Haryanto, Henzi
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Pengembangan Media Komik Digital pada Materi Siklus Air untuk Meningkatkan Hasil Belajar Siswa Kelas V SD Negeri 5 Pontianak Timur Haryanto, Henzi; Kartono, Kartono; Pranata, Rio
FONDATIA Vol 7 No 2 (2023): JUNI
Publisher : Pendidikan Guru Madrasah Ibtidaiyah STIT Palapa Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36088/fondatia.v7i2.3412

Abstract

The purpose of this study was to develop digital comic learning media on water cycle material as an effort to improve student learning outcomes. This research is a Research and Development (R&D) study by applying the ADDIE research stages. Data collection in this study was carried out through questionnaires, interviews, tests, validation, and questionnaire sheets. The subjects in this study involved 27 students for two months, starting from February-March 2023. The research findings show that digital comic products have gone through the stages of making, validation, and limited trials. The results of the material expert validation received a score of 3.30 with the label "feasible" while the media expert validation received a score of 4 with the label "very feasible". The pre-test results obtained a score of 62.03 and the post-test score increased and obtained a score of 72.59. The level of practicality of the use and presentation of digital comics learning water cycle material is 3.52 from students and 30 from class teachers with "very feasible" criteria. Based on the results of the study, it can be concluded that the use of digital comic learning media is effective in improving student learning outcomes.
MEDIA PEMBELAJARAN TERPADU BERBASIS IT PELUANG MENINGKATKAN KUALITAS PEMBELAJARAN Haryanto, Henzi; Supriyono, Supriyono; Rahayuningsih, Sri
Jurnal Visi Ilmu Pendidikan Vol 16, No 3 (2024): Oktober 2024
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jvip.v16i3.78869

Abstract

The development of technology at this time is very rapidly growing. Where now learning is centered on students by combining learning with technology. This problem is the background of research related to integrated learning media. Opportunities to improve the quality of learning are not only from the teacher but also from the learning media used. The method used in this research is descriptive. Data collection obtained from interviews with teachers related to the lack of IT utilization in learning. The problem of operating IT to develop learning media is one of the factors for the lack of interactive learning media.  The solution to this problem is for teachers to attend training or socialization on how to develop interactive and innovative learning media. Therefore, learning media combined with IT is an alternative for teachers to develop their abilities, make learning fun, and improve the quality of learning.
ANALISIS KEBUTUHAN BAHAN AJAR BAHASA INDONESIA BERBANTU MULTIMEDIA QR CODE UNTUK SISWA KELAS IV SEKOLAH DASAR Haryanto, Henzi; Suyitno, Imam; Anggraini, Ade Eka
Jurnal Visi Ilmu Pendidikan Vol 17, No 1 (2025): Januari 2025
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jvip.v17i1.78866

Abstract

This research was conducted in order to see the shortcomings of the need for diverse teaching materials and has not been used as a whole in elementary schools. This limitation is the impetus for educators to develop interactive and innovative media, one of which is developing QR-Code assisted flipbook media in Indonesian language subjects with "Exchange and Exchange" material in grade IV elementary schools. This research uses a type of development method using the ADDIE model. However, this research only reached the development stage. The subjects of this study consisted of students and teachers as material and media experts. The data collection method uses interviews and questionnaire results using a linkert scale. The validation results show that teaching materials can be used with a percentage of 87% with a very good category. However, this teaching material still has shortcomings in the learning process. This teaching material still does not combine games in its development.