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PELATIHAN DIGITAL INTERAKTIF BERBASIS POWTOON DALAM PEMBELAJARAN TEMATIK DI SDN 3 MENGANTI Attalina, Syailin Nichla Choirin; Efendi, Abdullah; Fasya, Natasya Arieni; Nailufar, Daniela Arnesti
Jurnal Pengabdian Masyarakat Khatulistiwa Vol 6, No 1 (2023): APRIL
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpmk.v6i1.2034

Abstract

ABSTRACTThe stage of cognitive development of young learner is a concrete operational stage where they have not been able to solve problems logically and think abstractly, so in the implementation of learning strategies are needed, appropriate learning methods and media so that the material provided by the teacher can be understood properly. The learning problem that is often found today is that teachers dominate using the lecture method so that many students feel bored and unmotivated in following the learning process. It can be caused the students to understand the material and cause the results of achieving low learning achievement. By using the right learning media, it will be easier for teachers to transfer knowledge to their learner where in the delivery of learning material must be appropriate with concrete or real objects. In this millennial era, we are confronted with a learning situation that is carried out in a hybrid learning manner, so a learning media that attracts children's attention is needed, namely technology-based learning media, especially in thematic learning. So far, Thematic learning in the third students of SDN 03 Menganti  is still conventional learning, that in the material delivery there are many limitations. The teachers is more active than learner during learning activities (teacher centered learning). It makes the learner passive so that learning purposes are not optimal. Therefore, the purpose of this community partnership program is to increase teacher creativity by creating interactive digital learning media based on powtoon to optimize learning, especially Thematic learning at SDN 3 Menganti.Keywords: Learning Media,Powtoon-Based Interactive Digital,Thematic Learning ABSTRAKTahap perkembangan kognitif anak usia SD (7th-11th) merupakan tahap operasional konkret yang mana mereka belum bisa memecahkan masalah secara logis dan berfikir abstrak sehingga dalam pelaksanaan pembelajaran dibutuhkan strategi, metode dan media pembelajaran yang tepat supaya materi yang diberikan oleh guru dapat dipahami dengan baik. Permasalahan pembelajaran yang sering ditemukan saat ini adalah guru lebih mendominasi menggunakan metode ceramah sehingga banyak siswa yang merasa bosan dan tidak termotivasi dalam mengikuti proses pembelajaran yang dilaksanakan. Hal ini dapat menyebabkan keterbatasan siswa dalam menerima materi dan menyebabkan hasil pencapainnya prestasi belajarnya rendah. Dengan menggunakan media, maka seorang guru akan lebih mudah mentransfer ilmu pengetahuan kepada anak didiknya, di mana dalam penyampaian materi pembelajaran harus dikaitkan dengan objek yang konkret/nyata. Di era millenial seperti ini dihadapkan pada situasi yang mana pembelajaran dilakukan secara hybrid learning diperlukan media pembelajaran yang menarik perhatian anak yaitu media pembelajaran berbasis teknologi khususnya pada pembelajaran Tematik. Selama ini, pembelajaran Tematik di kelas III SDN 03 Menganti masih bersifat konvensional bahwa dalam penyampain materi masih banyak keterbatasan di era saat ini. Peran guru lebih aktif dibandingkan siswa pada saat kegiatan pembelajaran (student centered learning). Hal ini membuat siswa menjadi pasif sehingga mengakibatkan hasil belajar Tematik menjadi rendah. Oleh karena itu tujuan program kemitraan masyarakat ini adalah untuk meningkatkan kreativitas guru dalam menghadapi keterbatasan-keterbatasan tersebut dengan  membuat media pembelajaran digital interaktif berbasis powtoon untuk mengoptimalkan pembelajaran, khusunya pembelajaran Tematik di SDN 3 Menganti.  Kata Kunci: Media Pembelajaran,Digital Interaktif Berbasis Powtoon,Pembelajaran Tematik
EFEKTIVITAS MEDIA PEMBELAJARAN BERBASIS VIRTUAL REALITY (VR) UNTUK MENINGKATKAN KEMAMPUAN PEMAHAMAN MATERI PADA SISWA SEKOLAH DASAR Choirin Attalina, Syailin Nichla; Efendi, Abdullah; Niswah, Nihlatun; Nugroho, Vannesa Almayra
Jurnal Tunas Bangsa Vol 11 No 1 (2024)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46244/tunasbangsa.v11i1.2599

Abstract

Kurikulum Merdeka mendorong guru terampil dalam memanfaatkan teknologi yang bertujuan guna meningkatkan kualitas pembelajaran di sekolah. Berfokus pada elemen penting Kurikulum Merdeka salah satunya literasi dasar diantaranya yaitu literasi digital. Faktanya, para guru SD belum melek teknologi dan belum mahir dalam menggunakan aplikasi-aplikasi terkini yang dapat digunakan dalam membuat media pembelajaran. Urgensi penelitian yaitu di latar belakangi oleh hasil belajar siswa yang rendah karena kurang maksimal dalam memahami materi, hal ini harus diatasi sebagai upaya peningkatan kognitif siswa. Penelitian ini bertujuan untuk mengetahui kemampuan pemahaman materi sebelum dan sesudah penerapan media pembelajaran berbasis Virtual Reality dan untuk mengetahui efektivitas media pembelajaran berbasis Virtual Reality dalam meningkatkan kemampuan pemahaman siswa sekolah dasar. Penelitian ini menggunalan pendekatan kuantitatif dengan jenis penelitian eksperimen menggunakan desain metode penelitian group pretest-posttest. yaitu kelompok eksperimen diberikan pretest sebelum perlakuan, kemudian selanjutnya diberikan posttest setelah perlakuan Hasil penelitian menunjukkan bahwa media pembelajaran berbasis virtual reality yang diterapkan dalam pembelajaran IPAS SD materi ”ada apa saja di bumi kita” efektif dapat meningkatkan pemahaman siswa. Hal ini ditunjukkan dari hasil uji paired sample test yang memperoleh hasil sig 0,000 < 0,05 maka dapat disimpulkan bahwa media pembelajaran berbasis virtual reality (VR) efektif dalam meningkatkan pemahaman materi.AbstractThe Merdeka Curriculum encourages skilled teachers in utilizing technology that aims to improve the quality of learning in schools. Focusing on important elements of the Independent Curriculum, one of which is basic literacy, including digital literacy. In fact, elementary school teachers are not technologically literate and are not proficient in using the latest applications that can be used in making learning media. The urgency of research is in the background of low student learning outcomes due to lack of maximum understanding of the material, this must be overcome as an effort to improve student cognitive. This study aims to determine the ability to understand material before and after the application of Virtual Reality-based learning media and to determine the effectiveness of Virtual Reality-based learning media in improving the comprehension ability of elementary school students. This study uses a quantitative approach with the type of experimental research using the design of the pretest-posttest group research method. that is, the experimental group was given a pretest before treatment, then given a posttest after treatment The results showed that virtual reality-based learning media applied in elementary science learning material "there is anything on our earth" can effectively increase student understanding. This is shown from the paired sample test results that obtain sig results of 0.000 < 0.05, it can be concluded that virtual reality (VR)-based learning media is effective in increasing material understanding.
Pengembangan Media Pembelajaran Pop-Up Book Crossword Puzzle untuk Meningkatkan Hasil Belajar IPAS Siswa Kelas V SD Muna, Naili Faizatul; Widiyono, Aan; Efendi, Abdullah
INKUIRI: Jurnal Pendidikan IPA Vol 13, No 2 (2024): INKUIRI: Jurnal Pendidikan IPA
Publisher : Magister Pendidikan Sains Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/inkuiri.v13i2.88656

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Penelitian ini dilaksanakan dengan latar belakang rendahnya hasil belajar serta kepahaman siswa pada materi ekosistem alam, disebabkan karena pembelajaran yang dilangsungkan belum memanfaatkan media pembelajaran yang sesuai. Fokus penelitian ini yaitu mengembangkan media pembelajaran Pop-Up Book Crossword Puzzle guna meningkatkan hasil belajar IPAS siswa SDN 8 Suwawal kelas V. Tujuan penelitian ini yaitu, mendorong pada hasil tingkat kesesuaian media pembelajaran Pop-Up Book Crossword Puzzle yang diikembangkan guna mengukur keefektifan media pembelajaran Pop-Up Book Crossword Puzzle pada hasil belajar. Jeniss penelitian ini ialah Research and Development (R&D) dan menerapkan model ADDIE. Penelitian diselenggarakan di SDN 8 Suwawal dengan siswa kelas V sebanyak 15 anak yang menjadi subjek penelitian. Kevalidan media dicapai dari hasil pemeringkatan ahli media beserta ahli materi. Hasil penelitian ini menyatakan: (1) hasil uji validasi kelayakan produk oleh 2 ahli media beserta 1 ahli materi memperoleh skor akhir 93%, hingga media pembelajaran Pop-Up Book Crossword Puzzle layak diimplementasikan menjadi sebuah media pembelajaran. (2) hasil pretest-posttest memperlihatkan bahwa terdapat peningkatan sebanyak 52%. Hasil akhir penelitian menyatakan media pembelajaran Pop-Up Book Crossword Puzzle berhasil meningkatkan hasil belajar materi ekosistem alam siswa kelas V di SDN 8 Suwawal.This research was carried out against the background of low learning outcomes and students' understanding of natural ecosystem material, due to the fact that the learning that took place had not utilized appropriate learning media. The focus of this research is to develop Pop-Up Book Crossword Puzzle learning media to improve the learning outcomes of SDN 8 Suwawal grade V students. The purpose of this research is to encourage the results of the level of suitability of the Pop-Up Book Crossword Puzzle learning media developed to measure the effectiveness of the Pop-Up Book Crossword Puzzle learning media on learning outcomes. This research is Research and Development (R&D) and applies the ADDIE model. The research was conducted at SDN 8 Suwawal with 15 fifth grade students as the research subjects. The validity of the media was achieved from the ratings of media experts and material experts. The results of this study state: (1) the results of the product feasibility validation test by 2 media experts and 1 material expert obtained a final score of 93%, so that the Pop-Up Book Crossword Puzzle learning media is feasible to be implemented into a learning media. (2) the pretest-posttest results showed that there was an increase of 52%. The final result of the study stated that the Pop-Up Book Crossword Puzzle learning media succeeded in improving the learning outcomes of natural ecosystem material for grade V students at SDN 8 Suwawal.
Efektivitas E-Modul Pendidikan Multikultural Dalam Meningkatkan Nilai Karakter Berkebhinekaan Global Siswa Sekolah Dasar Negeri 8 Suwawal Muh Muhaimin; Efendi, Abdullah; Fitria, Bella; Malika, Najma
Jurnal Penelitian dan Pendidikan IPS Vol. 18 No. 2 (2024): Oktober
Publisher : Direktorat Pascasarjana Universitas PGRI Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/jppi.v18i2.10863

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This study aims to analyze the effectiveness of a multicultural education e-module in enhancing students' global diversity character values at Sekolah Dasar Negeri 8 Suwawal. The scope of the research includes understanding and internalizing values of tolerance, mutual respect, and cross-cultural collaboration through the use of technology in the learning process. The study employs a quasi-experimental method with a pretest-posttest design involving two groups: an experimental group using the e-module and a control group employing conventional methods. Data were analyzed using a Paired Samples T-Test to determine the significance of differences between pretest and posttest results. The findings indicate a significant difference between the mean pretest and posttest scores, with a p-value of 0.040 (p < 0.05), suggesting that the use of the multicultural e-module significantly improves students' global diversity character values. The effect size measured using Cohen's d is 0.507, indicating a medium effect. However, the mean difference of 3.26 reflects some uncertainty due to the insufficient sample size. In conclusion, the multicultural e-module is effective in enhancing students' global diversity character values. Nevertheless, further research with a larger sample size is required to ensure more accurate results and broader generalization.
Efektivitas Model Think Pair Share Berbantuan Media Pohon Pintar terhadap Hasil Belajar Matematika Materi Simetri Putar dan Lipat Siswa Kelas 3 SDN 2 Tahunan Safitri, Kristantina; Sutriyani, Wulan; Efendi, Abdullah
Jurnal Pendidikan Matematika VOLUME 10 NOMOR 1 JUNI 2023
Publisher : UIN Antasari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18592/jpm.v10i1.10523

Abstract

Penelitian ini dilatarbelakangi adanya hasil belajar siswa kelas 3 SDN 2 Tahunan yang rendah, hal ini dapat ditunjukkan adanya 58% siswa yang nilainya < KKM, sedangkan ada 42% siswa yang nilainya > KKM. Banyak siswa tidak menyukai pelajaran matematika dan berusaha mencari alasan untuk menghindarinya. Saat pembelajaran guru jarang menggunakan model pembelajaran dan media pembelajaran. Penelitian ini bertujuan untuk mengetahui hasil belajar sebelum dan sesudah serta efektivitas model Think pair share berbantuan media Pohon Pintar terhadap hasil belajar matematika materi simetri putar dan lipat siswa kelas 3 SDN 2 Tahunan. Penelitian ini menggunakan jenis kuantitatif dengan metode eksperimen. Pendekatan yang digunakan adalah Pre-experimental design dengan desain One Group Pretest Postest Design. Hasil pretest diperoleh nilai rata-rata 57,38. Sedangkan hasil posttest diperoleh nilai rata-rata 85,27. Selain itu, dapat dilihat dari uji-T diperoleh bahwa nilai signifikasi 0,000 < 0,05. Sehingga diperoleh Ho ditolak dan Ha diterima yang berarti terdapat perbedaan Hasil Belajar Matematika Materi Simetri Putar dan lipat sebelum dan sesudah menggunakan model Think pair share Berbantuan Media Pohon Pintar Siswa Kelas 3 SDN 2 Tahunan dan Penggunaan model Think pair share berbantuan media Pohon Pintar efektif terhadap hasil belajar matematika materi Simetri putar dan lipat siswa kelas 3 SDN 2 Tahunan.
Assistance of Productive Business Efforts to Support Marketing in EmhadeColection Mayong by Using the Online Shop Application Setiawan, Deni; Amirotunnisa; Efendi, Abdullah
Jurnal Pengabdian kepada Masyarakat Khaira Ummah Vol. 2 No. 02 (2023): Khaira Ummah Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Islam Nahdlatul Ulama Jepara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34001/khairaummah.02.02.2023.71‑76

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EM HA DE Collection is a sewing convection that only sews school uniforms, besides that EM HA DE Collection does marketing in the traditional way or word of mouth. From this, the UNISNU Jepara XIV KKN Team in Pelemkerep 1 Village assisted and socialized convection owners to make new products other than school uniforms so that the idea emerged to make t-shirts. In addition, in handling marketing issues, assistance is carried out in creating an online shop account that uses shopee as marketing. Only need a gadget or smartphone from the owner to be able to run online marketers using shopee. So that the target achieved is to increase the sales turnover of EM HA DE collection in a short time.
Analisis Sarana dan Prasarana Olahraga di MI Masalikil Huda Tahunan Jepara Khofiva, Khusnul; Efendi, Abdullah
Indo-MathEdu Intellectuals Journal Vol. 6 No. 4 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i4.3461

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This research is conducted based on the problems found regarding the condition of sports facilities and infrastructure that are still lacking. The aim of this research is to ascertain the availability and condition of sports facilities and infrastructure at MI Masalikil Huda Tahunan Jepara. The type of research used is qualitative descriptive research. The subjects of this study include the school principal, PJOK teachers, and students. The subject of this research is the sports facilities and infrastructure available at the school. The data collection techniques used in this research include interviews, observations, and documentation. Meanwhile, the data analysis technique applied uses the Miles and Huberman model, which includes the stages of data collection, data reduction, data presentation, and conclusion drawing. Based on the research findings, the availability of sports facilities and infrastructure at MI Masalikil Huda Tahunan Jepara still faces shortages and obstacles in meeting the needs for sports facilities and infrastructure for PJOK learning.
PENGARUH SENAM IRAMA DALAM MENINGKATKAN KEMAMPUAN MOTORIK DAN KOGNITIF SISWA SD N 1 MINDAHAN Nur Azizah, Febriana Tri; Efendi, Abdullah
Jurnal Penjaskesrek Vol. 12 No. 1 (2025)
Publisher : Program Studi Pendidikan Jasmani, FKIP Universitas Bina Bangsa Getsempena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46244/penjaskesrek.v12i1.3111

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Penerapan metode gerak senam bertujuan untuk mengetahui pengaruh gerak senam sebelumnya diajar dengan menggunakan metode yang menjenuhkan dan siswa yang setelah di ajar dengan menggunakan metode gerak senam pada kelas 6 SDN 1 Mindahan. Metode yang digunakan dalam penelitian ini adalah metode eksperimen sederhana dengan model The One Group Pretest-Posttest Design. Berdasarkan hasil rata rata pre-test pada ranah kognitif yaitu 71,00 meningkat pada post-test dengan nilai rata rata 80,67. Selanjutnya pada ranah motorik hasil rata rata pre-test pada yaitu 75,50 meningkat pada post-test dengan nilai rata rata 91,39. Hasil perhitungan uji t (Pair Sample t-Test) menggunakan aplikasi SPSS versi 25 menunjukkan Ha diterima bahwasanya terdapat pengaruh yang signifikan antara penerapan metode gerak senam terhadap perkembangan motorik dan kognitif siswa SDN 1 Mindahan. Hasil penelitian dapat disimpulkan bahwa metode gerak senam dapat meningkatkan kemampuan motorik dan kognitif anak kelas 6 SDN 1 Mindahan.AbstractThe application of the gymnastics movement method aims to determine the effect of gymnastics movements previously taught using a boring method and students who after being taught using the gymnastics movement method in class 6 of SDN 1 Mindahan. The method used in this research is a simple experimental method with the One Group Pretest-Posttest Design model. Based on the results of the pre-test average in the cognitive domain, namely 71.00, it increased in the post-test with an average value of 80.67. Furthermore, in the motor domain, the average pre-test result was 75.50, increasing in the post-test with an average value of 91.39. The results of the t test (Pair Sample t-Test) using the SPSS version 25 application showed that Ha accepted that there was a significant influence between the application of the gymnastics movement method on the motor and cognitive development of students at SDN 1 Mindahan. The results of the research can be concluded that the gymnastics movement method can improve the motor and cognitive abilities of grade 3 children at SDN 1 Mindahan.
Implementasi Media Berbasis Sport Edukasi untuk Meningkatkan Pembelajaran Jasmani Kelas 4 di SD Al Islam Pengkol Jepara Huda, Ahmad Khoirul; Efendi, Abdullah
Jurnal Porkes Vol 8 No 2 (2025): PORKES
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/porkes.v8i2.31002

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The purpose of this study was to determine how effective the use of sport education-based media through snakes and ladders games for students in improving learning achievement in the content of PJOK lessons. The background of this research is based on the low interest and direct involvement in physical learning which has only used conventional media in the form of LKS. This research method is quantitative using a quasi-experimental design. Data were collected using pretest and posttest tests in the form of cognitive physical fitness instruments. The results of homogeneity and normality test data show that it is feasible to analyze parametrically. In the paired sample t-test test there was a significant increase in the learning outcomes of experimental group students (p = 0.000), as well as differences in the independent sample t-test test there were significant differences between the experimental group and the control group. The average posttest score of the experimental group (77.69) was higher than the control (63.17). This finding shows that the snakes and ladders game based on sport education actively contributes to improving learning outcomes which include cognitive, active participation, and motor skills of students in learning PJOK. This media can be an innovative and fun alternative when learning physical education in elementary schools.
Pemberdayaan Guru Dalam Peningkatan Mutu Pembelajaran Kurikulum Merdeka Di Sd Miftahussa’adah Zumrotun, Erna; Muzakki, Muhammad Alie; Attalina, Syailin Nichla Choirin; Widiyono, Aan; Hamidaturrohmah, Hamidaturrohmah; Efendi, Abdullah
Journal Of Human And Education (JAHE) Vol. 3 No. 4 (2023): Journal Of Human And Education (JAHE)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jh.v3i4.485

Abstract

Implementasi kurikulum merdeka belajar di sekolah dasar masih belum optimal. Belum adanya pemahaman utuh serta kreatifitas dalam proses pembelajaran berdiferensiasi yang dilakukan oleh guru. Salah satunya di SD Miftahussa’adah. Sehingga butuh support system dalam upaya peningkatan kualitas SDM dan mutu pembelajaran agar berkualitas dan bermakna. Sesuai dengan kesepakatan mitra, prioritas permasalahan diatas akan mendapatkan solusi dengan membuat kegiatan pelatihan terkait pengembangan perangkat pembelajaran pada Kurikulum Merdeka dan peningkatan mutu pembelajaran di Sekolah Dasar Miftahussa’adah. Adapun metode pelaksanakan program pengabdian sekolah binaan ini meliputi beberapa tahap yaitu: (1) tahap sosialisasi dengan sharing materi pengembangan perangkat pembelajaran kurikulum merdeka untuk jenjang sekolah dasar, (2) tahap pelatihan dilakukan dengan memberikan materi pembuatan media pembelajaran digital, asesmen kurikulum merdeka, pembelajaran berdiferensiasi melalui Canva, Chat Gpt dan Tome.App. (3) tahap pendampingan dilakukan dengan mendampingi mitra dalam praktik membuat media pembelajaran digital dengan mengacu pada konsep merdeka belajar, dan (4) tahap evaluasi (keberlanjutan) dilakukan dengan menyebarkan kuesioner kepada mitra untuk keberhasilan mitra dalam memahami implementasi kurikulum merdeka serta pembuatan media pembelajaran yang inovatif. Hasil Pengabdian menunjukkan bahwa 94% dari mitra merasa puas dengan kemampuan mereka dalam membuat modul ajar yang sesuai dengan Kurikulum Merdeka. Selain itu, 96% dari mitra juga merasa terbantu dalam menciptakan inovasi media pembelajaran digital dengan bantuan alat seperti Canva, Chat GPT, dan Tome.App.