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Pengembangan Media Diosia Berbasis QR Code melalui Pembelajaran Berbasis Masalah untuk Meningkatkan Self-efficacy Dan Pemecahan Masalah Siswa Kelas V SD Andarista, Elsa; Alfi, Cindya; Amalia, Shofi Nur
Edukasi: Jurnal Penelitian dan Artikel Pendidikan Vol 17 No 2 (2025)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/edukasi.v17i2.14622

Abstract

The purpose of this study was to determine the level of validity, the feasibility of the media diosia, and to find out the increase in self efficacy and problem solving through the 5th grade diosia media at SDN Ngadipuro 04. Background This research is due to the low self -confidence of students due to the lack of learning media. This research applies the Reseach and Development method using the Assure development model. The subject used at this stage was 5 SDN Ngadipuro 04 students in Blitar Regency, totaling 20 students. Data collection with observation, interview, questionnaire, and test techniques. The results of the Validity Test of Media Experts show an average of 98%, material experts 92%, and product feasibility results show an average of 94%included in the very valid category. The results of self efficacy and the problem of the problem were carried out using the n gain test with a problem solving results of 0.5974 which showed a moderate category, and self efficacy 0.8827 which showed a high category. Based on research result, the Media Diosia based on QR Code Sanagt Valid, and is effective for increasing self efficacy and problem solving in grade V SDN Ngadipuro 04 students.
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