Khoirinida, Nela
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PENGEMBANGAN MEDIA PEMBELAJARAN POP UP BOOK BERBASIS GAME EDUKASI PADA MATERI HAKIKAT NKRI KELAS 4 SDN 3 UNDAAN KIDUL Wulandari, Dinar Dwi; Khoirinida, Nela; Fitriya, Aryanti Nurul; Pujianti, Rysma; Setiawaty, Rani
JURNAL PENDIDIKAN KEWARGANEGARAAN Vol 8 No 1 (2024): Volume 8 Nomor 1 Edisi Juni 2024
Publisher : IKIP PGRI PONTIANAK

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/jpkn.v8i1.6099

Abstract

Tujuan penelitian: mengembangkan serta mengetahui tingkat kelayakan produk Pop Up Book dalam mata pelajaran Pendidikan Pancasila pada materi Hakikat NKRI dan mengetahui tanggapan guru dan peserta didik pada produk Pop Up Book. Metode penelitian ini menggunakan metode R&D dengan model Borg and Gall. Penelitian ini menggunakan subjek siswa kelas 4 di SDN 3 Undaan Kidul. Instrumen yang digunakan adalah lembar angket respon siswa dan guru, uji coba pretest dan postest,angket validasi ahli materi dan media. Hasil dari penelitian ini adalah : uji validasi materi memperoleh nilai 97,05% dan uji validasi media 97,4 % dengan kategori valid. lembar jawaban guru dan siswa yang memperoleh nilai 97,5% dan 91% dengan kategori sangat baik. uji coba pretest siswa menunjukan hasil rata-rata 50,5 dan hasil rata-rata postest siswa adalah 88,0 hal ini menunjukan adanya kenaikan 74,25% Dengan demikian, produk tersebut layak digunakan sebagai media pembelajaran pendidikan pendidikan pancasila kelas 4 SD.
PENINGKATAN HASIL BELAJAR IPAS MELALUI PENERAPAN MEDIA PERMAINAN ULAR TANGGA BERBASIS QR CODE Khoirinida, Nela; Khamdun , Khamdun; Kironoratri , Lintang
Jurnal Pendidikan Dasar Vol. 15 No. 2 (2024): Jurnal Pendidikan Dasar
Publisher : Pendidikan Dasar - Pascasarjana Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jpd.v15i2.46098

Abstract

The purpose of this research is to describe  improvement IPAS learning outcomes for class V students through the application of the QR code-based snakes and ladders game. The QR code-based snakes and ladders game is a visual learning media that can support learning through collaboration with games. This research uses the classroom action research method consists of two cycles, each divided two meetings which planning, implementation, observation and reflection. Research subjects fifth grade students, with data collection techniques using interview, observation and documentation. The data analysis technique uses qualitative descriptive and quantitative descriptive statistical analysis. The results of the research showed increase IPAS learning outcomes in IPAS understanding element, cycle I, classical completeness reached 53% "Enough," criteria in cycle II it increased to 82% "Very Good." criteria. The process skills element, learning outcomes also increased from 63% "Good" criteria in cycle I to 80% "Very Good" criteria in cycle II. Based on the research results, can be concluded that TGT learning model with help of the QR code-based snakes and ladders game can improve students IPAS learning outcomes.