Arfian Mudayan
Universitas Muhammadiyah Lamongan

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Pengembangan Media Game Edukasi Wordwall sebagai Media Pembelajaran Bahasa Indonesia Siswa Sekolah Dasar Maulida Nurul Aini; Linaria Arofatul Ilmi Uswatun Khasanah; Arfian Mudayan
Jurnal Studi Guru dan Pembelajaran Vol. 7 No. 2 (2024): Mei - Agustus 2024
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/jsgp.7.2.2024.4144

Abstract

Penggunaan media pembelajaran mengalami beberapa kendala dalam penyampaian materi yang bersifat formal, pembelajaran tidak interaktif, dan siswa tidak tertarik dengan proses pembelajaran. Penelitian ini menggunakan desain penelitian dan pengembangan (R&D). Metode penelitian pengembangan ini diartikan sebagai metode penelitian yang digunakan untuk menghasilkan suatu produk. Tujuan dari penelitian ini adalah untuk mengembangkan media game edukasi wordwall berupa PowerPoint interaktif untuk membantu siswa di kelas satu pada materi bahasa Indonesia. Analisis, perancangan, pengembangan, implementasi, dan evaluasi adalah lima tahap dari model ADDIE yang digunakan untuk pengembangan ini. Angket respons siswa, lembar validasi, dan angket aktivitas adalah instrumen penelitian yang digunakan pada penelitian ini. Subjek penelitian ini adalah Siswa di kelas 1 SDN 3 Made Lamongan. Hasil penelitian menjelaskan bahwa Pengembangan media pembelajaran game edukasi berbasis web wordwall menggunakan PowerPoint Interaktif dapat disimpulkan: (1) Kevalidan pada media pembelajaran game edukasi wordwall yang dinyatakan layak digunakan dengan persentase kelayakan 87,4% validasi materi dan 87% validasi media. (2) Kepraktisan game edukasi wordwall pada uji coba terbatas dan uji coba lapangan menyatakan bahwa praktis digunakan dalam proses pembelajaraan dengan persentase kelayakan 95%. (3) Keefektifan game edukasi wordwall menyatakan bahwa efektif digunakan untuk melihat aktivitas siswa dalam pembelajaran dengan persentase kelayakan 89,5%. Dapat disimpulkan bahwa penggunan media game edukasi wordwall sangat valid atau layak digunakan dalam proses pembelajaran.
Macromedia flash-based interactive multimedia to increase elementary school students’ scientific literacy in natural and social sciences AF Suryaning Ati MZ; Arfian Mudayan; Linaria Arofatul Ilmi Uswatun Khasanah; Wiwid Widiyanti
Premiere Educandum : Jurnal Pendidikan Dasar dan Pembelajaran Vol. 13 No. 2 (2023)
Publisher : Universitas PGRI Madiun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/pe.v13i2.17756

Abstract

The development of macromedia flash-based interactive multimedia aimed to increase students’ scientific literacy in the natural science subject material especially the characteristics of living things. This study used a 4D development model and employed a pretest-posttest control group design. The research data included the results of the validity, effectiveness of using macromedia flash-based interactive multimedia, and increasing students' scientific literacy after using macromedia flash-based interactive multimedia. The subjects of this study were fourth grade students at MI Muhammadiyah 1 Payaman, Lamongan. The validity consisted of material validity, design validity, and learning media validity from two experts. Meanwhile, the effectiveness of the media was perceived from the results of limited and field trials, as well as t-test and N-Gain test to investigate an increase in students’ scientific literacy. The product was tested on fourth grade students in science subjects. The results showed that the percentages of the validity test of learning materials, media design, instructional media were 98%, 945%, 91.25% respectively with very valid categories. The result of the t-test was 0.001 <0.05 with the N-Gain test results of 73.44%, meaning that there was a significant difference and an increase in students’ scientific literacy. It can be concluded that macromedia flash-based interactive multimedia is very suitable and effective as a medium for teaching natural sciences in elementary schools.
TEACHER UNDERSTANDING IN DATA COLLECTION TECHNIQUES FOR UPPER CLASS COUNSELING AT SDN 2 TAKERANKLATING Aisa putri rahmawati; Siti khusnul khotimah; Arfian Mudayan
Journal of Elementary Education Vol. 1 No. 1 (2024): JUNE
Publisher : Universitas Muhammadiyah Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38040/jeleduc.v1i1.970

Abstract

Analysis of teacher understanding in collecting guidance and counseling data in elementary schools is very important for teachers to know the character and needs of students. This research aims to determine teachers' understanding of high-class counseling guidance data collection techniques at SDN 2 Takeranklating. The research method uses descriptive qualitative methods. The subject of this research was the 5th grade teacher at SDN 2 Takeranklating. The instruments used were interviews and observations. The results of this research are (1) upper class teachers understand guidance and counseling data collection techniques, (2) the data collection technique used is non-cognitive diagnostic assessment, (3) teachers get data from various sources, (4) teachers have not carried out tests for data retrieval . Suggestions for future researchers are that the research object is expected to be expanded and not limited to just one source.
Pengaruh Model Pembelajaran Problem Based Learning (PBL) Terhadap Keterampilan Berpikir Kritis Pada Materi Bangun Datar Di SD Muhammadiyah 1 Babat Zahro Mamluatul Muwafidah; Humairah Humairah; Arfian Mudayan
Jurnal Tematik Vol 14 No 1 (2025): Jurnal Tematik
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jt.v14i1.68121

Abstract

This study aims to determine the effect of the Problem-Based Learning (PBL) model on the critical thinking skills of fifth-grade students in the topic of plane figures at SD Muhammadiyah 1 Babat. The method used is quantitative with a pretest-posttest control group design. The sample consists of 44 students divided into two classes: an experimental class that received the PBL treatment and a control class that used a conventional learning model. The research instrument was an essay test based on critical thinking indicators, namely: interpretation, analysis, evaluation, and inference. The results of the data analysis using a t-test showed that there was a significant difference between the posttest results of the experimental and control classes. This finding proves that the PBL learning model has a positive effect on improving students' critical thinking skills. Therefore, PBL can be used as an alternative learning strategy to enhance students' critical thinking abilities in mathematics, particularly in the subject of plane figures.
Penerapan Media Digital Interaktif Berbasis Aplikasi Kahoot untuk Meningkatkan Pemahaman Konsep Siswa SDN Ngasemlemahbang Tusida Sherlina Dewi; Humairah Humairah; Arfian Mudayan
Jurnal Tematik Vol 14 No 2 (2025): Jurnal Tematik
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jt.v14i2.68127

Abstract

This study aims to improve students' conceptual understanding. This type of classroom action research implements interactive digital media based on the Kahoot application. The subjects of the study were all fourth-grade students at SDN Ngasemlemahbang, totaling 16 students. Each cycle consisted of the stages of planning, implementation, observation, and reflection. The data analysis techniques used were observation result analysis and conceptual understanding analysis. The results of the study can be concluded as follows: (1) Teacher activity observation in Cycle I obtained an average score of 62.5%, and in Cycle II, it increased to 88.67%, showing an improvement of 26.17%. (2) Student activity observation in Cycle I obtained an average score of 58.33%, and in Cycle II, it increased to 89.16%, indicating an improvement of 30.83%. (3) Students’ conceptual understanding in Cycle I reached 56.25%, and in Cycle II, it increased to 81.25%, showing an improvement of 25%. Therefore, it can be concluded that the use of the Kahoot application in learning activities can improve students’ conceptual understanding in the topic of two-dimensional shapes in the fourth grade at SDN Ngasemlemahbang.