Nahdhiah, Umi
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DEVELOPMENT OF HTML5 FLIP-ASSISTED ELECTRONIC MODULE CULTURAL HERITAGE MATERIAL FOR GRADE 5 ELEMENTARY SCHOOL STUDENTS Nahdhiah, Umi; Untari, Sri; Ekawati, Ratna
Paedagoria : Jurnal Kajian, Penelitian dan Pengembangan Kependidikan Vol 16, No 3 (2025): July
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/paedagoria.v16i3.29351

Abstract

Education is a crucial means of passing on culture. This research aims to develop a valid HTML5 Flip-assisted e-module for learning cultural heritage materials, intended for grade 5 elementary school students. This research uses the Research and Development (R&D) method of Richey and Klein model which consists of three stages, namely planning, production, and evaluation. Participants in this study consisted of one elementary school teacher and one instructional designer as validators of material experts and media experts. The results showed that the Flip HTML5-assisted e-module is very valid to be used as a learning medium. Material expert validation obtained a score of 96% and was categorized as very valid, while media expert validation obtained a value of 89% which means very valid. Thus, this e-module can be an alternative innovative learning media that is feasible to be implemented in primary education.
GAME EDUKASI QUIZIZZ UNTUK MENINGKATKAN HASIL BELAJAR TEMATIK PERKEMBANGAN TEKNOLOGI TRANSPORTASI PADA SISWA KELAS TIGA SEKOLAH DASAR Nahdhiah, Umi; Supriyono; Rahayuningsih, Sri; Untari, Sri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 2 (2024): Volume 09 No. 2 Juni 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.v9i2.14754

Abstract

The purpose of this study is to improve thematic learning outcomes of transportation technology development materials using Quizizz educational games. This research method is classroom action research carried out in two research cycles, each consisting of four stages including planning, implementation, observation, and reflection stages. The subjects in this study were 20 elementary school third-grade students. Data collection in research is carried out using test methods, observation, and interviews with research instruments in the form of thematic learning outcomes tests. The data obtained from the study was then analyzed with qualitative and quantitative descriptive analysis techniques. The success indicator is set at 75% of students' learning outcomes complete KKM ≥75. The results of the study showed that the percentage of complete achievement of KKM in the pre-cycle was 25% to 40% in cycle I and 85% in cycle II. So it can be concluded that there is an increase in student learning outcomes after using the Quizizz educational game.