Claim Missing Document
Check
Articles

Found 20 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 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.
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.
Patient’s Complaint Jigsaw Card to Teach Speaking Skill For Second Semester Nursing Students Maharani, Irka; Supriyono, Supriyono; Fauzi, Adin; Sutanti, Nita
Health Gate Vol 1, No 1 (2023): January 2023
Publisher : Dewan Pimpinan Daerah Persatuan Perawat Nasional Indonesia Kota Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70111/hg1101b

Abstract

English is one of subject taught for diploma 3 of nursing students. The problem is low speaking skill and students need improvement on the media to learn patient’s complaint. The researcher combined Jigsaw method and card in teaching Patient’s Complaint, called Patient’s Complaint Jigsaw Card (PCJC). The research objective was to develop PCJC to Teach Speaking Skill for Second Semester Nursing Students. The researcher used simple random sampling. The subject of the research was the students of State Health Polytechnic of Malang (Blitar Campus) they were 25 students and 5 lectures. The technique of analyzing data used qualitative and quantitative. The qualitative data were taken from observation, interview, and documentations. The quantitative data were taken from online pre test, post test, speaking skill evaluation and behavior assessment. From the result of experimental trial, the product could improve students’ speaking ability. There were increase between pre test and post test. P value of T-test was 0.001 which < 0,05. The result of students’ and teachers’ perception toward the use of developed product was strongly agree (students 91% teacher 86%). The result of behavior evaluation, students strongly agree (87%) that by playing PCJC it can change their behavior in their speaking skill.
English Speaking Instructional Model at Senior High School: A Single Case Study at SMAN 01 Sutojayan, Blitar, East Java Ahmad Nur Khusaini; Supriyono Supriyono; Adin Fauzi; Hesty Puspita Sari
Fonologi: Jurnal Ilmuan Bahasa dan Sastra Inggris Vol. 2 No. 4 (2024): December: Fonologi: Jurnal Ilmuan Bahasa dan Sastra Inggris
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/fonologi.v2i4.1140

Abstract

This research examines English language education at SMAN 1 Sutojayan Blitar using a qualitative case study. Data were collected through interviews, observations, and document analysis, focusing on planning, organization, implementation, and assessment. The findings reveal that English teaching at the school is highly structured and effective. Key elements include detailed planning, diverse instructional methods, and a student-centered approach. The curriculum is regularly updated to align with students' skill levels, and clear role delegation, strong coordination, and efficient resource use contribute to a positive learning environment. The communicative approach, technology integration, and varied teaching techniques promote active student participation. A comprehensive assessment system provides continuous feedback, supporting learning progress. Overall, the study highlights the importance of holistic teaching strategies that enhance students' English-speaking skills and can serve as a model for improving English language education.
Pengembangan media pembelajaran aplikasi pembagian (APEM) berbasis android untuk siswa sekolah dasar Kurnia, Sonya Indah; Putriani, Ida; Fauzi, Adin
Jurnal Fundadikdas (Fundamental Pendidikan Dasar) Vol. 5 No. 1 (2022): March
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/fundadikdas.v5i1.5632

Abstract

Adanya permasalahan dalam kesulitan belajar matematika pada materi pembagian serta keterbatasan media pembelajaran sesuai kondisi saat ini yaitu pembelajaran online atau daring, sehingga siswa kesulitan memahami materi pembagian. Penelitian dan pengembangan bertujuan untuk (1) Mengetahui kelayakan media pembelajaran aplikasi pembagian (APEM). (2) Mengetahui keterbacaan media pembelajaran aplikasi pembagian (APEM). Penelitian yang digunakan termasuk jenis desain Research and Development (R&D).  Menurut Sugiyono (2017:407), model penelitian dan pengembangan terdiri  a) Potensi masalah, b) Pengumpulan data, c) Desain produk, d) Validasi desain, e) Revisi desain, f) Uji coba produk, g) Revisi produk. Jumlah populasi penelitian adalah 16 peseta didik yang berasal dari kelas III dan 9 pendidik di UPT SDN Kalimanis 02. Teknik pengumpulan data menggunakan angket, dokumentasi. Teknik analisis data mengunakan teknik analisis data kualitatif dan kuantitatif. Hasil validasi dari 3 validator ahli materi mencapai 87.5% dengan kategori “Layak”. Hasil validasi dari 3 validator ahli media mencapai 85% dengan kategori “Layak”. Hasil validasi dari 3 validator ahli bahasa mencapai 93.33% dengan kategori “Sangat Layak”. Berdasarkan angket keterbacaan media mendapat nilai 234 dari total maksimal nilai 250 sehingga mencapai persentase 93.6% dengan kategori “Sangat Layak”. Sehingga dapat disampaikan media aplikasi pembagian (APEM) dapat dimanfaatkan sebagai media penyampaian materi yang lebih menarik peserta didik untuk fokus dalam mengikuti proses pembelajaran.
REDEFINING LEARNING PROCESS THROUGH FLIPPED CLASSROOM Fauzi, Adin
Konstruktivisme : Jurnal Pendidikan dan Pembelajaran Vol 11 No 2 (2019): Juli 2019
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/konstruk.v11i2.719

Abstract

This study addresses the implementation of the flipped classroom in redefining the traditional learning process in higher education. The data were collected by observing the learning process of Advanced Listening course, which was set up in a flipped classroom mode. The data of observation showed that the steps in the flipped classroom were as follows: (1) learning the materials (beyond the classroom); (2) taking notes and preparing questions (beyond the classroom); (3) presenting the materials (inside the classroom); and (4) discussing the materials (inside the classroom). The findings suggest that educators should start flipping the classroom since it provides a lot of educational benefits.