Lefudin
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PENGEMBANGAN E-LKPD BERBASIS CREATIVE PROBLEM SOLVING BERBANTUAN LIVEWORKSHEETS MATERI PERUBAHAN WUJUD BENDA UNTUK MENINGKATKAN KREATIVITAS SISWA Tarisa Rawanda; Lukman Hakim; Lefudin
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.v9i3.15892

Abstract

This research aims to develop E-LKPD based on creative problem solving assisted by liveworksheets of material changes in the form of objects to increase student creativity that is valid, practical and effective. This research is a type of Research and Development (R&D) research. This research uses the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The data collection techniques used were questionnaires, tests, and documentation. Data analysis techniques consist of validity analysis, practicality analysis, and effectiveness analysis. The validity analysis conducted by three experts, namely material experts, media experts, and linguists with an average score of 94.8% of the category was very valid. The analysis of practicality in students through the individual trial stage and the small group trial stage obtained an average score of 90.7% of the very valid category. The analysis of effectiveness to students in one class consisting of 36 people as a large group obtained an average N Gain score of 0.76 in the category was very effective. Therefore, it can be concluded that the development of E-LKPD based on creative problem solving assisted by liveworksheets is declared valid, practical, and effective in helping the learning process.   Keywords: Change in the form of object, Creative Problem Solving, Creativity, E-LKPD, Liveworksheets
Pengembangan Video Pembelajaran Pada Materi Usaha dan Energi Kelas X Di SMK Bela; Lefudin; Lubis, Patricia H.M
Jurnal Pendidikan Fisika Vol. 14 No. 1 (2025)
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jpf.v14i1.60712

Abstract

Penelitian ini bertujuan mengembangkan video pembelajaran berbasis aplikasi Canva pada materi usaha dan energi untuk meningkatkan pemahaman konsep siswa di SMK Negeri 2 Palembang. Metode penelitian menggunakan model ADDIE (Analysis, Design, Development, Implementation, Evaluation) dengan pendekatan Research and Development (R&D). Hasil validasi oleh ahli materi, media, dan desain menunjukkan tingkat kevalidan sangat tinggi, dengan rata-rata 94,2% (materi), 93,7% (media), dan 94,2% (desain). Uji coba produk melibatkan siswa dalam dua tahap: one-to-one (3 siswa) dengan hasil 86% (sangat praktis) dan small group (10 siswa) dengan hasil 82,6% (praktis). Video ini dinilai efektif dalam mempermudah pemahaman konsep abstrak fisika, meningkatkan motivasi belajar, dan dapat diakses secara fleksibel melalui platform digital. Penelitian ini menyimpulkan bahwa video pembelajaran berbasis Canva layak digunakan sebagai media pembelajaran interaktif untuk materi usaha dan energi.
PENGEMBANGAN MEDIA AUGMENTED REALITY POKOK BAHASAN SISTEM PENCERNAAN TERHADAP KEMAMPUAN BERPIKIR KRITIS SISWA SD Nurahma, Sabela; Lukman Hakim; Lefudin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.27669

Abstract

The study aims to develop Augmented reality-based learning media on the subject of the human digestive system towards students' critical thinking skills in elementary school. The problem raised in this study is the low involvement of students in science learning due to the use of conventional media and the abstract nature of the subject matter. Using the research and development (R&D) method with the ADDIE model which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The product developed is in the form of AR media that can be accessed via mobile devices and displays visualizations of the digestive system complete with interactive explanations and activity sheets. Validation was carried out by validator experts and tested through one-to-one, small group, and field trial stages. The validation results from three experts (subject matter, design, and language) showed that the media developed obtained a percentage of 83.33%, included in the "Very Valid" category. The practicality test was carried out through one-to-one with 3 students, obtaining a score of 89.33%, and a small group of 5 students obtained a score of 91.6% in the "Very Practical" category. To see the potential effects of the media, a field test was conducted on 17 students. The results showed as much as 94.1%, in the category of "Very Good". Based on the results of the study, it can be concluded that this Augmented reality media is suitable for use in learning.