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PENGEMBANGAN MEDIA BUKU CERITA BERGAMBAR BERBASIS AUGMENTED REALITY MATERI FABEL SISWA KELAS 2 Nurhidayah, Fatma; Amalia, Shofi Nur; Wafa, Khoirul
SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED Vol 14, No 3 SEP (2024): SHOOL EDUCATION JOURNAL PGSD FIP UNIMED
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/sejpgsd.v14i3 SEP.60418

Abstract

The research aims to develop an augmented reality-based comic book environment to improve literacy in elementary school students. This research used the ADDIE development model and was conducted on 22 grade 2 students at SDN Sumberingin 04. Data collection techniques used include observation, questionnaires and documentation. Data analysis includes analysis of validity, effectiveness and media attractiveness. The validation results illustrate that the augmented reality-based picture storybook media is very valid, with a percentage of 89.5% for media expert validation, 91% for material expert validation, and 90% for language expert validation. In the effectiveness test, the teacher's response showed a percentage of 100%, which means it was very effective. Meanwhile, the attractiveness test through student responses also showed a percentage of 100%, which is included in the very attractive category. The reliability of student responses was calculated using SPSS with a Cronbach alpha value of 0.773. Based on the results of the analysis, it can be concluded that the augmented reality-based picture story book media developed is suitable for use as a learning medium to increase the desire for reading literacy in elementary school students. It is hoped that this media development will be able to provide positive assistance in efforts to improve the quality of learning and students' literacy skills.
Development of Big Book Media Based on Augmented Reality Material on Structure and Function of Plant Parts for Class IV SDN Tlogo 02 Blitar Zahro, Sitna Fatimatus; Amalia, Shofi Nur; Oktaviani, Ragil Tri
Journal of Educational Sciences Vol 8. No. 4. October 2024
Publisher : FKIP-Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.8.4.p.690-715

Abstract

The aim of this research is to determine the validity, feasibility and attractiveness of big book learning media based on augmented reality on the structure and function of plant parts for class IV SDN Tlogo 02 Blitar Regency. This type of research uses Research and Development (RnD) with the ADDIE development model which has five stages, namely Analyze, Design, Develop, Implementation, Evaluation. The subjects of this research were 27 class IV students at UPT SDN Tlogo 02. The data collection techniques used in this research included interviews, questionnaires and documentation. This questionnaire is aimed at expert validators to test the validity of the media, teacher responses to test the suitability of the media, and student responses to test the attractiveness of the media being developed. The results of this research showed that the validity of big book media based on augmented reality material on the structure and function of plant parts obtained a total percentage of 88.18% with very valid criteria. Eligibility has a final score of 100% with very feasible criteria. The attractiveness of the big book media based on augmented reality regarding the structure and function of plant parts has a final score of 93.15% with very interesting criteria.
Development of Big Book Media Based on Augmented Reality Material on Structure and Function of Plant Parts for Class IV SDN Tlogo 02 Blitar Zahro, Sitna Fatimatus; Amalia, Shofi Nur; Oktaviani, Ragil Tri
Journal of Educational Sciences Vol. 8 No. 4 (2024): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.8.4.p.690-715

Abstract

The aim of this research is to determine the validity, feasibility and attractiveness of big book learning media based on augmented reality on the structure and function of plant parts for class IV SDN Tlogo 02 Blitar Regency. This type of research uses Research and Development (RnD) with the ADDIE development model which has five stages, namely Analyze, Design, Develop, Implementation, Evaluation. The subjects of this research were 27 class IV students at UPT SDN Tlogo 02. The data collection techniques used in this research included interviews, questionnaires and documentation. This questionnaire is aimed at expert validators to test the validity of the media, teacher responses to test the suitability of the media, and student responses to test the attractiveness of the media being developed. The results of this research showed that the validity of big book media based on augmented reality material on the structure and function of plant parts obtained a total percentage of 88.18% with very valid criteria. Eligibility has a final score of 100% with very feasible criteria. The attractiveness of the big book media based on augmented reality regarding the structure and function of plant parts has a final score of 93.15% with very interesting criteria.
Pengembangan Media Science Crossword Game Berbantuan Canva untuk Meningkatkan Kemampuan Berpikir Kritis dan Kreativitas Siswa Kelas 5 SD Himah, Musabiku Choiriyatul; Oktaviani, Ragil Tri; Amalia, Shofi Nur
Literasi: Jurnal Ilmu Pendidikan Vol 15, No 3 (2024)
Publisher : Universitas Alma Ata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21927/literasi.2024.15(3).277-286

Abstract

This research aims to develop Science Crossword Game media assisted by Canva to improve the critical thinking and creativity skills of 5th grade students at Zaid Bin Tsabit Creative SDI, Bitar Regency. This research method is research and development Research and Development (R&D). The subject of this research is class 5. The research location is SDI Creative Zaid Bin Thabit, Bitar Regency. Data collection uses observation, interviews, tests, questionnaires, documentation. The data analysis techniques used are the gutmaan scale, Likert scale, and gain score formula. The results of the research show that the development of the Science Crossword Game media assisted by Canva to improve the critical thinking skills and creativity of grade 5 students is as follows: a) The validity and feasibility of the Science Crossword Game media assisted by Canva, the results of material expert validation obtained an overall average of 3.5 with a percentage of 87% is in the "Very Valid" category, while media expert validation gets an overall average of 3.6 with a percentage of 90% in the "Very Valid" category and media feasibility gets an overall average of 3.9 with a percentage of 98% in the "Very Valid" category. Feasible", b) The form of developing science crossword game media on the human digestive system material can improve critical thinking skills obtained from the pre-test and post-test getting an average of 0.72 in the "high" category, c) The form of developing science crossword game media on digestive system material Humans can increase students' creativity from the results of questionnaires before and after using media. The results before using the media were 63% in the "fairly good" category, while after using the media they were 93% in the "very good" category. So the development of Science Crossword Game media with the help of Canva can improve the critical thinking skills and creativity of fifth grade students. Keywords: science crossword game, critical thinking skills, creativity
Perspektif Siswa Terhadap Senam Anak Indonesia Hebat (SAIH) Di UPT SD Negeri Kaligambir 02 Maisaroh, Anis; Amalia, Shofi Nur
Jurnal Terapan Pendidikan Dasar dan Menengah Vol 5 No 2 (2025): Volume 5, Nomor 2, Juni 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/jtpdm.v5i2.1895

Abstract

Penelitian ini bertujuan mendeskripsikan persepsi siswa terhadap pelaksanaan Senam Anak Indonesia Hebat (SAIH) di UPT SD Negeri Kaligambir 02 serta. Metode yang digunakan adalah deskriptif kualitatif. Hasil penelitian menunjukkan bahwa SAIH memberikan manfaat signifikan terhadap kebugaran fisik, kesehatan mental, dan pembentukan karakter siswa. Hambatan utama meliputi keterbatasan fasilitas dan kebutuhan bimbingan lebih lanjut. Solusi yang diusulkan mencakup pelatihan guru dan peningkatan fasilitas.
PENGEMBANGAN KARTU FLASH CARD MATERI PENGURANGAN MELALUI MODEL KAMP MENINGKATKAN SELF EFFICACY: DEVELOPMENT OF SUBTRACTION FLASH CARDS THROUGH CAMP MODEL TO INCREASE SELF EFFICACY Pratama, Adha; Amalia, Shofi Nur; Fatih, Muhammad
EDUCATE Vol 10 No 2 (2025): Educate: Jurnal Teknologi Pendidikan
Publisher : Program Studi Teknologi Pendidikan FKIP Universitas Ibn Khaldun, Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/educate.v10i2.20940

Abstract

The objectives of this study are to: (1) outline the steps involved in creating instructional materials based on flashcards that teach subtraction of numbers 1–10 using the Kemp Model; (2) evaluate the media's viability and validity using expert assessments; and (3) investigate how the media affects Grade I students at SDN 2 Kalipucung, Blitar Regency, in terms of their increased self-efficacy. Using a research and development (R&D) methodology, the study concentrated on creating and assessing cutting-edge educational materials for use in primary school. Pretest–posttest measures of self-efficacy, student response questionnaires, and expert validation sheets were among the tools used to collect data. According to validation results, the media was very feasible in the opinion of media and subject matter experts. Additionally, after using the media, students' self-efficacy significantly increased, as evidenced by effectiveness testing, which showed average scores moving from the "fair" to the "good" category. These results imply that flashcard materials created with the Kemp Model are useful in boosting students' confidence in their ability to acquire mathematics in addition to being theoretically and practically sound.
Pengembangan PjBL STONAVITY Berbasis Flipped Classroom untuk Meningkatkan Kemampuan Berpikir Kreatif dan Kolaborasi Siswa Nisa, Lisa Khoirun; Alfi, Cindya; Amalia, Shofi Nur
Jurnal Pendidikan Tambusai Vol. 9 No. 2 (2025): Agustus
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini bertujuan untuk mengembangkan model Project Based Learning Story of Nature and Activity (PjBL STONAVITY) berbasis flipped classroom yang digunakan untuk meningkatkan kemampuan berpikir kreatif dan kolaborasi siswa. Pengembangan model pembelajaran didasarkan pada keragaman gaya belajar siswa. Penelitian ini menggunakan mixed methods dengan model pengembangan Dick and Carey dan quasi experimental design jenis nonequivalent control group design. Subjek penelitian ini adalah siswa kelas V UPT SD Negeri Tlogo 02 yang berjumlah 26 siswa. Hasil validasi dari ahli materi, model pembelajaran, dan kelayakan menunjukkan bahwa model yang dikembangkan dinyatakan sangat valid dengan skor rata-rata 94,5% dari para ahli. Berdasarkan hasil tes uraian dan angket kolaborasi menunjukkan peningkatan signifikan terhadap kemampuan berpikir kreatif dan kolaborasi siswa. Hal ini ditunjukkan oleh hasil N-Gain pada kelas eksperimen lebih tinggi dibandingkan kelas kontrol. Dengan demikian, model PjBL STONAVITY berbasis flipped classroom dinyatakan efektif dan layak digunakan guna meningkatkan kemampuan berpikir kreatif dan kolaborasi siswa.
Pengembangan Media KASIBUM (Kartu Scan Interaktif Bagian Tumbuhan) Meningkatkan Literasi Sains Pada Kelas IV SD Negeri Sawentar 4: (The Development of KASIBUM (Interactive Scan Cards on Plant Parts) to Improve Scientific Literacy in Fourth Grade Students of SD Negeri Sawentar 4) Nur Fitriyani, Della; Cindya Alfi, Cindya Alfi; Amalia, Shofi Nur
BIODIK Vol. 11 No. 03 (2025): September 2025 (on progress)
Publisher : Program Studi Pendidikan Biologi FKIP Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/biodik.v11i03.47177

Abstract

The present study focuses on the development of KASIBUM (Interactive Scan Cards of Plant Parts), a learning medium designed to enhance science literacy among fourth-grade elementary school students. KASIBUM consists of printed cards embedded with QR codes that allow students to access educational videos when scanned. The development process followed the ASSURE model, which includes the stages: Analyze Learners, State Objectives, Select Methods, Utilize Media and Materials, Require Learner Participation, and Evaluate and Revise. The media underwent validation by both subject matter and media experts, feasibility testing by a classroom teacher, and effectiveness testing through a pretest–posttest design involving 16 fourth-grade students from SDN Sawentar 4. The validation results indicated high levels of validity, with scores of 88% from the subject expert and 96% from the media expert. The teacher's assessment also confirmed the media's high feasibility (96%). Furthermore, the average N-Gain score obtained from the pretest and posttest results was 0.81, which falls into the high category. In conclusion, KASIBUM is a valid, feasible, and effective medium for enhancing elementary students’ science literacy. Key words: KASIBUM, scientific literacy, learning media, plant parts, QR Code
Persepsi Mahasiswa Terhadap Implementasi Model Deep Learning Dalam Pembelajaran Pkn Untuk Mengembangkan Kemampuan Berpikir Kritis Siswa SD Amalia, Shofi Nur
JURNAL ILMU PENDIDIKAN Vol. 4 No. 1 (2025): JANUARI-JUNI
Publisher : Gayaku Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58222/jurip.v4i1.1471

Abstract

This study aims to explore the perceptions of students in the Primary School Teacher Education Program (PGSD) regarding the implementation of the deep learning model in Civic Education (PKn) learning to develop the critical thinking skills of elementary school students. The research method used was descriptive qualitative, involving 10 students as respondents representing the class. Data were collected through in-depth interviews focusing on two issues: (1) Factors influencing students' perceptions of the implementation of deep learning models in PKn learning, and (2) Students' descriptions of the effectiveness of deep learning models in improving elementary school students' critical thinking skills. The results showed that factors such as understanding of deep learning concepts, previous learning experiences, and learning facility support had a significant effect on students' perceptions. In addition, students described the deep learning model as an effective method in encouraging students to think critically, emphasizing interactivity and project-based learning. These findings provide new insights into the application of learning innovations at the elementary level and emphasize the need for further development in teacher training to maximize the potential of deep learning models in education.
Pengembangan Media Fun Thinkers Book Berbasis Aplikasi Unity Materi Hak Dan Kewajiban masluchi, sita sabilana; Amalia, Shofi Nur; Alfi, Cindya Alfi3
PEMBELAJAR: Jurnal Ilmu Pendidikan, Keguruan, dan Pembelajaran Volume 9 Nomor 2 Oktober 2025
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/pembelajar.v9i2.75930

Abstract

This study aims to develop an interactive learning medium called Fun Thinkers Book, which is integrated with the Unity application to improve students’ engagement and motivation in learning about rights and obligations. The issue addressed in this research is the traditional, teacher-centered learning approach and the limited use of interactive media, which results in a lack of student interest in civics education. The study adopts the 4D development model, consisting of Define, Design, Develop, and Disseminate stages. The research subjects were third-grade students and a teacher at UPT SDN Garum 01. Data were collected through interviews, questionnaires, and documentation. Validation results showed that the media was categorized as highly valid by media, material, and language experts, requiring only minor revisions. The final product also received positive feedback, with 100% of teachers and 89.3% of students rating the media as highly engaging. Therefore, the Fun Thinkers Book integrated with Unity is considered a valid and engaging educational tool for teaching rights and obligations in elementary civics education.