Zumrotun Lutfiah
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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 SCRAMBLE WORD GAME TERHADAP KEMAMPUAN KOSAKATA BAHASA INGGRIS SISWA KELAS IV SDN 19 SITIUNG Zumrotun Lutfiah; Eka Filahanasari; Nurjanah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Posted
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.57208

Abstract

Tujuan dari penelitian ini adalah untuk mengetahui pengaruh penggunaan media Scramble Word Game terhadap kemampuan kosakata Bahasa Inggris siswa kelas IV SDN 19 Sitiung. Permasalahan yang melatarbelakangi penelitian ini adalah rendahnya penguasaan kosakata dasar siswa, kurangnya minat belajar, serta penggunaan media pembelajaran yang masih monoton (hanya mengandalkan buku paket). Upaya mengatasi permasalahan tersebut dilakukan dengan menerapkan media Scramble Word Game, yaitu permainan menyusun huruf acak menjadi kata yang bermakna. Penelitian ini menggunakan pendekatan kuantitatif dengan jenis Pre-Experimental Design dan bentuk One Group Pretest-Posttest Design. Populasi sekaligus sampel dalam penelitian ini adalah seluruh siswa kelas IV SDN 19 Sitiung yang berjumlah 18 siswa (teknik sampling jenuh). Instrumen pengumpulan data berupa tes pilihan ganda dan esai yang telah diuji validitas dan reliabilitasnya. Analisis data menggunakan uji normalitas Shapiro-Wilk dan uji hipotesis Paired Sample T-Test dengan bantuan SPSS. Hasil penelitian menunjukkan nilai rata-rata pretest sebesar 43,91 dan posttest sebesar 65,23. Berdasarkan uji hipotesis, diperoleh nilai Sig. (2-tailed) sebesar 0,000 < 0,05, yang berarti H₀ ditolak dan Hₐ diterima. Disimpulkan bahwa terdapat pengaruh yang signifikan dari penggunaan media Scramble Word Game terhadap kemampuan kosakata Bahasa Inggris siswa kelas IV SDN 19 Sitiung.