Atik Kurnia Jayanti
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PENGEMBANGAN MODEL MASPRO (MASALAH DAN PROYEK) BERBASIS TPACK UNTUK MENINGKATKAN KREATIFITAS PESERTA DIDIK PADA MATA PELAJARAN PKN Atik Kurnia Jayanti; Sutrisno Wibawa
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 03 (2024): Volume 09, Nomor 03, September 2024 In Progres
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i03.16304

Abstract

Nowadays, many student-centered learning models have been developed. However, there is no learning model that combines problem-based and project-based. The author found a MASPRO (Problems and Projects) learning model to overcome various problems in learning.. This research has reached the development stage. The subjects of this research were 2 learning material experts, 3 teachers and 10 students. This learning mode is correlated with different problems in the 3 lessons. The object of this research is validation of the MASPRO learning model. Data collection using the questionnaire method using the Ima scale, and data analysis using the percentage formula. The percentage results from expert tests, media, and learning model effectiveness were respectively 96%, 93%, 88% with very good qualifications.
PENGGUNAAN MEDIA AUGMENT REALITY BERBASIS CANVA UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA PADA MATA PELAJARAN IPA SDN 3 GETAS Atik Kurnia Jayanti; Novitasari, Novitasari; Daimul Hasanah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 03 (2024): Volume 09, Nomor 03, September 2024 In Progres
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i03.16362

Abstract

This research aims to develop a learning media in the form of Android-based Digital Augmented Reality Learning Media on the Solar System material for Class VI Elementary School Students. The development of Augmented Reality digital media follows the steps in the ADDIE model, namely: analysis, design, development, implementation and evaluation. However, this research was only carried out until the development stage. The subject of this research is Augmented Reality digital media which was assessed by 2 material experts, 2 teachers and 28 students. The object of this research is the validity of Augmented Reality digital media. Data collection was carried out using a questionnaire method using a five-point scale, and data analysis used a percentage formula. The percentage results from the material expert test, media expert test, teacher practicality, and student practicality are respectively: 93.99%, 85.99%, 91.25%, 92.5%, with very good qualifications. Thus, it can be concluded that Augmented Reality digital media is suitable and valid for use in the learning process.
IMPLEMENTASI PROJECT BASED LEARNING DALAM PENINGKATAN MOTIVASI BELAJAR PESERTA DIDIK STUDI KASUS: PEMBELAJARAN BATIK JUMPUTAN SDN 3 GETAS KAB.TEMANGGUNG Atik Kurnia Jayanti; Novitasari, Novitasari; Moh. Rusnoto Susanto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 03 (2024): Volume 09, Nomor 03, September 2024 In Progres
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i03.16469

Abstract

The background to the problem in this research is the lack of creativity of students in learning. This research applies the Project Based Learning model in learning as an effort to increase students' creativity. This research aims to measure the effectiveness of the Project Based Learning learning model on student creativity in class 5 jumputan batik making learning material. The data collection method in this research is a mixture of qualitative and quantitative. The subjects in this research were students in grades 5 and 6 of SDN 3 Getas for the 2022/2023 academic year, totaling around 56 students. From the results of data processing before implementing the student activeness model it was 52%, while after implementing the project based learning model it was 89%, so there is an increase of 37% from before. From theoretical studies collected, many studies have proven that Project Based Learning can increase students' creativity. In the research conducted, it can be found that the Project Based Learning method is effective in increasing students' creativity based on the results of data collection.