Resyi A. Gani
Universitas Pakuan, Bogor

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DEVELOPMENT OF A LEARNING VIDEO TOOL USING THE CANVA APPLICATION ON ETHNIC AND RELIGIOUS DIVERSITY IN MY COUNTRY SUB-THEME AT GRADE IV ELEMENTARY STUDENTS Nur Alifia Ananda; Ratih Purnamasari; Resyi A. Gani
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 12 No. 4 (2023): August
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v12i4.9911

Abstract

This paper discusses the development of learning videos based on Canva in order to be suitable use as varied, creative, and innovative learning videos on theme 7 of sub-theme 1 learning 1 regarding ethnic and religious diversity in my country in class IV-B SDIT Asalamah. With the development of this learning video, the students become more interested and enthusiastic to learn in class. The research method used by the author is Research and Development (R&D) using the ADDIE methodology (Analysis, Design, Development, Implementation, Evaluation). Learning video media uses the Canva app, which was designed and tested by linguists with a 100% rating. It is categorized as feasible, 94% of the material expert reviews are rated feasible, and the media review test is rated 100% as very feasible. The small group test indicates an average score of 73.33% with a feasible category and the large group test implies an average score of 95.06% with a very feasible category. The results of the pretest and posttest are also produced with N-gain at 0.72, which means that the students can follow and complete the learning process properly. Thus, it can be concluded that the developed learning video media is suitable to be used by teachers and students in the learning process at SDIT Assalamah Depok.
DEVELOPMENT OF INTERACTIVE LEARNING MEDIA USING ARTICULATE STORYLINE 3 ON THE PLANE FIGURE MATERIALS Novita Anggraini; Resyi A. Gani; Nurlinda Safitri
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 12 No. 4 (2023): August
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v12i4.9907

Abstract

The development of interactive learning media using Articulate Storyline 3 on plane figure material aims to determine the development and feasibility of product development through interactive learning media. The research methodology used is Research and Development with the ADDIE approach (Analyze, Design, Development, Implementation, Evaluation) with the research subject of students at class IV-C SDN Julang Bogor. The instruments used in the research are media expert validation sheets, linguists and material experts with a total of three experts, students and teacher response instruments, and pre-test and post-test instruments. The validation results produce an average score of 93.7% with the "Very Feasible" criteria. Moreover, the results of the pre-test and post-test assessment produce an N-Gain score of 0.70 with the "High" criteria. Students’ responses indicate 98.7% and teachers’ responses indicate 88% with the "Very Good" criteria. Based on the results, the development of interactive learning media using Articulate Storyline 3 on plane figure material in class IV SDN Julang Bogor meets the criteria of validity and feasibility for its development, especially on plane figure material.
PENGEMBANGAN MEDIA GAME INTERAKTIF ELEKTRONIK BERBASIS QUIZWHIZZER PADA SUBTEMA USAHA PELESTARIAN LINGKUNGAN Lia Audina; Teti Rostikawati; Resyi A. Gani
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 11 No. 6 (2022): December
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/10.33578/jpfkip.v11i6.9212

Abstract

This article discusses the development and feasibility testing of QuizWhizzer-based Electronic Interactive Game media with the Sub-theme of An Attempt for Environmental Conservation at the fifthgrade students of SDN Cikutamahi 01. The method used is the Research and Development (R&D) with the ADDIE method (Analyzing, Designing, Developing, Implementing, and Evaluating). To find out the feasibility of QuizWhizzer-based Electronic Interactive game media, the researchers provided validation for 6 experts, trials, and field trials. The results indicate that the QuizWhizzer-based Electronic Interactive Game is feasible to use as an evaluation in the classroom. Based on the data validation, the media expert validation average percentage was 92%, the linguist validation average percentage was 100%, and the material expert validation average percentage was 98.33%. In addition, the results of the small group trial obtained 81.33%, and the data from the field trial obtained 95.23% in the "Very Good" category. It means that the electronic interactive game media based on QuizWhizzer on the subtheme of environmental conservation that was developed is very feasible to use as an evaluation for students at class V of SDN Cikutamahi 01.