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Meningkatkan Kemampuan Berhitung Anak Usia 5-6 Tahun Melalui Media Loosepart di PAUD Aisyiyah Bustanul Athfal Hadijah, Hadijah; Pahrul, Yolanda; Tabrani, Mohamad Bayi; Nur, Maulida; Dayurni, Popi
Jurnal Penelitian Ilmu Pendidikan Indonesia Vol. 4 No. 3 (2025)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jpion.v4i3.723

Abstract

Penelitian ini dilatarbelakangi oleh pentingnya stimulasi aspek kognitif anak usia dini, khususnya dalam mengembangkan kemampuan berhitung sebagai salah satu dasar keterampilan akademik. Observasi awal di PAUD Aisyiyah Bustanul Athfal Linduk menunjukkan bahwa sebagian besar anak usia 5–6 tahun masih mengalami kesulitan dalam mengenal konsep angka, menyebutkan urutan bilangan, serta melakukan kegiatan menghitung sederhana. Permasalahan tersebut menjadi dasar perlunya penggunaan media pembelajaran yang menarik, kreatif, dan sesuai dengan karakteristik anak. Tujuan penelitian ini adalah untuk mengetahui proses pembelajaran berhitung dengan memanfaatkan media loosepart serta menganalisis sejauh mana media tersebut mampu meningkatkan kemampuan berhitung anak. Metode yang digunakan adalah penelitian tindakan kelas (PTK) dengan teknik pengumpulan data berupa observasi langsung dan dokumentasi kegiatan belajar. Hasil penelitian memperlihatkan bahwa penggunaan media loosepart dapat meningkatkan kemampuan anak dalam mengenal angka, menghitung benda, serta mengurutkan bilangan secara lebih tepat. Peningkatan hasil belajar terlihat dari perbedaan antara siklus I dan siklus II. Selain itu, media loosepart menjadikan pembelajaran lebih menyenangkan, interaktif, serta mampu menumbuhkan minat belajar anak. Dengan demikian, dapat disimpulkan bahwa loosepart merupakan media efektif untuk mendukung perkembangan kognitif anak usia dini, khususnya dalam keterampilan berhitung.
Pengembangan Media Pembelajaran Berbasis Flip-Book digital Pada Subtema “Aku Anak Mandiri” di Kelas 3 Sekolah Dasar Nopian, Mohammad Anggi; Ismatullah, Ismatullah; Dayurni, Popi
Journal of Professional Elementary Education Vol. 4 No. 2 (2025): Journal of Professional Elementary Education
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jpee.v4i2.128

Abstract

This research is motivated by the low use of digital learning media at SDN Ketileng 1, especially in thematic learning for grade III. Teachers tend to use lecture methods and textbooks, which cause students to be less active and get bored quickly. To overcome this, a digital Flip-Book-based learning media was developed on Theme 8 Subtheme 2 "I am an Independent Child". The research method used is Research and Development (R&D) according to Sugiyono, modified into six stages: problem analysis, data collection, product design, design validation, design revision, and product trial. The digital Flip-Book media developed includes PPKn, Indonesian, and Mathematics materials, adjusted to Basic Competencies and learning indicators. The validation results by media experts showed an average feasibility of 75.95%, while validation by material experts reached an average of 84.6%, both of which are in the "Feasible" to "Very Feasible" categories. Limited trials on grade III students resulted in a positive response with a percentage of 86.88%, indicating that this media is very good for use in learning. Thus, this digital Flip-Book effectively increases student engagement and understanding in thematic learning
EFEKTIVITAS PLATFORM LEARNING MANAGEMENT SYSTEM BERBASIS WEB SEBAGAI MEDIA PEMBELAJARAN BLENDED LEARNING DALAM MENINGKATKAN MOTIVASI BELAJAR SISWA Ihza, Falih; Hayati, Umali; Dayurni, Popi; Surani, Dewi
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 4 No. 2 (2023): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pti.v4i4.1405

Abstract

The study aims to determine how much the effectiveness of the Learning Management System Platform as a Blended Learning Media on Student Learning Motivation. This type of quantitative research is pre-experimental, the research design used is one group pretest postest. This research was conducted at SMKN 1 Kota Serang, with a population of X TKJ class totaling 78 people where the researchers previously conducted instrument trials, the researchers then conducted research through questionnaires., the sample in the study of X TKJ 1 class students as many as 38 people and data analysis was carried out by descriptive analysis test, hypothesis testing and n-gain test. Based on the results of the study, it was found that the data was normal and the results of the learning motivation questionnaire were 70.18% for the pretest and 90.26% for the posttest, while the results of the hypothesis test with the results of the Sig. value obtained was 0.000 <0.05 which means that the H0 hypothesis is rejected and the Ha hypothesis is accepted, supported by the n-gain test obtained of 0.67 (medium) for learning motivation. Based on the results of the pretest and posttest, hypothesis testing and n-gain test, it is concluded that the use of the Diriku Learning Management System platform as a Blended Learning-based learning media is effective on student learning motivation with moderate criteria.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID MENGGUNAKAN APLIKASI SMART APP CREATOR 3 PADA MATA PELAJARAN TEKNOLOGI INFORMASI DAN KOMUNIKASI Ali, Jihan; Annisa, Annisa; Wasid, Ahmad; Rahmadani, Kurniati; Fricticarani, Ade; Dayurni, Popi
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 5 No. 1 (2024): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v5i1.1843

Abstract

The use of learning media is an integral part of the learning method used. This study aims to develop Smart App Creator 3 learning media in Information and Communication Technology subjects. The research method used is the R&D method with data collection techniques through a questionnaire given to 17 class X students of SMK Pasundan 1 Serang City. The results of the study were valid learning media with a value of 0.875. Practicality test of learning media given to 1 teacher and 1 lecturer with an average percentage of 83.6%. While the results obtained from the analysis of practicality by students are an average percentage of 82.35%. So it can be concluded that Smart App Creator 3 learning media is feasible to use as learning media. This research is expected to be a learning media for Information and Communication Technology subjects and can be useful for teachers, students and advanced researchers.
Pengaruh Penggunaan Media Pembelajaran Berbasis Animasi untuk Meningkatkan Kreativitas Siswa Kelas XII Pada Mata Pelajaran TIK Di MA Madani Kota Serang Sintia, Merlin; Umalihayati, Umalihayati; Dayurni, Popi
Innovative: Journal Of Social Science Research Vol. 4 No. 2 (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.v4i2.9240

Abstract

Animasi baik dalam industri hiburan maupun pendidikan, memiliki potensi besar sebagai alat dan sumber belajar. Penelitian ini dilatarbelakangi oleh kurangnya pemanfaatan teknologi di MA Madani Kota Serang, yang masih menggunakan metode konvensional, menyebabkan rendahnya kreativitas siswa dalam pembelajaran TIK. Oleh karena itu, penelitian ini bertujuan untuk menguji pengaruh penggunaan media pembelajaran berbasis animasi menggunakan Macromedia Flash 8 terhadap kreativitas siswa kelas XII pada mata pelajaran TIK. Metode penelitian yang digunakan adalah kuantitatif dengan teknik pengumpulan data melalui observasi dan uji coba instrumen. Populasi penelitian ini adalah seluruh siswa kelas X-XII di MA Madani Kota Serang, dengan sampel sebanyak 15 siswa kelas XII. Hasil penelitian ini diharapkan dapat meningkatkan kualitas pembelajaran TIK melalui pemanfaatan media berbasis animasi, merangsang kreativitas siswa, dan mendukung keberhasilan proses pembelajaran. Media pembelajaran berbasis animasi dengan menggunakan Macromedia Flash 8 telah melalui beberapa tahap, yaitu analisis, perancangan, produksi, dan evaluasi. Kualitas produk media pembelajaran ini pada mata pelajaran Teknologi Informasi dan Komunikasi di MA Madani Kota Serang, berdasarkan penilaian siswa, tergolong baik. Oleh karena itu, media pembelajaran ini layak dan efektif digunakan oleh siswa kelas XII MA Madani Kota Serang.   
MEDIA PEMBELAJARAN BERBASIS MACROMEDIA FLASH TERHADAP DAYA TARIK SISWA PADA PEMBELAJARAN TIK Fricticarani, Ade; Rini, Ratu Yustika; Dayurni, Popi; Purnamasari, Alena
Jurnal Inovasi dan Teknologi Pendidikan Vol. 1 No. 3 (2023): Jurnal Inovasi dan Teknologi Pendidikan
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jurinotep.v1i3.45

Abstract

This research is motivated by the lack of enthusiasm for learning and the attractiveness of students towards learning Information and Communication Technology (ICT) so that the lack of achievement and learning outcomes obtained and this study aims to determine how much influence the learning media has on student attractiveness. This study uses a quantitative approach with a descriptive survey method with all class XII students as a sample of 30 respondents and uses statistical tests, namely validity test, reliable test, normality test, simple linear regression test, f test and coefficient of determination test (R2). The results showed that there was a significant and positive influence simultaneously (simultaneously) between learning media (X) on student attractiveness (Y), with a value of Fcount > Ftable which was 54.529 > 4.20 which was at a significant level of F 0.001 and the results of the coefficient of determination test (R2) state that learning media (X) has an influence on student attractiveness (Y) of 66.1% so that the conclusions in this study can be stated that there is a significant effect of learning media using Macromedia Flash on student attractiveness with the statement Ho is rejected and Ha is accepted
PENGARUH PEMBELAJARAN DESAIN GRAFIS BERBASIS PHOTOSHOP TERHADAP MINAT BELAJAR SISWA PADA MATA PELAJARAN MULTIMEDIA KELAS X Fricticarani, Ade; Rini, Ratu Yustika; Dayurni, Popi; Rosdiana, Ana
Jurnal Inovasi dan Teknologi Pendidikan Vol. 2 No. 2 (2023): Jurnal Inovasi dan Teknologi Pendidikan
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jurinotep.v2i2.55

Abstract

This thesis discusses the Effect of Photoshop-Based Graphic Design Learning on Student Interest in Multimedia Subject Class X at SMK Al-Falah Pandeglang. Lack of student interest in graphic design, the researchers aimed to conduct research with the title The Effect of Photoshop-Based Graphic Design Learning on Student Interests in Multimedia Subject Class X at Al-Falah Vocational School. The sample in this study was 25 students. It is a quantitative research with survey method, data collection technique by observation, survey, interview and documentation. Data collection is done by using a questionnaire. The results showed that there was a significant effect of the correlation coefficient r of 0.718 (70.18%) at an average interval of 0.60-0.799. This means that the variable X (Influence of Photoshop-Based Graphic Design Learning) has an effect on the Y variable (Students' Learning Interest). The results of the study can be concluded that there is an influence. Researchers highly recommend this research can be continued by further researchers
PENGARUH MEDIA PEMBELAJARAN BERBASIS SMART APPS CREATOR PADA PELAJARAN DESAIN GRAFIS TERHADAP MINAT BELAJAR SISWA Fricticarani, Ade; Dayurni, Popi; Abdala, Muhamad Iqbal
Jurnal Inovasi dan Teknologi Pendidikan Vol. 2 No. 1 (2023): Jurnal Inovasi dan Teknologi Pendidikan
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jurinotep.v2i1.64

Abstract

This research aims to determine the effect of Smart Apps Creator-based learning media in graphic design lessons on students' learning interest. This research uses a Quasi-Experimental quantitative research method. Based on the research results, it can be concluded that the influence of Smart Apps Creator-based learning media on graphic design lessons is moderate, namely with a gain index of 0.63, the influence of conventional learning media is included in the medium criteria, namely with a gain index of 0.54 and increased learning outcomes with Smart learning media. Apps Creator is better than increasing learning outcomes from conventional learning media in graphic design lessons in Class XI MA Al-Khairiyah Pipitan Serang. Based on the results of the t test from the average value of students' learning interest, tcount > ttable (8.952> 2.02809), and the significance value (P) is <(0.05), thus Ho is rejected and Ha is accepted. There is an influence of smart apps creator-based learning media on class XI students' interest in learning at MA Al-Khairiyah Pipitan Serang
Pengaruh Model Flipped Clasroom dengan Media Interaktif Adobe Flash Terhadap komunikasi Matematis Siswa dan Pemecahan Masalah Matematis Siswa SMK Pasudan 1 Kota Serang Dayurni, Popi; Hutabarat, Tika Elisabet Aprilia; Nurlaela, Siti Sarah; Wida, Fa'izatul; Hanipah, Hanipah; Audi, Nadia Putri
Jurnal Inovasi dan Teknologi Pendidikan Vol. 4 No. 1 (2025): Jurnal Inovasi dan Teknologi Pendidikan
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jurinotep.v4i1.112

Abstract

This study discusses the effect of the flipped classroom learning model supported by the Adobe Flash application on the mathematical communication skills and mathematical problem solving of students at SMK Pasundan 1 Kota Serang. This study uses a quantitative approach with an experimental method with the Pre-Experimental type. The study was conducted in one class only (experimental class Using a one group pretest posttest design. In this study, an initial test was carried out before being given treatment (pretest) then treatment was carried out (flipped classroom learning model with the help of the Adobe Flash application), then a final test was given after being given treatment (posttest). The results showed that there was a significant difference between the learning outcomes of students in the pretest and posttest classes. Students who were given treatment with the flipped classroom learning model using Adobe Flash showed an increase in mathematical communication skills and mathematical problem solving that were better than students who were given treatment with conventional learning models. These results indicate that the Flipped Classroom Model with Adobe Flash Interactive Media can improve the mathematical communication skills and mathematical problem solving of students at SMK Pasundan 1 Kota Serang
Keterbatasan Coding Unplugged dan Urgensi Interaksi Digital dalam Pembelajaran Computational Thinking Anak: Sebuah Systematic Literature Review Dayurni, Popi; Rahmadani, Kurniati
Jurnal Pendidikan Indonesia : Teori, Penelitian, dan Inovasi Vol 5, No 6 (2025): Jurnal Pendidikan Indonesia : Teori, Penelitian, dan Inovasi
Publisher : Penerbit Widina, Widina Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59818/jpi.v5i6.2357

Abstract

The growing emphasis on digital literacy in primary education requires computational thinking (CT) instruction that not only introduces conceptual foundations but also provides operational experiences through digital interaction. Although coding unplugged approaches are widely used to introduce CT through concrete, physical activities, recent studies indicate that these approaches do not sufficiently support children’s understanding of how digital systems actually execute instructions. This study aims to identify the limitations of unplugged approaches and explain the urgency of digital interaction in CT learning for children. A Systematic Literature Review (SLR) was conducted by analyzing 19 primary articles and six supporting sources retrieved from Scopus, Web of Science, ERIC, Google Scholar, and SINTA. Data were examined using extraction matrices and thematic analysis to identify consistent patterns across studies. The findings reveal several key limitations of unplugged activities, including the absence of immediate digital feedback, weak transfer from physical to digital representations, limited support for advanced CT concepts, and dependence on teachers’ interpretations. In contrast, digital interaction is essential for developing accurate mental models, enhancing debugging skills, and facilitating the understanding of complex programming structures. These results highlight a pedagogical gap between physical and digital learning experiences and indicate that integrating both approaches is necessary for effective CT instruction. Practically, this study provides a foundation for designing curricula and learning media that balance physical activities with meaningful digital engagement.ABSTRAKPerkembangan literasi digital dalam pendidikan dasar menuntut pembelajaran computational thinking (CT) yang tidak hanya mengenalkan konsep, tetapi juga memberi pengalaman operasional melalui interaksi digital. Namun, meskipun pendekatan coding unplugged banyak digunakan dalam pendidikan anak, sejumlah studi menunjukkan bahwa pendekatan ini belum mampu memberikan representasi autentik mengenai cara komputer mengeksekusi instruksi. Penelitian ini bertujuan untuk mengidentifikasi keterbatasan pendekatan unplugged serta menjelaskan urgensi pengalaman interaksi digital dalam pembelajaran CT anak. Studi ini menggunakan metode Systematic Literature Review (SLR) dengan menganalisis 19 artikel primer dan enam referensi pendukung yang diperoleh dari Scopus, Web of Science, ERIC, Google Scholar, dan SINTA. Proses analisis dilakukan melalui ekstraksi data dan thematic analysis untuk mengidentifikasi pola temuan yang konsisten. Hasil kajian menunjukkan bahwa pendekatan unplugged memiliki beberapa keterbatasan utama, termasuk ketiadaan umpan balik digital, lemahnya transfer konsep dari fisik ke digital, keterbatasan representasi konsep CT lanjutan, serta ketergantungan pada interpretasi guru. Sebaliknya, interaksi digital terbukti esensial dalam membangun mental model yang akurat, meningkatkan kemampuan debugging, dan memfasilitasi pemahaman struktur pemrograman kompleks. Temuan ini menegaskan adanya kesenjangan pedagogis antara pengalaman fisik dan digital, serta menunjukkan bahwa integrasi keduanya diperlukan untuk pembelajaran CT yang efektif. Secara praktis, hasil penelitian ini memberikan landasan bagi pengembangan kurikulum dan media pembelajaran yang mengombinasikan aktivitas fisik dan digital secara lebih seimbang.