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PENGEMBANGAN KOMIK BAHASA INDONESIA (KOMINDO) UNTUKMENINGKATKAN KEMAMPUAN LITERASI SISWA KELAS IV SDI AINUR RAHMAH PROBOLINGGO Muhimma Yatun Nisa'ul Ulya; Didit Yulian Kasdriyanto; Faridahtul Jannah
PARAMETER: Jurnal Pendidikan Universitas Negeri Jakarta Vol. 35 No. 1 (2023): Parameter
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/parameter.351.01

Abstract

This study aims to develop Indonesian Language Comics (KOMINDO) media for Improving Students' Literacy abilities, as assessed through validation by experts and assessment through student response questionnaires. The type of research used is the Research and Development (R&D) ADDIE development model (Analyze, Design, Development, Implementation, Evaluation). The research was carried out at SDI Ainur Rahmah in class IV A as the experimental class and class IV B as the control class. The instruments used in this study were interviews, material expert validation questionnaires, media experts, and literacy skills tests. The results of this research and development indicate that Indonesian comics are categorized as very feasible through validation by material experts, who obtained a score of 68, and media experts, who obtained a score of 71 with revisions according to suggestions, while the results of the literacy test show an increase of 21% in the control class and the experimental class. It can be concluded that Indonesian comics to improve students' literacy skills are stated to be very suitable for use in the learning process in class. Abstrak Penelitian ini bertujuan untuk mengembangkan media Komik Bahasa Indonesia (KOMINDO) dalam Meningkatkan Kemampuan Literasi Siswa dinilai melalui validasi oleh para ahli dan penilaian melalui angket respon siswa. Jenis penelitian yang digunakan yaitu Research and Development (R&D) model pengembangan ADDIE (Analyze, Design, Development, Implementation, Evaluation). Penelitian dilaksanakan di SDI Ainur Rahmah pada kelas IV A sebagai kelas eksperimen dan kelas IV B kelas Kontrol. Instrumen yang digunakan pada penelitian ini yaitu wawancara, angket validasi ahli materi, dan ahli media serta tes kemampuan literasi. Hasil penelitian dan pengembangan ini menunjukkan bahwa komik bahasa Indonesia dikategorikan sangat layak melalui validasi oleh ahli materi memperoleh skor 68 dan ahli media memperoleh skor 71 dengan revisi sesuai saran, sedangkan hasil tes kemampuan literasi terjadi peningkatan 21% pada kelas kontrol dan kelas eksperimen. Dapat disimpulkan bahwa komik bahasa Indonesia untuk meningkatkan kemampuan literasi siswa dinyatakan sangat layak digunakan pada proses pembelajaran di kelas.
PENERAPAN MEDIA TEKA-TEKI PINTAR (TTP) UNTUK MENINGKATKAN AKTIVITAS DAN HASIL BELAJAR MATEMATIKA PADA PERKALIAN DAN PEMBAGIAN KELAS 3 SD NEGERI DRINGU Komaria Aziza; Didit Yulian Kasdriyanto; Faridahtul Jannah
PARAMETER: Jurnal Pendidikan Universitas Negeri Jakarta Vol. 35 No. 1 (2023): Parameter
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/parameter.351.02

Abstract

This study aims to determine the Increase in Activity and Learning Outcomes of Grade 3 Students of Dringu Public Elementary School in learning Mathematics in multiplication and division by using the Smart Puzzle (TTP) media. The number of grade 3 students consisted of 25 students with details of 10 male students and 15 female students. This type of research was Classroom Action Research which was carried out in 2 cycles while the stages in conducting this research included the planning stage, implementation, observation, and reflection. Data collection was obtained through interviews, observation, tests and documentation techniques. The data obtained in the Student Learning Outcomes study increased after applying the Smart Puzzle (TTP) media, which can be seen from the results of the students' pre-action, namely only 6 students (24%) got a complete score and 19 students (76%) got an incomplete score. In cycle 1 there was a slight increase, that is, 15 students (60%) got a complete score and 10 students (40%) got an incomplete score. The results of observations of teacher activities in cycle I obtained a value of 83.3 while the results of observations of student activities obtained a value of 79.5. In cycle 2 there was also an increase in learning outcomes, namely there were 22 students (88%) getting a complete score and 3 students (12%) getting an incomplete score. The results of observations of teacher activities in cycle II obtained a value of 97 while the results of observations of student activities obtained a value of 88.6. Thus it can be concluded that the Application of Smart Puzzle Media (TTP) can Increase the Activity and Learning Outcomes of Mathematics in the multiplication and division of Class 3 Students of SD Negeri Dringu. Abstrak Penelitian ini bertujuan untuk mengetahui Peningkatan Aktivitas dan Hasil Belajar Siswa Kelas 3 SD Negeri Dringu dalam pembelajaran Matematika pada perkalian dan pembagian dengan menggunakan media Teka-Teki Pintar (TTP). Adapun jumlah siswa kelas 3 terdiri dari 25 siswa dengan rincian siswa laki-laki berjumlah 10 dan siswi perempuan berjumlah 15. Jenis penelitian ini adalah Penelitian Tindakan Kelas (Classroom Action Research) yang dilaksanakan dalam 2 siklus adapun tahapan dalam melakukan penelitian ini meliputi tahap perencanaan, pelaksanaaan, observasi, dan refleksi. Pengumpulan data diperoleh melalui teknik wawancara, observasi, tes, dan dokumentasi. Data yang diperoleh pada penelitian Hasil Belajar Siswa setelah diterapkan media Teka-Teki Pintar (TTP) meningkat yaitu dapat dilihat dari hasil pratindakan siswa yaitu hanya 6 siswa (24%) mendapat nilai tuntas dan 19 siswa (76%) mendapat nilai belum tuntas. Pada siklus 1 mengalami sedikit peningkatan yaitu terdapat 15 siswa (60%) mendapat nilai tuntas dan 10 siswa (40%) mendapat nilai belum tuntas. Untuk hasil observasi aktivitas Guru pada siklus I memperoleh nilai sebesar 83,3 sedangkan hasil observasi aktivitas siswa memperoleh nilai sebesar 79,5. Pada siklus 2 juga mengalami peningkatan hasil belajar yaitu terdapat 22 siswa (88%) mendapat nilai tuntas dan 3 siswa (12%) mendapat nilai belum tuntas. Untuk hasil observasi aktivitas Guru pada siklus II memperoleh nilai sebesar 97 sedangkan hasil observasi aktivitas siswa memperoleh nilai sebesar 88,6. Dengan demikian dapat disimpulkan bahwa Penerapan Media Teka-Teki Pintar (TTP) dapat Meningkatkan Aktivitas Dan Hasil Belajar Matematika pada perkalian dan pembagian Siswa Kelas 3 SD Negeri Dringu.
Development of Smart Board Media Subject Material Predicate Object Description Subject Indonesian Language Class II A SDN Sukabumi II City Probolinggo Yuni Wulandari; Ribut Prastiwi Sriwijayanti; Shofia Hattarina; Didit Yulian Kasdriyanto
International Journal of Educational Research Vol. 2 No. 2 (2025): International Journal of Educational Research
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/ijer.v2i2.215

Abstract

Class II A teachers rarely utilize learning media in the classroom, relying primarily on textbooks. As a result, students often feel bored and disengaged, making the learning process less interactive and ineffective. This research aims to develop a smart board learning media, assess its validity, and evaluate its effectiveness in teaching subject matter, predicates, objects, and information. This study follows a research and development (R&D) approach using the ADDIE model, which consists of five stages: (1) analysis, (2) design, (3) development, (4) implementation, and (5) evaluation. The research was conducted in Class II A at SDN Sukabumi 2, Probolinggo City. Data collection was carried out through questionnaires distributed to material/content expert validators, media experts, teachers, and students. The results of the product trial indicate that the smart board media received a validity score of 94% from material/content experts and 91% from media experts. These scores fall within the 90–100% range, categorizing the media as highly valid. Field trials further demonstrated its effectiveness, with Class II A teachers rating it at 93% (very effective) and students at 87% (effective). In conclusion, the smart board media serves as an effective teaching aid, enhancing the learning experience for Class II A students at SDN Sukabumi 2. Future research could expand the development of smart board media for broader subject areas, ensuring greater engagement and motivation in the classroom.
Development of IBL Model with Scaffolding Technique to Improve Creative Thinking of Grade IV Students of SDN Kalisalam 2 Lely Nur Fitria; Ludfi Arya Wardana; Didit Yulian Kasdriyanto
International Journal of Educational Evaluation and Policy Analysis Vol. 2 No. 2 (2025): April : International Journal of Educational Evaluation and Policy Analysis
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/ijeepa.v2i2.235

Abstract

The low reasoning ability of students in processing information has an impact on learning outcomes and creative thinking skills. So it is necessary to develop a valid, practical, and effective learning model to improve students' creative thinking skills. The research method used was the Borg and Gall model which was modified into 8 stages. This research was tested on fourth grade students of SD Negeri Kalisalam 2. Data collection used questionnaires for student expert validators, and teachers, non-test assessments to measure students' creative thinking skills, and interviews. This research evaluates the validity, practicality, and effectiveness of the developed learning model. The results of expert validation showed that the model and learning materials were very valid with an average score of 90.16%. In detail, the learning model validator gave a score of 93.66%, while the material expert gave a score of 86.66%. The practicality assessment before and after the trial was 84% and 80% respectively, both in the “practical” category. The effectiveness of the model was measured through student questionnaires with an average of 79% (“effective”) and non-test assessment of creative thinking skills, where 16 out of 23 students showed improvement after the application of the learning model. This guidebook/prototype of inquiry-based learning model development with scaffolding techniques is considered effective for improving students' creative thinking skills, besides that this model can also help teachers in encouraging innovation in classroom learning to be more interesting.
PENGEMBANGAN MULTIMEDIA INTERAKTIF MATA PELAJARAN IPA BERBASIS CANVA KELAS IV DI SDN WONOREJO II Moh Umar Alfaruqi; Didit Yulian Kasdriyanto; Ryzca Siti Qomariyah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume 10 Nomor2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.25650

Abstract

This research aims to develop interactive multimedia that is valid, practical and effective in learning Energy Changes using the ADDIE method. The ADDIE model consists of five main stages, namely: 1) Analysis. 2). Design. 3) Development 3). Implementation. 5) Evaluation. This research was conducted in class IV at SDN WONOREJO II. The data analysis techniques used include interviews and observations for initial needs analysis, as well as validation of questionnaires and student response questionnaires.Research in class IV at SDN WONOREJO II involved validation from media experts, material experts and practitioners. As a result, Canva-based multimedia received a validation score of 95% from media experts and 93% from material experts. Practitioners rate this medium as practical with an agreement rate of 90%.
PENGEMBANGAN MULTIMEDIA BERBASIS APLIKASI KAHOOT PADA MATA PELAJARAN BAHASA INDONESIA TEMA BELAJAR BERWIRAUSAHA SISWA KELAS V SDN DRINGU Sabrina Dwi Maulidia Putri; Didit Yulian Kasdriyanto; Faridahtul Jannah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.24032

Abstract

In the era of the Industrial Revolution 4.0, technological developments have an important role in education, including Indonesian language subjects. Teachers and students can utilize technological advances to create more interesting and enjoyable learning. However, the reality in the field is the lack of use of learning media that can make students active in learning, causing low levels of student motivation in Indonesian language subjects in the classroom. This research aims to produce a product in the form of multimedia based on the Kahoot application in Indonesian language subjects on the theme of learning entrepreneurship for grade V students at SDN Dringu. This research method uses a research and development (R&D) approach with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The results of the product trial research show the level of feasibility with an average score of 94% with the product feasibility assessment criteria in the very feasible category. If described, the media expert gets a score of 96%, the material expert gets a score of 92%, and the learning practitioner gets a score of 94%. While the questionnaire results from student responses scored 90% with a very good category. The conclusion of the research and development of Kahoot application-based multimedia is an interesting and fun game-based digital media. Kahoot application-based multimedia can be used as a tool in Indonesian subjects on the theme of learning entrepreneurship when it will be studied by utilizing the features in the Kahoot application.
PENGGUNAAN MEDIA BERGAMBAR MAJALAH PINTAR (MAPIN) UNTUK MENINGKATKAN KEMAMPUAN MEMBACA SISWA PADA MATA PELAJARAN BAHASA INDONESIA DI KELAS 2 SDN KARANGANYAR II PAITON Maulitha Yuraida Rachman; Didit Yulian Kasdriyanto; Faridahtul Jannah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.24859

Abstract

This study was conducted because of the low reading ability of students, students tend to be less enthusiastic, get bored quickly, and are less interested in reading, Lack of use of interesting media during the ongoing learning process. This study aims to improve the reading ability of grade 2 students of SDN Karanganyar II Paiton in the Indonesian language subject on the use of capital letters using illustrated media in the form of Smart Magazine.The research method used is classroom action research. The subjects of the study were students in grade 2 of SDN Karanganyar II totaling 11 students. The study was conducted in 2 cycles, in each cycle there were 2 meetings in classroom action research there were 4 stages (planning, activities, observation, and reflection) throughout the process of the two cycles. By collecting data through instruments in the form of tests used to test competency achievement or conduct assessments. This study was conducted with 2 cycles starting from February 10, 2025 to February 18, 2025.The results showed that students' reading ability always increased. In the first cycle stage, the percentage of students' reading ability reached 45.45% with 5 students completing the course. In cycle II, students' reading ability increased to 90.90% with the number of students who completed reaching 10 students. The increase in reading ability occurred because the researcher used learning media in the form of Smart Magazine.
Implementation of the Read, Observe, Auditory, Review (ROAR) Learning Model as an Effort to Improve Cognitive Learning Outcomes of Grade IV Social Studies Students at SD Mely Tri Mulidya; Didit Yulian Kasdriyanto; Ryzca Siti Qomariyah
JURNAL PENDIDIKAN IPS Vol. 15 No. 1 (2025): JURNAL PENDIDIKAN IPS
Publisher : STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/jpi.v15i1.2726

Abstract

Using natural disaster-related content for fourth-grade students at SDN Klenang Lor 1, this research attempts to enhance students' cognitive learning outcomes using the Read, Observe, Auditory, Review (ROAR) learning paradigm. Planning (plan), action (act), observation (observe), and reflection (reflect) are the four steps of the Kemmis & McTaggart classroom action research (CAR) technique, which was used to conduct the study. 24 individuals, 16 of whom were male and 8 of whom were female, were the participants of this research. They were all fourth grade pupils at SDN Klenang Lor 1. There were two cycles in this research, with one meeting each cycle. Learning outcomes increased from 54.16% in cycle I to 87.5% in cycle II, according to the study's findings.
Pengaruh Model Pembelajaran CTL Type CRH dengan Bantuan Media Teachy.App untuk Meningkatkan Critical Thinking dan Litnum Kelas VI SD Negeri Kalisalam 1: Penelitian Malqa Dewi Royyana; Didit Yulian Kasdriyanto; Ribut Prastiwi Sri Wijayanti
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 3 No. 4 (2025): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 3 Nomor 4 (April 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v3i4.537

Abstract

Education is closely related to human life and is one of the main elements in creating quality human resources.Literacy and numeracy are knowledge that involve skills not only in reading, writing, and arithmetic.However, literacy and numeracy are related to the ability to solve problems in everyday life (Mulyandani & Hasyda, 2021).The learning model that aligns with the concrete knowledge stage of elementary school students is activity-based and real.One of the interactive learning models is the CTL type CRH, which is a learning model that offers contextual or real learning closely related to students' lives.The research design that will be used is a Pre-Experimental Design in the form of a One Group Pretest-Posttest Design.Based on the results of the Critical Thinking pretest with an average score of 34.81, and after the treatment was given, a posttest was conducted with an average score of 79.63.Meanwhile, for the pretest LitNum, the average score was 36.67, and after the implementation of the CTL Type CRH model, a posttest was conducted with an average score of 77.41.
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN DIGITAL BERBASIS EDUCAPLAY BERBANTUAN RIDDLE GAME PADA PELAJARAN PENDIDIKAN PANCASILA TERHADAP HASIL BELAJAR KOGNITIF SISWA KELAS II DI SDN KADEMANGAN 2 KOTA PROBOLINGGO Adella Pramesti Ekaditya Rohman; Didit Yulian Kasdriyanto; Ryzca Siti Qomariyah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.23260

Abstract

This research was conducted due to the lack of use of digital learning media so that students' understanding of the Pancasila Education subject matter is still low, causing students' cognitive learning outcomes to be low. The aim of this research is to improve students' cognitive learning outcomes through the use of educaplay-based digital learning media assisted by riddle games in class II Pancasila Education subjects at SDN Kademangan 2, Probolinggo City. The method used in this research is a quantitative method with a one group pretest-posttest design. In this research, two measurements were carried out, namely giving a pretest before treatment and a posttest after treatment. Before giving the pretest and posttest, a test instrument test is carried out first which includes a validity test, reliability test, question discrimination test, and question difficulty level test. Based on the research results, the results obtained were that there was a significant increase in students' cognitive learning outcomes which can be seen from the average difference between the pretest and posttest of 19.22. The paired sample t-test produces a sig value. (2-tailed) is 0.000 where the value is smaller than 0.05 (0.000 < 0.05) which can be said that H0 is rejected and H1 is accepted.The results of the research show that Educaplay-based digital learning media assisted by Riddle Game in Pancasila Education lessons, the material on recognizing Pancasila symbols, has a significant effect on the cognitive learning outcomes of class II students at SDN Kademangan 2, Probolinggo City.