Claim Missing Document
Check
Articles

Found 26 Documents
Search

DEVELOPMENT OF A SURROUNDING ENVIRONMENT BASED LEARNING BOOK FOR STUDENTS AT SDN PURWOREJO 03 SANANKULON Merry Aprianti Karina D; Desy Anindia Rosyida; Adin Fauzi
JOSAR (Journal of Students Academic Research) Vol 8 No 2 (2023): September
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v8i2.3157

Abstract

The objectives to be achieved in this research are to analyze the Feasibility of the Environment-Based Kewan Lan Wit-Witan Javanese Language Support Book at SDN Purworejo 03 Sanankulon Blitar and to analyze the Effectiveness of the Environment-Based Kewan Lan Wit-Witan Javanese Language Support Book at SDN Purworejo 03 Sanankulon Blitar. This research is included in development research which uses a Research and Development (R&D) approach. This development research is longitudinal (gradually) to develop a new product or improve an existing product and test its effectiveness so that it can function in the wider community. The results of the research are environment-based interactive learning media about animals and plants (Kelantan) by material experts considered appropriate with a percentage of 86.25% media experts rated "appropriate" with a percentage of 85%, and linguists rated "appropriate" with a percentage of 88.60%. Then The level of readability of interactive learning media based on the surrounding environment about animals and plants (Kelantan) by material students is considered very feasible with a percentage of 90%. Keywords: Javanese; Kewan; Wit-Witan; Supporting Books, Environment
Pengembangan Multimedia PANDACA (Pandai Tanda Baca) untuk Siswa Sekolah Dasar Anindia Nur Amalia; Ida Putriani; Adin Fauzi
Pengembangan Pendidikan dan Pembelajaran Sekolah Dasar Vol 2 No 1 (2023): JUNE
Publisher : Program Studi PGSD Universitas Madako Tolitoli

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56630/mes.v2i1.162

Abstract

The aims of this research is to describe feasibility and legibility of developing PANDACA (Smart Punctuation) multimedia for elementary school students. This study used Research and Development (RnD) research method owned by Borg and Gall which was adopted by Sugiyono. The subjects in this study is teachers and students grades 1 to 6 at UPT SD Negeri Garum 01 who were selected by random sampling technique. The percentage results of media validation according to experts are: 1) material experts 91.67%, 2) media experts 92.36%, and 3) linguists 90.83%. The results obtained state that the PANDACA multimedia (Smart Punctuation) is very good and feasible to use. In addition, the results of the readability test showed that the percentage of teachers was 95.83% and students 93.33%. The results obtained stated that the PANDACA multimedia (Smart Punctuation) was very good and legible. The percentage value obtained from the results of feasibility and readability, the PANDACA multimedia (Smart Punctuation) can be used as a learning medium for teachers and students in deepening material and understanding of the use of good and correct punctuation.
Pengembangan Game Edukasi Math Hero's Adventure Pada Pembelajaran Matematika Kelas IV Sekolah Dasar Nina Wulan Nur Fitri; Adin Fauzi; Sripit Widiastuti
Pengembangan Pendidikan dan Pembelajaran Sekolah Dasar Vol 2 No 1 (2023): JUNE
Publisher : Program Studi PGSD Universitas Madako Tolitoli

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56630/mes.v2i1.163

Abstract

Learning mathematics in elementary schools has many deficiencies in terms of learning media  so that learning media is needed that can be used so that better learning objectives can be achieved. The purpose of this research is to develop appropiate learning products. This research and development uses Sugyono’s steps with 7 stages of  development, namely: potentials and probelms, data collection, product design, design validation, product revision, product testing, and evaluation. The results of the percentage validation of the 3 validation are: (1) 93,33% of  the ateri experts, (2) 92% of the media experts, and (3) 90,66% of the lingusts. The results of the student readability quwationnaire showed that the Math Hero’s Adventure Education Game was very feasible to use with the  acquisition of a student readability percentage of 96% and the teacher’s readability questionnaire obtaining a percentage 0f 91,5% so. Educational Game Edukasi Matth Hero’s Adventure In Learning Mathematics that is developed can  be used in the learning process.
Pengembangan Buku Ajar Ide Pokok Berbasis Potensi Lokal Pantai Tambakrejo Menggunakan Model Scramble Untuk Siswa Kelas IV SD Nicky Nadila; Sripit Widiastuti; Adin Fauzi
Pengembangan Pendidikan dan Pembelajaran Sekolah Dasar Vol 2 No 2 (2023): DECEMBER
Publisher : Program Studi PGSD Universitas Madako Tolitoli

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56630/mes.v2i2.207

Abstract

This research aims to determine whether the Tambakrejo Beach Local Potential-Based Textbook can be used as main idea material in Indonesian language subjects. In this research, the RnD method is applied with seven stages: 1) Identification of problems and opportunities; 2) Data collection; 3) Product design; 4) Design validation; 5) Design revision; 6) Product testing; and 7) Product evaluation. To validate this book, subject, language and media experts and readability tests were carried out by teachers and students through questionnaires and interviews. The results show that this book is very worthy. 91.66% of expert validators assessed the coverage of material and language, media expert validation was 83.49%, and student and teacher readability validation was 100% and 92% respectively. Therefore, it can be concluded that Class IV Elementary School students can use this textbook as a source of learning Indonesian for Main Idea material. Thus, it is hoped that this book will encourage the strengthening of local culture in education and help students understand more contextual teaching.
PENGEMBANGAN BUKU CEKAWAN (CERITA PUNOKAWAN) UNTUK SISWA SEKOLAH DASAR Nova Sulistiani, Fana; Widiastuti, Sripit; Fauzi, Adin
Jurnal Pendidikan Indonesia : Teori, Penelitian, dan Inovasi Vol 2, No 5 (2022): Jurnal pendidikan Indonesia: Teori, Penelitian, dan Inovasi
Publisher : Penerbit Widina, Widina Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59818/jpi.v2i5.338

Abstract

The teaching and learning process that takes place makes students easily bored and tend not to be interested in learning using the Javanese Gegladhen Book or hearing Punokawan stories from teachers, because they cannot read and see directly the description of the Punokawan storyline, thus causing the non-achievement of learning objectives. Based on the background that has been found, the formulation of the problem can be obtained as follows: How is the feasibility of learning resources. CEKAWAN Book (Punokawan Stories) for Elementary School Students? How do teachers and students read the learning resources of the CEKAWAN Book (Punokawan Story) for Elementary School Students? This research approach includes Research and Development (RD) research. According to (Sugiyono, 2016), Research and Development (RD) is a research method used to produce a particular product and test the effectiveness of the product. This research aims to produce or develop products. The product developed in this study is a learning resource in the form of a CEKAWAN Book (Punokawan Story) for Elementary School Students.This research refers to the research and development design of modifications of the development model according to Borg and Gall. The result of the research and development of the resulting product is the cekawan (Punokawan Story) book for elementary school students. The results of the validation of the feasibility of assessment learning resources from 6 validators, Material experts 78.66%, Linguists 82.22%, and media experts 77.33% categorized as "FEASIBLE". The results of the readability trial of 10 students and 3 class teachers, class teachers 93.81%, students 97%, categorized as "FEASIBLE", and can be used as an additional learning resource for Javanese subjects in the Punokawan wayang story chapter.ABSTRAKProses belajar mengajar yang berlangsung membuat peserta didik mudah bosan dan cenderung tidak tertarik belajar menggunakan Buku Gegladhen Bahasa Jawa maupun mendengar cerita Punokawan dari guru, karena tidak bisa membaca dan melihat langsung gambaran jalan cerita Punokawan, sehingga menyebabkan tidak tercapainya tujuan pembelajaran. . Berdasarkan latar belakang yang telah ditemukan, dapat diperoleh rumusan masalah sebagai berikut: Bagaimana kelayakan sumber belajar Buku CEKAWAN (Cerita Punokawan) untuk Siswa Sekolah Dasar? Bagaimana keterbacaan guru dan peserta didik terhadap sumber belajar Buku CEKAWAN (Cerita Punokawan) untuk Siswa Sekolah Dasar? Pendekatan penelitian ini termasuk penelitian Research and Development (RD).Menurut (Sugiyono, 2016), Research and Development (RD) merupakan metode penelitian yang digunakan untuk menghasilkan produk tertentu dan menguji keefektifan produk tersebut.Peneleitian ini bertujuan untuk menghasilkan atau mengembangkan produk.Produk yang dikembangkan dalam penelitian ini adalah sumber belajar berupa Buku CEKAWAN (Cerita Punokawan) Untuk Siswa Sekolah Dasar.Penelitian ini mengacu pada rancangan penelitian dan pengembangan modifikasi dari model pengembangan menurut Borg and Gall. Hasil penelitian dan pengembangan produk yang dihasilkan adalah buku CEKAWAN (Cerita Punokawan) untuk Siswa Sekolah Dasar. Hasil validasi kelayakan sumber belajar penilaian dari 6 validator, Ahli materi 78.66%, Ahli bahasa 82.22%, dan Ahli media 77.33% dikategorikan “LAYAK”. Hasil uji coba keterbacaan 10 peserta didik dan 3 guru kelas, guru kelas 93.81%, peserta didik 97%, dikategorikan “LAYAK”, dan dapat dijadikan sumber belajar tambahan mata pelajaran bahasa Jawa bab cerita wayang Punokawan.
Fostering Students' English Grammar Learning Outcomes and Handling Classroom Technological Inclusivity by Integrating Quizizz Paper Mode Fadhilawati, Dian; Fauzi, Adin; Mansur, Moh; Rachmawati, Dwita Laksmita
Lingual Journal of Language and Culture Vol 17 No 1 (2024): Lingual: Journal of Language and Culture
Publisher : English Department, Faculty of Humanities, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/LJLC.2024.v17.i01.p01

Abstract

This study embarked on fostering grammar learning outcomes of tenth-grade students at MAN Kota Blitar and handling classroom technological inclusivity by integrating Quizizz paper mode as a pedagogical tool in teaching Simple Past and Present Perfect Tenses. This study utilized four stages of classroom action research, encompassing planning, implementation, observation and evaluation, and reflection. The researchers used pre-tests, post-tests, and questionnaires for collecting the data. The outcomes unveiled a substantial improvement in students' grammatical learning outcomes, from 66.50 in the pre-test to 89.50 in the post-test. Further, students displayed favorable reactions, affirming the power of Quizizz paper mode in addressing challenges in grammar learning due to its engaging nature, cost-effectiveness, and provision of real-time feedback. Additionally, it fosters inclusivity by allowing every student to participate, irrespective of their access to technology. Moreover, it offers students a chance to rest their eyes and electronic devices while combining physical and digital learning experiences. The findings of this study suggest that integrating technology-based platforms like Quizizz in paper mode can enhance grammar mastery by promoting increased engagement and interactivity among students. Based on those results, it is recommended that future researchers explore Quizizz paper mode for teaching various grammar topics or language skills studies by applying larger sample sizes and examining the prolonged effects of utilizing Quizizz paper mode on students' mastery of grammar or other English sub-skills.
PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS ANIMASI MATERI IDE POKOK (ADEK) UNTUK SISWA SEKOLAH DASAR Wardani, Febriani Angga; Widiastuti, Sripit; Fauzi, Adin
Humantech : Jurnal Ilmiah Multidisiplin Indonesia Vol. 1 No. 8 (2022): Humantech : Jurnal Ilmiah Multidisiplin Indonesia
Publisher : Program Studi Akuntansi IKOPIN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32670/ht.v1i8.1943

Abstract

Tujuan penelitian dan pengembangan ini adalah untuk menghasilkan produk multimedia interaktif berbasi animasi yang layak digunakan sebagai media pembelajaran bahasa Indonesia pada meteri menentukan ide pokok paragraf untuk siswa Sekolah Dasar. Penelitian ini merupakan jenis penelitian dan pengembangan atau Research and development menurut Sugiyono yang dibatasi sampai tujuh tahap. Tujuh tahap tersebut meliputi potensi dan masalah, pengumpulan data, desain produk, validasi desain, revisi desain, uji coba produk, revisi produk. Hasil penelitian dan pengembangan multimedia interaktif berbasi animasi materi ide pokok paragraf ADEK untuk siswa Sekolah Dasar telah selesai dikembangkan sesuai dengan prosedur menurut Sugiyono yang dibatasi tujuh tahap. Multimedia interaktif beerbasis ADEK telah layak untuk digunakan sebagai media pembelajaran ide pokok paragraf untuk siswa Sekolah Dasar. Pada tahap validasi ahli materi diperoleh hasil sebesar 92,2% (sangat layak) tahap valiadasi ahli bahasa diperoleh hasil sebesar 85, 5% (layak) dan pada tahap valiadasi ahli media dan multimedia pembelajaran diperoleh hasil penilaian 96% (sangat layak) dan hasil uji coba keterbacaan guru sebesar 96% (sangat layak). Berdasarkan penjelasan di atas dapat disimpulkan bahwa multimedia interaktif berbasis animasi ADEK dapat dikategorikan layak dari penilaian ahli dan sangat layak dari hasil keterbacaan guru.
DEVELOPMENT OF VIDEO ANIMATION-BASED LEARNING MEDIA TO IMPROVE ELEMENTARY SCHOOL STUDENTS' LISTENING SKILLS Fitra Itun, Desiana; Widiastuti, Sripit; Fauzi, Adin
JARES (Journal of Academic Research and Sciences) Vol 9 No 2 (2024): September 2024
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/jares.v9i2.3416

Abstract

The objective of this research is to develop animation-based video media suitable for delivering reading materials of three text types (simple procedures, explanations, and objective descriptions) to fifth-grade elementary school students. This research utilizes a Research and Development design, commonly known as developmental research. Due to the ongoing Covid-19 pandemic, readability testing is conducted with 5 fifth- grade students from UPT SD Negeri Talun 05 and 5 elementary school teachers. Data collection techniques include surveys and documentation. Both quantitative and qualitative descriptive analyses are employed for data analysis in this research. The expert assessment of the content yields a 91% rating, categorized as highly feasible. The media expert evaluation results in a 90% rating, indicating the media is highly feasible. The language expert assessment produces an 88% matching category percentage. Students exhibit excellent performance in readability experiments, scoring 90% in the very good category, and they demonstrate a strong preference for animation-based video content. Teachers score remarkably high at 94% in readability testing. Consequently, teachers can consider animation-based media as a reference for Indonesian language learning that covers materials with three text types studied by fifth-grade elementary school classes: simple procedural text, explanation, and objective description.
Pengembangan Aplikasi Berbasis Android Pada Pembelajaran Matematika Materi Pecahan Kelas V SD Menggunakan Smart App Creator Andyan Anditya; Suyitno Suyitno; Adin Fauzi
Jurnal Riset Sosial Humaniora dan Pendidikan Vol. 3 No. 1 (2024): Maret: Jurnal Riset Sosial Humaniora, dan Pendidikan
Publisher : LPPM Universitas 17 Agustus 1945 Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56444/soshumdik.v3i1.1437

Abstract

In this research, researchers developed innovations in the use of technology-based learning media in mathematics learning. Based on searching for problems in the field, researchers found the monotony of the learning process and the lack of interest in mathematics learning, especially in class V fraction material. From the above problems, it is necessary to have learning media that can be interesting and fun for students. This research aims to determine the suitability and readability of students in the Smart App Creator mathematics learning media for class V elementary school fractions. The type of research used is Research and Development (RnD), which researchers have modified into 7 stages, namely: searching for potential and problems, data collection, product design, design validation, design revision, product testing, and product revision. In the research instrument, the researcher used a questionnaire, with test respondents on 2 class V teachers and 11 class V students. Data analysis techniques in this research used qualitative and quantitative. The results of the research developed by Android-based media applications in mathematics learning material for fractions in class V elementary school using Smart App Creator are in terms of material experts the percentage is 85.83% with a decent level of validity, in terms of media experts the percentage is 88.67% with a decent level of validity, in terms of linguist percentage 78.67% with a decent level of validity. In the media readability questionnaire, students got a percentage of 92.5% with a very decent level of validity.
VIDEO LEARNING MEDIA SIMULATION OF CHANGES IN SUBSTANCE FORM AND ENERGY FORM: : RESEARCH AND DEVELOPMENT Anggreini, Risma; Malahayati, Eva Nurul; Fauzi, Adin
JOSAR (Journal of Students Academic Research) Vol 9 No 2 (2024): September
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v9i2.3723

Abstract

Abstract IPAS (Social and Exact Science Education) is a subject in the Kurikulum Merdeka. This subject invite student to recognize natural anomalies by facts. However, results of the researcher's observations on the interest of 4th-grade elementary school students in learning science showed that 93.75% of students experienced difficulties in learning science, especially in the matter of changes in the state of matter and energy forms. So, based on the results of the theoretical formulation and potential problems, the researcher is interested in proposing the development of a simulation video product. This type of research is Research and Development (R&D) based on 7 stages, namely, potential and problems, data collection, product design, design validation, design revision, product testing, and product revision due to limitations of materials, time, and manpower. After the prototype product is completed, the researcher validates the content, media, and language with 9 experts, with each having 3 validations: (Content validators, Media validators, Language validators) The test results show that 86% of the material validation, 92% of the media expert validation, and 96% of the language validation, it can be concluded that the simulation video product is very feasible to use with minor revisions. Furthermore, the researchers carried out a teacher and student readability test on the simulation video media. The scores obtained were 91,2% for teachers and 89,2% for students. So that simulation video products able as media supplements in learning.