Resyi A. Gani
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Pengembangan Media Pembelajaran Video Interaktif Menggunakan Canva Untuk Keindahan Kebersamaan Di Sekolah Dasar Muhamad Fadhil Ismayana; Resyi A. Gani; Dendy Saeful Zen Musbihinal Fitrah
Journal of International Multidisciplinary Research Vol. 1 No. 2 (2023): Desember 2023
Publisher : PT. Banjarese Pacific Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62504/0mh5f346

Abstract

This research aims to determine the development of interactive video learning media using Canva for class IV students at SDN Bojong 03 and the feasibility of interactive video learning media using Canva for the learning process at school. The method used in this research is the ADDIE method which consists of 5 stages, namely Analysis, Design, Development, Implementation, and evaluation. In this research, validation tests were carried out on experts, namely media experts, language experts, and material experts. The validation results from media experts obtained 83% with very feasible criteria. The linguist's validation results were 100% with very feasible criteria. The material expert validation results were 94.4% with very feasible criteria. The results of the student response questionnaire were 97.4% with very adequate criteria. These results show that interactive video learning media using Canva on theme 1 the Beauty of Togetherness subtheme 1 learning 1 is proven valid, interesting, innovative, and very suitable for use in the learning process.
Analysis of Beginning Reading Difficulties of Dyslexic Students Debi Tripuanti; Fitri Siti Sundari; Resyi A. Gani
Journal of International Multidisciplinary Research Vol. 2 No. 1 (2024): Januari 2024
Publisher : PT. Banjarese Pacific Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62504/jimr235

Abstract

Reading skills are not something that can develop naturally like language development. However, in the development of reading which starts from the beginning of the development of this skill, it is necessary to carry out a systematic planning process, unlike language development. The systematic development in question is a planned development like a lesson. The purpose of this study was to analyze the factors that cause dyslexia students' early reading difficulties and efforts to overcome them. This research method uses a qualitative research method with a case study approach. Difficulty reading at the beginning of dyslexic students is the factor of students who have limitations and experience slow learning which can be called dyslexia, namely a person's ability to recognize letters with evidence from the results of psychological tests. reading difficulties caused by a person's ability to recognize letters.
Kvisoft Flipbook Maker Aids In Developing Digital Teaching Materials For Single And Mixed Object Materials Resyi A. Gani; Rini Sri Indriani; Herfina Herfina
Journal of International Multidisciplinary Research Vol. 3 No. 1 (2025): Januari 2025
Publisher : PT. Banjarese Pacific Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62504/jimr1173

Abstract

Penelitian ini bertujuan untuk mengetahui kelayakan penggunaan Kvisoft Flipbook Maker untuk membuat sumber belajar elektronik pada subtema 1 benda tunggal dan campuran pada tema 9 “Benda di Sekitar Kita” di kelas V SDN Loji 2 Kota Bogor. Teknik yang digunakan dalam penelitian ini adalah penelitian pengembangan (Research and Development) dengan model ADDIE (Examine, Plan, Development, Implementation, Assessment), namun konsentrasi ini sama dengan execution. Penelitian ini menghasilkan buku digital penyajian materi pokok dengan menggunakan Kvisoft Flipbook Maker dengan responden sebanyak 19 siswa. Untuk menguji kepraktisan digunakan lembar validasi oleh ahli media, ahli bahasa, dan ahli materi dengan hasil yang diperoleh kelas layak untuk digunakan dalam pembelajaran. Hasil review dari instrumen validator ahli media, ahli bahasa, dan ahli materi memperoleh rata-rata 92,45% dan hasil angket tanggapan siswa memperoleh rata-rata 90,63%. Mengingat konsekuensi dari tinjauan tersebut, peningkatan materi pertunjukan buku digital yang memanfaatkan produsen flipbook kvisoft dapat diatur agar sesuai untuk digunakan oleh mahasiswa dalam pengalaman yang berkembang.
Development Of E-LKPD Based On Science Literacy Using Liveworksheet On Learning IPAS In Elementary School Students Resyi A. Gani; Siti Sundari, Fitri; Suryanti, Yanti
Journal of International Multidisciplinary Research Vol. 3 No. 2 (2025): Februari 2025
Publisher : PT. Banjarese Pacific Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62504/jimr1220

Abstract

The purpose of this study is to develop a science literacy-based E-LKPD for elementary school students and to determine the feasibility of Science Literacy-based E-LKPD using Livework in science learning to improve the understanding of science concepts in grade V elementary school students of SDN Panaragan 2 Bogor City. The method used in this study is the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) method. This research begins with a needs analysis, making an E-LKPD design, validation by experts, and revising the E-LKPD, after which the E-LKPD is tested on a limited basis and evaluated. The study results show that the effectiveness of E-LKPD based on science literacy has met the criteria very feasible by obtaining a percentage of media experts of 88%, 95% from linguists, and 94% from material experts. Meanwhile, a limited trial conducted on 30 students in class V received a response with a percentage of 93% and a teacher response with a percentage of 92%. Based on these data, it can be concluded that science literacy-based E-LKPD is very feasible to be used by students and teachers as teaching materials on water cycle materials in grade V of Elementary School.
Powtoon-Based Animated Video Media Development on Subtheme 3 Humans And Objects In Their Environment Ikbal Aldian Tawakal; Nurlinda Safitri; Rini Sri Indriani; Resyi A. Gani
Journal of International Multidisciplinary Research Vol. 3 No. 2 (2025): Februari 2025
Publisher : PT. Banjarese Pacific Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62504/jimr1213

Abstract

The development of this animated video media is based on the problems found at SD Negeri Singajaya 01 Bogor Regency. Starting from students not getting innovative learning media, and still using conventional methods in the learning process so that technology in learning is still very lacking. The purpose of this research is to develop powtoon-based animated video media in class V subtheme 3 humans and objects in their environment and determine the feasibility of powtoon-based animated video media with validation tests by material experts, media experts, and linguists, as well as student responses. The experimental subjects were fifth-grade elementary school students. The development of this video media uses the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The results of the validation test by material experts showed a percentage value of 88% in the very feasible category, media experts gave a percentage value of 100% in the very feasible category, and linguists gave a percentage value of 60% in the feasible category with revisions. The student response based on the questionnaire shows a positive response with a percentage score obtained of 91% in the category of very feasible, student response. The results can be concluded that the development of powtoon-based animated video media on subtheme 3 of humans and objects in their environment is suitable for use and motivates teachers and students in the learning process.
PENGEMBANGAN MEDIA VIDEO ANIMASI MENGGUNAKAN DORATOON PADA TEMA 8 PRAJA MUDA KARANA SUBTEMA 2 AKU ANAK MANDIRI Ratu Gumy, Putri; Kurniasih, Surti; Resyi A. Gani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 3 (2024): Volume 09 No. 03 September 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i3.16333

Abstract

Development of animated videos using Doratoon on theme 8 praja muda karana subtheme 2 I am an independent child at SDN Sukamakmur, Bogor Regency. The problem in this study is that the learning media used by teachers still use printed media in the form of books. The purpose of this research is to develop animated video media and find out the students' responses to animated video media using Doratoon. The model used is ADDIE (Analysis, Design, Development, Implementation, Evaluation). Data analysis techniques include qualitative techniques and quantitative techniques. The results of research and development in the form of a media expert validation test of 90%, language experts of 100%, and material experts of 89% mean that the product is very feasible to use. The student response questionnaire obtained a percentage of 87% with very good criteria. Therefore, the development of animated video media using Doratoon is declared feasible when learning.
DEVELOPMENT OF A LEARNING VIDEO TOOL USING THE CANVA APPLICATION ON ETHNIC AND RELIGIOUS DIVERSITY IN MY COUNTRY SUB-THEME AT GRADE IV ELEMENTARY STUDENTS Nur Alifia Ananda; Ratih Purnamasari; Resyi A. Gani
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 12 No. 4 (2023): August
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v12i4.9911

Abstract

This paper discusses the development of learning videos based on Canva in order to be suitable use as varied, creative, and innovative learning videos on theme 7 of sub-theme 1 learning 1 regarding ethnic and religious diversity in my country in class IV-B SDIT Asalamah. With the development of this learning video, the students become more interested and enthusiastic to learn in class. The research method used by the author is Research and Development (R&D) using the ADDIE methodology (Analysis, Design, Development, Implementation, Evaluation). Learning video media uses the Canva app, which was designed and tested by linguists with a 100% rating. It is categorized as feasible, 94% of the material expert reviews are rated feasible, and the media review test is rated 100% as very feasible. The small group test indicates an average score of 73.33% with a feasible category and the large group test implies an average score of 95.06% with a very feasible category. The results of the pretest and posttest are also produced with N-gain at 0.72, which means that the students can follow and complete the learning process properly. Thus, it can be concluded that the developed learning video media is suitable to be used by teachers and students in the learning process at SDIT Assalamah Depok.
DEVELOPMENT OF INTERACTIVE LEARNING MEDIA USING ARTICULATE STORYLINE 3 ON THE PLANE FIGURE MATERIALS Novita Anggraini; Resyi A. Gani; Nurlinda Safitri
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 12 No. 4 (2023): August
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v12i4.9907

Abstract

The development of interactive learning media using Articulate Storyline 3 on plane figure material aims to determine the development and feasibility of product development through interactive learning media. The research methodology used is Research and Development with the ADDIE approach (Analyze, Design, Development, Implementation, Evaluation) with the research subject of students at class IV-C SDN Julang Bogor. The instruments used in the research are media expert validation sheets, linguists and material experts with a total of three experts, students and teacher response instruments, and pre-test and post-test instruments. The validation results produce an average score of 93.7% with the "Very Feasible" criteria. Moreover, the results of the pre-test and post-test assessment produce an N-Gain score of 0.70 with the "High" criteria. Students’ responses indicate 98.7% and teachers’ responses indicate 88% with the "Very Good" criteria. Based on the results, the development of interactive learning media using Articulate Storyline 3 on plane figure material in class IV SDN Julang Bogor meets the criteria of validity and feasibility for its development, especially on plane figure material.
PENGEMBANGAN MEDIA GAME INTERAKTIF ELEKTRONIK BERBASIS QUIZWHIZZER PADA SUBTEMA USAHA PELESTARIAN LINGKUNGAN Lia Audina; Teti Rostikawati; Resyi A. Gani
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 11 No. 6 (2022): December
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/10.33578/jpfkip.v11i6.9212

Abstract

This article discusses the development and feasibility testing of QuizWhizzer-based Electronic Interactive Game media with the Sub-theme of An Attempt for Environmental Conservation at the fifthgrade students of SDN Cikutamahi 01. The method used is the Research and Development (R&D) with the ADDIE method (Analyzing, Designing, Developing, Implementing, and Evaluating). To find out the feasibility of QuizWhizzer-based Electronic Interactive game media, the researchers provided validation for 6 experts, trials, and field trials. The results indicate that the QuizWhizzer-based Electronic Interactive Game is feasible to use as an evaluation in the classroom. Based on the data validation, the media expert validation average percentage was 92%, the linguist validation average percentage was 100%, and the material expert validation average percentage was 98.33%. In addition, the results of the small group trial obtained 81.33%, and the data from the field trial obtained 95.23% in the "Very Good" category. It means that the electronic interactive game media based on QuizWhizzer on the subtheme of environmental conservation that was developed is very feasible to use as an evaluation for students at class V of SDN Cikutamahi 01.