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Pengembangan Media Pembelajaran Komik Materi Mengenal Nilai-Nilai Pancasila dan Bhineka Tunggal Ika untuk Siswa Kelas V di SDN 03 Tiumang Susilawati, Wiwik Okta; Anggrayni, Melisa; Hasibuan, Rusdi Indra; putri, jatunina
Jurnal Ilmiah Dikdaya Vol 14, No 2 (2024): September
Publisher : Universitas Batanghari Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33087/dikdaya.v14i2.667

Abstract

This study aims to develop a learning media to raise the enthusiasm of students in Pancasila Education subjects, grade V of SDN 03 Tumang. The researcher used comic learning media using the Canva application. The researcher used the type of Research and Development (R&D) development research, PLOMP, which has 3 stages, namely preliminary research, prototype development phase, and assessment phase. The types of data used are qualitative and quantitative data. 1). The validation of this comic learning media was assessed by 6 validators. Where the aspects assessed were question validation with a value of 78% in the valid category, question validation by the homeroom teacher with a value of 79%, language validation with a value of 95%, teaching module validation with a value of 77.5%, material validation 89.28%, and media validation 95.45%. Practicality was assessed by the homeroom teacher and students, 2). Effectiveness was assessed from student learning outcomes.
The Effect of the Teams Games Tournament Type Cooperative Learning Model on Science Learning Outcomes Efendi, Raimon; Anggrayni, Melisa; Atlia
The Future of Education Journal Vol 4 No 6 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i6.733

Abstract

This study aims to determine the effect of the cooperative learning model of the Teams Games Tournament (TGT) type on science and social studies (IPAS) learning outcomes. This research uses the cooperative learning model of the Teams Games Tournament (TGT) type, which is one of the most suitable methods to be used as a learning aid in IPAS. The model consists of five stages: class presentation, team formation, games, tournament, and team recognition. The results of the study show that the cooperative learning media of the Teams Games Tournament type led to an average difference of 9.17 points between the pretest and posttest scores, with an average posttest score of 69.6 and a pretest score of 55.6. This difference is statistically significant, as supported by the results of the paired sample t-test. The analysis shows that the significance value (2-tailed) is .005 (< 0.05), indicating a significant difference between the pretest and posttest scores. Based on the results, the TGT learning model has a significant effect on learning outcomes in the theme My Wealthy Indonesia (Indonesiaku Kaya Raya) for IPAS subject content. This research employed a quantitative experimental method with data collection techniques including observation and documentation. The findings suggest that the TGT media can be a viable alternative.
Pengaruh Model Pembelajaran Project Based Learning Berbantuan Canva pada Hasil Belajar IPAS Siswa Kelas V di SD Negeri 03 Tiumang Saputra, Riyadi; Anggrayni, Melisa; Almirus, Ayu Ningsih; Nursafitri, anggia
Jurnal Ilmiah Dikdaya Vol 15, No 2 (2025): September
Publisher : Universitas Batanghari Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33087/dikdaya.v15i2.860

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar IPAS siswa Kelas VA. Upaya untuk mengatasi permasalahan tersebut yaitu dengan menggunakan model pembelajaran project based learning yang dipadukan dengan platform aplikasi canva untuk membuat proyek yang kreatif dan menarik. Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran project based learning berbantuan canva pada hasil belajar IPAS siswa kelas V SD Negeri 03 Tiumang. Metode penelitian yang digunakan adalah penelitian kuantitatif dengan desain one-group pretest-posttest design dengan populasi sebanyak 22 siswa kelas VA di SD Negeri 03 Tiumang. Data hasil belajar siswa diperoleh dari nilai tes. Nilai rata-rata pretest siswa sebesar 60,23 menjadi 84,77 setelah diberikan perlakuan. Data dianalisis dengan uji normalitas shapiro wilk yang memperoleh nilai sig. pretest sebesar 0,341 dan posttest sebesar 0,053 > 0,05 maka data berdistribusi normal. Hasil uji paired sample t-test memperoleh nilai sig.2-tailed sebesar 0,000 < 0,05 maka H0 ditolak dan Ha diterima. Maka, dapat disimpulkan bahwa terdapat pengaruh dari penerapan model pembelajaran project based learning berbantuan canva pada hasil belajar siswa kelas V SD Negeri 03 Tiumang.
GAME INTERAKTIF WORDWALL PADA MATERI PERKEMBANGBIAKAN TUMBUHAN UNTUK MENDUKUNG MERDEKA BELAJAR SISWA SD Estuhono, Estuhono; Anggrayni, Melisa; Sukmawati, Sukmawati
Jurnal Muara Pendidikan Vol. 9 No. 1 (2024): Jurnal Muara Pendidikan Vol 9 No 1 Juni 2024
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v9i1.1415

Abstract

This research is motivated by the still not optimal use of learning media in science learning, especially material on plant reproduction. So, this research developed an interactive wordwall game media for science learning to overcome this problem. The purpose of this research is to develop an interactive wordwall game media for science learning, as well as to produce valid, practical and effective media. The type of research used in this research is research and development (R&D). This development procedure refers to the development of the ADDIE model, which consists of several stages, namely (1) Analysis Phase, (2) Design Stage, (3) Development Stage; after going through the development stage a validation test is carried out by 3 validators with 80% results (4) Implementation Stage, at this stage practicality tests were carried out by practitioners (teachers) and (students) with 82% results after that a video media trial was carried out with an effectiveness sheet to get 76% results by obtaining student learning outcomes, (5) Evaluation Stage (Evaluation). Based on the ADDIE procedure used in the research above, it can be concluded that the Wordwall interactive game researchers developed is feasible because it meets the minimum valid, practical and effective criteria.