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PENGEMBANGAN MEDIA PEMBELAJARAN WEBSITE BERBASIS GOOGLE SITES BERBANTUAN KAHOOT! MATERI MENGENAL KARAKTERISTIK WILAYAH KELAS V SDI AL-IKHLAS KABUPATEN TULUNGAGUNG Oktafiayu, Bella Fransisca; Satria, Aditya Pringga
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.30319

Abstract

This research is motivated by the limitations of learning media and in the learning process teachers have not used media as a learning intermediary for fifth grade students of SDI Al-Ikhlas Tulungagung Regency. Learning with innovative and creative media is needed to support the learning process of students in order to achieve learning objectives. This study aims to develop learning media based on the Google Sites website assisted by Kahoot! on the material of Recognizing Regional Characteristics of fifth grade students of SDI Al-Ikhlas Tulungagung Regency. The research and development method (Research and Development) with the ADDIE development model consisting of the analysis stage (Analysis), design stage (Design), development stage (Development), implementation stage (Implementation), and evaluation stage (Evaluation). The validation results show that the developed learning media has a high level of validity. Validation by media experts meets the very valid category of 93%, from material experts meets the very valid category of 90%, and the very applicable category from student responses is 92%, the very applicable category from teacher responses is 92.5%. Thus, the Google Sites-based website learning media supported by Kahoot! is declared highly suitable and effective for use in supporting the learning process.
PENGEMBANGAN MEDIA TRUTH OR DARE BERBASIS BOARD GAME NATURE ADVENTURE PEMBELAJARAN IPAS PESERA DIDIK KELAS III SD NEGERI 7 KAMPUNGDALEM Kurniawan, Rizky; Satria, Aditya Pringga
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 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.v10i3.29755

Abstract

Low active engagement in learning is a challenge in the lower grades of primary school. Grade III students are still at the concrete thinking stage, so they are more interested in fun activities and are easily distracted by less interactive media or the use of devices such as gadgets. This research aims to development Truth or Dare learning media based on Board Game themed Nature Adventure on the material of natural appearance using the developer model applied using the Teams Games Tournament (TGT) approach which emphasizes group cooperation, healthy competition, and active involvement of students through a fun and not boring learning atmosphere. The results of validation carried out by media, material, and language experts, showed that the media obtained a validity score of 90.5% for media, 96% for material, and 94% for language, all of which were in the very valid category. The applicability test was conducted through a questionnaire distributed to teachers and third grade students at SD Negeri 7 Kampungdalem. The results showed an applicability of 98.1% from teachers and an average of 92.1% from students. The results of the field trial prove that this media is able to increase the enthusiasm, motivation, and active involvement of students during learning in the classroom.
Persepsi Mahasiswa Terhadap Penerapan Metode Gamifikasi Bertema Harry Potter pada Mata Kuliah Konsep Dasar Bahasa Indonesia Sekolah Dasar Janattaka, Nugrananda; Satria, Aditya Pringga; Oktaviarini, Nourma
Indo-MathEdu Intellectuals Journal Vol. 5 No. 6 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i6.2397

Abstract

The purpose of this study is to explore the method of applying gamification using the Harry Potter theme from the perspective of students, and explore the benefits of the gamification method using the Harry Potter theme from the perspective of students. The research method is qualitative with the instruments used being questionnaire sheets, interview sheets and documentation. The data collected is analyzed through several processes, namely data reduction, data presentation, and conclusion drawn. Based on the results of the questionnaire and interview, it can be concluded that 80% of students know the gamification method, then 90% of students stated that the Harry Potter-themed gamification method can increase student motivation, then 90% of students stated that the Harry Potter-themed gamification method can help students understand the material, 88% of students also stated that lecturers' innovations in designing Harry Potter-themed games, and 88% of students stated that gamification can change students' attitudes during Learning
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS CANVA BERBANTUAN WORDWALL PADA MATERI JENIS JENIS GAYA KELAS IV SDN 3 REJOAGUNG KABUPATEN TULUNGAGUNG Fitriani, Ervia Nur; Satria, Aditya Pringga
Jurnal Ilmiah Pendidikan Dasar (JIPDAS) Vol 5 No 4 (2025): Vol. 5 No. 4 Edisi November 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar Fakultas Pendidikan Ilmu Pengetahuan Sosial dan Bahasa Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/jipdas.v5i4.3761

Abstract

Penelitian ini bertujuan untuk mengembangkan sebuah media pembelajaran interaktif berbasis Canva berbantuan Wordwall pada materi jenis-jenis gaya kelas IV dan mengetahui kevalidan serta kepraktisan media pembelajaran berdasarkan penilaian ahli media, ahli materi, angket respon guru dan angket respon peserta didik sejumlah 19. Model penelitian pengembangan yang digunakan adalah Model ADDIE (Analyze, Design, Development, Implementation, Evaluation). Hasil dari penelitian ini menunjukkan bahwa tingkat kevalidan media pembelajaran interaktif berbasis Canva berbantuan Wordwall pada materi jenis-jenis gaya kelas IV SDN 3 Rejoagung Kabupaten Tulungagung berdasarkan penelitian validator ahli media adalah sebesar 90% dan ahli materi sebesar 94% dengan kriteria “sangat valid”. Penilaian angket respon guru mendapat nilai 93% dengan kriteria “sangat baik” dan dari angket respon peserta didik uji coba lapangan dengan jumlah peserta didik sebanyak 19 mendapatkan nilai 92% dengan kriteria “sangat baik”. Sehingga dapat disimpulkan bahwa media pembelajaran interaktif berbasis Canva berbantuan Wordwall dapat digunakan sebagai media pembelajaran peserta didik kelas IV.