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QR Code-Based Monopoly: An Example of The Fun of Gamification in Learning at Elementary School Mulyawati, Yuli; Destiana, Dita; Zen, Dendy Saeful; Sari, Lusti Indah
PrimaryEdu : Journal of Primary Education Vol. 8 No. 1 (2024): Volume 8, Number 1, Februari 2024
Publisher : Institut Keguruan dan Ilmu Pendidikan Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/pej.v8i1.4608

Abstract

Digital media innovation is a way to empower 21st-century critical thinking skills in elementary school students. One of the innovations that can be used is QR code-based Monopoly Gamification in learning. The purpose of this research is the development and testing of monopoly QR code-based media. This gamification research design uses the ADDIE model which consists of the stages of analysis (issue analysis), design (product design), development (development), implementation (implementation), and evaluation (assessment). This research involved media experts, linguists, and subject matter experts to provide judgments, and students as media users. The results of this study came in the form of monopoly QR code-based media that received validation of media suitability aspects based on ISO 9126 quality at 83.63%, linguistic aspects by linguists at 100%, and material aspects by subject matter experts at 96.36%. The QR code-based proprietary learning media received positive responses from 33 students with a percentage of 90.8% in the "excellent" category. Based on this description, QR code-based proprietary media is applicable in teaching and learning activities in my country's enrichment subject in fourth-grade elementary school. The Monopoly game can be integrated into learning so that learning becomes more fun
PENGEMBANGAN EVALUASI PEMBELAJARAN BERBASIS WORDWALL PADA MATERI BAGIAN TUBUH TUMBUHAN DI SEKOLAH DASAR Hanum Arifah Wiraserti, Dewi; Permana, Irvan; Destiana, Dita
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 03 (2024): Volume 09, Nomor 03, September 2024 In Progres
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i03.18591

Abstract

Evaluation of wordwall-based learning on plant body parts material in elementary schools for class iv students at kartika xi-8 cibinong private elementary school. this research method uses the research and development (r&d) method with the addie (analysis, design, development, implementation, evaluation) development model. this research involved 28 students and in the process of validation and trial evaluation of the learning that had been developed. validation was carried out by three experts, namely media experts, linguists and material experts, with media expert validation results of 96%, linguist validation results of 100%, and material expert validation results of 96%, with an average result of 97.3% which is included in the "very eligible" criteria. the trial results showed an average score of 91.4% of the students. from these results, it can be concluded that the learning evaluation developed is very effective and practical for use in measuring students understanding of the plant body parts material.
Development of Anyflip-Assisted Digital Modules for the Material “My Indonesia is Rich in Culture” Destiana, Dita; Almasiah, Nur Isa; Suhardi, Eka; Umam, M. Afifuddin Khotibul
Journal of General Education and Humanities Vol. 4 No. 3 (2025): August
Publisher : MASI Mandiri Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58421/gehu.v4i3.473

Abstract

The limited interactivity of conventional printed modules often impedes the development of students’ critical and analytical thinking skills. This study aimed to design and validate an interactive digital module using the Anyflip platform for the topic “My Indonesia is Rich in Culture”, targeted at fourth-grade elementary students. Utilizing a Research and Development (R&D) method based on the ADDIE model—comprising Analysis, Design, Development, Implementation, and Evaluation—this study involved 25 students from SDN Pabuaran 02, Bogor Regency. The module underwent expert validation and was tested through a pre-test and post-test design. The expert validation yielded an average score of 96.5%, indicating high feasibility and validity. Student responses demonstrated an 80.6% satisfaction rate, and the N-Gain score was 0.60, reflecting a moderate improvement in learning outcomes. These findings indicate that the Anyflip-assisted digital module is a viable and effective tool for enhancing student engagement, motivation, and cultural understanding in elementary education settings.
Digital LKPD with Educandy on Neighborhood Topic in Elementary School Tazkia, A'Shoka Najma; Irdiyansyah, Iyan; Destiana, Dita
Jurnal Al Burhan Vol 5 No 2 (2025)
Publisher : LPPM Sekolah Tinggi Agama Islam Darul Falah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58988/jab.v5i2.527

Abstract

Development of a Digital Student Worksheet (LKPD) using the Educandy application. This research aims to enhance the learning experiences of fourth-grade students. The study involved 28 participants and assessed the effectiveness of the LKPD on the topic "What was the area where I used to live?". The results indicated a high level of usability, with a score of 88% from students, signifying it as very suitable for learning processes. Additionally, teacher feedback was even more positive, achieving a score of 92%, confirming its appropriateness for educational use. The study also employed the ADDIE model (Analyze, Design, Development, Implementation, Evaluation) for development, which received validation scores of 94% from language experts, 100% from media experts, and 92% from content experts. The practicality of the LKPD was further supported by student and teacher responses, which scored 88% and 92%, respectively.
Pendampingan Pembuatan E-LKPD Berbasis Wizer.Me Dalam Meningkatkan Kemampuan Literasi Digital Guru Di SDN Dewi Sartika 2 Kota Bogor Hikmah, Nur; Anjaswuri, Fitri; Seful Zen, Dendy; Destiana, Dita; Wijaya, Ade; Gani, Resyi A; Deas Maharani, Nurafifah; Mulyawati, Yuli
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 5 No. 1 (2024): Jurnal Pengabdian kepada Masyarakat Nusantara (JPkMN)
Publisher : Lembaga Dongan Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jpkmn.v5i1.2522

Abstract

Istilah lembar kerja peserta didik (LKPD) atau lembar kerja biasanya digunakan untuk buku kerja peserta didik yang dicetak. Upaya yang dilakukan untuk mengoptimalkan tampilan, isi, dan kualitasnya adalah dengan mengubahnya menjadi teknologi informasi dan komunikasi, yaitu E-LKPD. E-LKPD terdiri dari materi dan latihan soal yang berbasis komputer, dan dapat disertai dengan foto, video, dan animasi lainnya untuk meningkatkan pemahaman peserta didik terhadap materi yang disajikan. Wizer.me adalah situs web gratis yang memungkinkan guru untuk menguji pengalaman dan kreativitas mereka dengan membuat LKPD dengan cepat dengan berbagai jenis pertanyaan, termasuk pertanyaan terbuka, pilihan ganda, kombinasi, isian, melengkapi bagian yang kosong, pertanyaan bergambar, dan tabel. LKPD yang dibuat menarik secara visual, karena Anda dapat memilih latar belakang topik dan menambahkan video, gambar, dan audio untuk menarik perhatian siswa Anda. wizer.me sudah memiliki penilaian otomatis, sehingga menghemat waktu Anda dalam melakukan peninjauan. Berdasarkan hasil wawancara dan observasi, permasalahan yang ada di sekolah mitra adalah guru-guru masih belum memiliki keterampilan untuk bekerja dengan teknologi digital, pelatihan literasi digital dan panduan pembuatan E-LKPD berbasis wizer.me di SDN Dewi Sartika 2 Kota Bogor menjadi penyebab hal tersebut belum dilakukan. Tujuan dari pengabdian ini adalah untuk meningkatkan keterlibatan siswa menggunakan teknologi digital untuk mencapai tujuan pendidikan dan meningkatkan literasi guru. Berdasarkan beberapa pernyataan yang diberikan dalam kuesioner setelah pelaksanaan E-LKPD berbasis Wizer.me untuk membantu meningkatkan kemampuan literasi digital guru-guru di SDN Dewi Sartika 2 Kota Bogor, diperoleh hasil seperti yang terlihat pada grafik di atas bahwa pelatihan yang dilakukan sebagai bentuk pengabdian kepada masyarakat ini rata-rata mendapatkan respon yang baik, yaitu dari 18 orang peserta PKM di antaranya 13 orang peserta atau 72% menyatakan puas dan 5 orang peserta atau 28% menyatakan sangat puas. Hal ini menunjukkan bahwa apa yang dilakukan oleh tim pengabdi dapat terlaksana dengan baik sesuai dengan tujuan dan manfaat pelatihan.
Pengembangan Media Pembelajaran Buku Cerita Bergambar Berbasis Smart Apps Creator Version 3 Pada Materi Aku Gemar Menabung Kusumastuti, Dewi Utari; Hidayat, Rais; Destiana, Dita
Innovative: Journal Of Social Science Research Vol. 4 No. 5 (2024): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v4i5.15406

Abstract

Penelitian ini bertujuan mengembangkan dan menilai kelayakan media pembelajaran berbasis aplikasi berupa buku cerita bergambar dalam meningkatkan pemahaman konsep menabung pada siswa kelas IV SD Negeri Semplak 1. Penelitian ini mengadopsi pendekatan Research and Development (R&D) dengan mengacu pada model pengembangan ADDIE. Penelitian ini diawali dengan analisis kebutuhan melalui observasi dan wawancara di SDN Semplak 1 yang mengindikasikan minimnya variasi dalam proses pembelajaran. Tahap pengembangan melibatkan pembuatan ilustrasi dan penyuntingan menggunakan aplikasi Smart Apps Creator, serta validasi oleh para ahli media, bahasa, dan materi. Produk diuji coba pada 28 siswa kelas IV-D. Evaluasi menunjukkan bahwa 96% ahli media, 100% ahli bahasa, dan 100% ahli materi memberikan penilaian positif terhadap media pembelajaran ini. Sementara itu, rata-rata penilaian siswa adalah 92,64%. Hasil ini mengindikasikan bahwa media pembelajaran ini telah memenuhi kriteria kelayakan dan efektifitas. Media pembelajaran ini dinilai efektif dan sangat layak digunakan dalam pembelajaran di sekolah. Implikasi dari penelitian ini diharapkan Berpotensi meningkatkan kualitas pendidikan di sekolah melalui penggunaan media pembelajaran yang kreatif dan efektif. Kata Kunci: Media Pembelajaran, Buku Cerita, Smart Apps Creator version 3, Siswa Sekolah Dasar
PENGEMBANGAN E-LKPD BERBASIS WORDWALL PADA MATERI MENGENAL KARA KTERISTIK DAN CIRI – CIRI FISIK LINGKUNGAN RUMAH DAN SEKOLAH DI SEKOLAH DASAR Siti Fatimah Azzahra, Denira; Kurnia, Dadang; Destiana, Dita
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 3 (2024): Volume 09 No. 03 September 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i3.16380

Abstract

The lack of availability of teaching materials that suit the needs of students, and the variety of tools and media in learning activities is still limited. The purpose is to determine the feasibility and response of students to the E-LKPD developed. The method used is Research and Development (R&D) with the ADDIE development model. The subject of this study is a second-grade student of SDN Ciawi 03. The data collection instrument was a validation questionnaire given to 3 validators, 1 material expert, 1 linguist, 1 media expert, and a student response questionnaire. The results of validation by experts obtained the feasibility that the Wordwall-based E-LKPD is 84% from material experts with the Valid category, the average from linguists is 100% with the Valid category, and the average acquisition from media experts is 93% with the Valid category. The results of the student's response to the Wordwall-based E-LKPD obtained 84% with the Valid category. Based on the overall data analysis results, it can be concluded that the Wordwall-based E-LKPD developed is declared Valid and can be used in learning activities.
PENGEMBANGAN BAHAN AJAR VIDEO ANIMASI MENGGUNAKAN APLIKASI PLOTAGON MATERI POLA HIDUP BERGOTONG ROYONG Nur Azizah, Siti; Abdul Gani, Resyi; Destiana, Dita
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, Nomor 04, Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.19672

Abstract

Teaching materials are tools used to facilitate the learning process and improve students' understanding. However, at SDN Babakan Bogor, the teaching materials used have not been varied and digital-based. Therefore, in this learning, it is necessary to develop teaching materials so that the learning process becomes varied. The purpose of this research is to produce animated video teaching material products using the Plotagon Application on the material of Mutual Cooperation in class IV SDN Babakan Bogor. This research uses Research and Development (RnD) by applying the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The data collection technique in this study used an instrument sheet in the form of a questionnaire. Product testing was carried out by media experts, linguists, and material experts. The results of the assessment from media experts 99%, language experts 100%, and material experts 91% which means it is very feasible to implement. And based on a limited trial conducted on class IV students as many as 20 people obtained a percentage value of 90% which means that the animated video teaching material using the Plotagon Application is very feasible to use in the learning process.