Siswa Kelas V SD Kabupaten Blitar Siti Laelatul Mab’ruroh; Mohamad Fatih2; Khoirul Wafa
Jurnal Sosial Humaniora dan Pendidikan Vol. 5 No. 3 (2026): September : Inovasi: Jurnal Sosial Humaniora dan Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/inovasi.v5i3.7525

Abstract

This study aims to develop a learning media called Find the Match, based on the Wordwall platform and implemented through the Problem-Based Learning model on the topic of animal classification to improve the Adversity Quotient of fifth-grade elementary school students. The research method used in this study is Research and Development (R&D) with the ASSURE model as the product development framework. The effectiveness of the media was tested using a quasi-experimental design, specifically a nonequivalent control group design, involving 22 students, consisting of 11 students in the experimental group and 11 students in the control group. The research data were collected through observation, interviews, questionnaires, and tests, and then analyzed using both qualitative and quantitative approaches. The validation results showed that the media was categorized from feasible to highly feasible, with expert validation percentages of 85.8% from material experts, 87.9% from media experts, 72.85% from language experts, and 72.85% from classroom teachers. The effectiveness test results indicated an increase in the average Adversity Quotient score in the experimental group from 36.27 to 44.09, with a significance value of 0.000. This improvement was higher than that of the control group. Therefore, the Find the Match media assisted by Wordwall through the implementation of the Problem-Based Learning model is proven to meet feasibility criteria and is effective in supporting the science learning process.