Claim Missing Document
Check
Articles

Found 2 Documents
Search

PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY BERBANTU APLIKASI ASSEMBLR EDU PADA PEMBELAJARAN PENDIDIKAN PANCASILA KELAS V SDN 10 SITIUNG Riyadi Saputra; Zumrotun Lutfiah; Puja Rafa Rigeni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 03 (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.v9i03.18312

Abstract

This research is being undertaken by educators who lack the use of learning media and tend to be monotonous in the learning process so that students are difficult to understand the learning material and are prone to boredom in following learning process. The aim of this research is to know the development of Augmented Reality-based learning media with the help of the application of Assemblr Edu on learning Pancasila Education Class V SDN 10 Sites that are valid, practical, and effective. The ADDIE model has five stages: Analyze, Design, Development, Implementation, Evaluation. The Analyze stage, at this stage is performed needs analysis, characteristics analysis of students, and material analysis. As for the results of the development of Augmented Reality based learning media using the Edu Asemblr application obtained from a four-person validator, the augmented reality-based learning media achieved a percentage with an average of 87.5% with a very valid category. The practicality results assessed from the educator's response lift received a percent of 90.6% with a highly practical category and the student's responsive lift achieves a percentual with a mean of 89.22% with the category very practical. The effectiveness results of 25 pupils who followed learning using developed media were stated to be 80.8% accurate so that augmented-reality learning media based using the Assembr edu application was categorized as very effective.
Pengaruh Penggunaan Media Pembelajaran Wordwall Berbasis Game Edukasi Terhadap Hasil Belajar IPAS Kelas III dI SDN 07 Tiumang Estuhono, Estuhono; Zumrotun Lutfiah; Orien Zikra Gefasya
Jurnal Tunas Pendidikan Vol. 8 No. 2 (2026): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v8.i2.3413

Abstract

This research is motivated by students' lack of focus in participating in learning, it is said that students' interest in participating in the learning is low. This is caused by the learning material delivered being less interesting, because the class teacher delivers the material using the lecture method. This study aims to determine whether or not there is an effect of the use of educational game-based wordwall learning media on the learning outcomes of third-grade students in SDN 07 Tiumang. This research method is pre-experimental designs (non-designs) using the One-Group Pretest-Posttest Design. The population is all third-grade students of SDN 07 Tiumang. The sample in this study was 14 people consisting of 7 boys, 7 girls. The data collection technique in this study was a test in the form of objective questions. Based on the Paired Sample Test Hypothesis test, the results were 0.000 <0.05. It can be concluded that H0 is rejected Ha is accepted or the use of educational game-based wordwall learning media has an effect on the learning outcomes of third-grade students in SDN 07 Tiumang.