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PENGEMBANGAN MEDIA JAM NAMA MALAIKAT UNTUK MATA PELAJARAN PAI DI KELAS 3 SEKOLAH DASAR Wiwi Nur Apriyani; Rizka Tya Febriyani; Eka selviana; Sirli Amroina; Dila Nurfadilah; Misbah Binasdevi
Jurnal Cerdik: Jurnal Pendidikan dan Pengajaran Vol. 3 No. 2 (2024): Jurnal Cerdik: Jurnal Pendidikan dan Pengajaran
Publisher : Jurusan Pendidikan Bahasa, Fakultas Ilmu Budaya, Universita Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21776/ub.jcerdik.2024.003.02.04

Abstract

Hasil observasi di SDN Pelandakan 1 menunjukkan bahwa setiap kelas belum menggunakan media pembelajaran di kelas, salah satunya adalah penggunaan jam nama malaikat untuk membuat materi ajar yang kreatif. Tujuan dari penelitian dan pengembangan ini adalah untuk membuat produk jam nama malaikat dan untuk menentukan apakah jam nama malaikat dapat digunakan sebagai sumber pembelajaran dalam proses belajar siswa di kelas. Untuk penelitian ini model ADDIE digunakan sebagai metode penelitian dan pengembangan. Model disusun dalam lima tahap: analisis, desain, pengembangan, implementasi, dan evaluasi. Karena keterbatasan waktu dan sumber daya, penelitian ini hanya sampai pada tahap implementasi. Subjek penelitian ini adalah peserta didik kelas III SDN Pelandakan 1. Data dikumpulkan melalui angket validasi yang dianalisis melalui penskoran dan presentase. Hasil penelitian menunjukkan bahwa produk media jam nama malaikat layak untuk digunakan, dengan hasil 89,6% dari analisis kepraktisan siswa. Berdasarkan analisis siswa, dapat disimpulkan bahwa media jam nama malaikat dapat membantu dalam proses pembelajaran.
Pengembangan Media Komik digital Untuk Mendukung Pembelajaran Di Era Digital Tingkat Sekolah Dasar Syifa Dinda Syafira; Nazira Fauziah; Aji Iswanto; Zahra Febriannisa; Kheifa Azzahra Ansori; Sheila Ekasalwa N; Adi Abdurahman; Misbah Binasdevi
Academicus: Journal of Teaching and Learning Vol. 3 No. 2 (2024): Teaching and Learning
Publisher : Perkumpulan Dosen Tarbiyah Islam, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59373/academicus.v3i2.58

Abstract

This research is motivated by the learning process in grade 4, especially the subject of Islamic Religious Education, showing that the use of conventional media alone makes learning less interesting and less fun, so innovative and creative media is needed that can attract students' attention. This research aims to develop digital-based learning media such as digital comics, to support the teaching and learning process at SDN Palandakan 1. The research method used is a research and development method using the ADDIE development model involving the Analysis, Design, Development, Implementation, and Evaluation stages. The instruments used are observation, expert validation questionnaires and student responses and documentation. The data was analyzed using quantitative analysis with a percentage formula. The results of the feasibility test from the validation of material experts are 95% (very feasible), the validation of media experts is 93% (very feasible) which means that this digital comic media is feasible to be implemented in the learning process. Meanwhile, the student response received 80% results in the very satisfactory category. The results of the study show that the use of digital comics can improve the presentation of a fun atmosphere for students in the learning process in the classroom, especially the subject of Islamic Religious Education.
Augmented Reality Terintegrasi Nilai Karakter (ARTIKA) untuk Penguatan Profil Pelajar Pancasila Peserta Didik Sekolah Dasar Misbah Binasdevi; Adi Abdurahman; Dela Yulia Azhara; Zayyin Aulia
Journal of Education Action Reseach Vol 8 No 4 (2024): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jear.v8i4.89348

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya karakter individu peserta didik khususnya berkaitan dengan profil pelajar pancasila, Selain itu kurangnya media interaktif berbasis digital yang digunakan dalam implementasi P5 di sekolah. Desain yang digunakan dalam penelitian ini ialah Research and Development (RnD) yang bertujuan untuk menghasilkan Pengembangan Bahan Ajar Augmented Reality Terintegrasi Nilai Karakter (ARTIKA) Untuk Penguatan Profil Pelajar Pancasila Peserta didik Sekolah Dasar. Model pengembangan yang digunakan ialah model ADDIE (Analyze, Design, Development, Implementation, Evaluation). Subjek yang terlibat dalam penelitian yaitu 30 peserta didik. Data dianalisis menggunakan teknik kuantitati dan kualitatif. Data kuantitatif diperoleh dari instrumen angket validasi ahli, respon peserta didik dan lembar observasi aktivitas belajar peserta didik. Sedangkan data kualitatif di dapat melalui wawancara dan dokumentasi. Data kuantitatif dianalisis sederhana dengan rumus persentase dan data kualitatif dianalisis dengn teknik qualitatif deskriptif. Adapun hasil penelitian ini menujukkan penilaian dari ahli, respon peserta didik dan hasil pengamatan kegiatan peserta didik pada saat pembelajaran, maka Bahan Ajar Augmented Reality Terintegrasi Nilai Karakter (ARTIKA) Untuk Penguatan Profil Pelajar Pancasila Peserta didik Sekolah Dasar dianggap layak dan cukup efektif digunakan dalam proses belajar pembelajaran di sekolah.
Pengembangan Buku Cerita Bergambar Digital Berbasis Pendidikan Karakter Religius  Pada Mata Pelajaran SKI Di Kelas IV MI An-Nur Kota Cirebon Linda Imamatul Ummah; Misbah Binasdevi; Heru Mudiyanto
Jurnal Kajian Pendidikan dan Cakrawala Pembelajaran Vol. 1 No. 2 (2025): Edisi Mei 2025
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64690/jakap.v1i2.227

Abstract

This study aims to develop a digital picture storybook based on religious character education in the subject of Islamic Cultural History (SKI) in class IV MI An-Nur Cirebon City. The research method used is Research and Development (R&D) with the ADDIE model which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The results of media expert validation obtained a feasibility score of 94% (very feasible category), material expert validation of 96% (very feasible category), linguist validation results of 97% (very feasible category), as well as the results of student response trials of 91% (very good category) and an N-Gain value of 0.85 which stated very effective. The results showed that the digital picture storybook developed was considered feasible and effective to use as learning media. This media is expected to improve understanding of SKI material while instilling religious character values in students, as well as providing innovative alternatives in interesting and interactive learning
Pengembangan Media Komik digital Untuk Mendukung Pembelajaran Di Era Digital Tingkat Sekolah Dasar Syifa Dinda Syafira; Nazira Fauziah; Aji Iswanto; Zahra Febriannisa; Kheifa Azzahra Ansori; Sheila Ekasalwa N; Adi Abdurahman; Misbah Binasdevi
Academicus: Journal of Teaching and Learning Vol. 3 No. 2 (2024): Teaching and Learning
Publisher : Perkumpulan Dosen Tarbiyah Islam, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59373/academicus.v3i2.58

Abstract

This research is motivated by the learning process in grade 4, especially the subject of Islamic Religious Education, showing that the use of conventional media alone makes learning less interesting and less fun, so innovative and creative media is needed that can attract students' attention. This research aims to develop digital-based learning media such as digital comics, to support the teaching and learning process at SDN Palandakan 1. The research method used is a research and development method using the ADDIE development model involving the Analysis, Design, Development, Implementation, and Evaluation stages. The instruments used are observation, expert validation questionnaires and student responses and documentation. The data was analyzed using quantitative analysis with a percentage formula. The results of the feasibility test from the validation of material experts are 95% (very feasible), the validation of media experts is 93% (very feasible) which means that this digital comic media is feasible to be implemented in the learning process. Meanwhile, the student response received 80% results in the very satisfactory category. The results of the study show that the use of digital comics can improve the presentation of a fun atmosphere for students in the learning process in the classroom, especially the subject of Islamic Religious Education.