Rendi Marlianda
PGSD FKIP Universitas Dharmas Indonesia

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PENGEMBANGAN MEDIA DINDING KATA PADA PEMBELAJARAN BAHASA INDONESIA KEMAMPUAN MEMBACA PADA SISWA KELAS III SDN 05 PULAU PUNJUNG Rendi Marlianda; Ana Novitasari; Yoli Silvia
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 3 (2024): Volume 10 No. 3 September 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i3.4329

Abstract

This research is motivated by the problem of students who still have difficulty reading and some still have difficulty reading. The aim of this research is to produce word wall learning media that is valid, practical and effective. The type of research used is development research or Research and Development (R&D) using the ADDIE development model which consists of 5 stages, namely analysis, design, development, implementation, and evaluation stage ( evaluation). The validity results of the word wall media were validated by 3 validators, namely material expert validation obtained a result of 86.1% which was categorized as very valid, linguist validation obtained a result of 83.3% which was categorized as very valid, media expert validation obtained a result of 81.66% which was categorized as very valid, The results of the practicality of word wall media through the teacher response questionnaire by class III teachers obtained a result of 100% which was categorized as very practical, while through the response questionnaire an average result of 93.54% was categorized as very practical. The effectiveness results obtained from the main school students' learning test results obtained an average of 95%, which was categorized as very effective.
PENGARUH PENGGUNAAN MEDIA VIDEO ANIMASI TERHADAP KEMAMPUAN SISWA DALAM PEMBELAJARAN PROSES FOTOSINTESIS Rendi Marlianda; Muhammad Subhan; Yoli Angela Rosanti
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 03 September 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4625

Abstract

The problem of this research is the low ability of students in science content, especially in the photosynthesis process material, this is proven based on the results of daily questions. The purpose of this research is to find out whether there is an influence of the use of video animation media on students’ abilities in learning the photosynthesis process. This type of research was the experimental method. The design of this research was quasi-experimental. The place of this research was SDN 10 Koto Baru and SDN 04 Koto Baru. This research was used at the second semester of the 2024/2025 academic year. The samples for this research were 40 students. From the results of the dependent sample t-test, the significance obtained was 0,001 < 0,005. So it can be concluded that there is an influence from the use of animated video media on students’ abilities in learning the photosynthesis process based on the pretest and posttest results in this research that the use of animated video media has a good influence. Towards students’ abilities. Animasi video media can be used by educators as a supporting medium in the learning process and can increase students’ concentration in participating in teaching and learning activities.
PENGARUH MEDIA PEMBELAJARAN GAME EDUKASI TERHADAP KEMAMPUAN SISWA SEKOLAH DASAR DALAM BERHITUNG Rendi Marlianda; Aprimadedi; Titus Nugroho
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 03 September 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4615

Abstract

In light of the evolving times, a variety of new types of games have emerged, especially with the rapid advancement of technology, which has significantly influenced the development of new game genres. Besides being created for enjoyment, games can also be designed for educational purposes with specific objectives as educational tools. Educational games have proven to increase students' interest in learning, making them a revolutionary step in enjoyable learning for students. This research is a quantitative study with an experimental approach using a two-group pretest-posttest design. Quantitative research deals with data and numbers, starting from data collection, interpretation of the data, and presenting the final results in numerical form. Quantitative research is also a process that generates numerical data and analyzes it using statistics. This research design aims to ensure that the research process is directed and follows the proper procedures.Based on the t-test result of 7.622, which is greater than the t-table value of 2.728 (7.622 > 2.728), it means that the alternative hypothesis (Ha) is accepted and the null hypothesis (Ho) is rejected. The acceptance of Ha indicates that there is a difference in the average scores of multiple-choice questions between the posttest and the pretest. The positive t-test value shows that the average posttest results are higher than the average pretest results. Therefore, the Math Educational Game has an impact on the counting ability of third-grade students. Similarly, for the experimental class, the t-test result of 9.354 is greater than the t-table value of 2.728 (9.354 > 2.728), which means that Ha is accepted and Ho is rejected. The acceptance of Ha indicates that there is a difference in the average scores of multiple-choice questions between the posttest and the pretest. The positive t-test value shows that the average posttest results are higher than the average pretest results. Thus, the Math Educational Game affects the counting ability of third-grade students.
PENGEMBANGAN MEDIA POP – UP BOOK BERBASIS APLIKASI POWERPOINT MATERI BANGUN DATAR PADA PEMBELAJARAN MATEMATIKA SISWA KELAS IV SD Rendi Marlianda; Riza Fadli; Wilidia
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 03 September 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4616

Abstract

There are problems in mathematics learning, namely low student learning outcomes in mathematics subjects involving flat shapes including squares, rectangles, triangles, parallelograms, trapezoids, kites, rhombuses.This research is a type of research and development using the ADDIE model which was developed by the learning technology center at the University of Florida for the United States military service. These models are: 1) analysis, aimed at collecting data that characterizes the media being developed, 2) Design, designing a pop-up book media that will be used by researchers, 3) development, aimed at developing valid pop-up book media, practical and effective, 4) implementation, aims to document learning media procedures and, 5) evaluation, aims to determine students' knowledge after studying flat shape material using pop-up book media. The results of this research state that the pop-up book media on flat material is as follows: 1) the pop-up book media on flat building material is in very valid criteria because it is in accordance with the characteristics of class IV students, so it is suitable for use, 2) pop-up media flat shape material book for grade IV elementary school students is in very practical criteria, with the characteristics of being easy to understand, interesting, and can be applied by teachers and students, 3) the pop-up media book for flat shape material for class IV elementary school students is effective for learning outcomes about flat shapes, namely squares, rectangles, triangles, parallelograms, trapezoids, rhombuses and kites.
EFEKTIVITAS PENERAPAN MEDIA PUZZLE PECAHANTERHADAP HASIL BELAJAR MATEMATIKASISWA KELAS IV SDN 04 KOTO BARU Suci Rahma Putri; Rendi Marlianda; Rina Faiza
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 03 September 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4626

Abstract

Problems in Mathematics learning in the discussion of fractions, where there is a lack of student learning outcomes in mathematics on fractions. Students still have little knowledge about fractions, students have difficulty understanding fractions. Through this problem, the aim of this research is to overcome the low student learning outcomes. To overcome this, interesting and appropriate media is needed so that students can easily understand the material. Therefore, researchers will apply fraction puzzle media. The type of research used in this research is the experimental method. Experimental research is research conducted to reveal the relationship between two other variables. There are several types of Pre-Experimental Design, namely One-Shot Case Study, One-Group Pretest-Posttest Design, and Intact-Group Pretest-Posttest Design (initial test-single group final test). In this study, an initial test (Pretest) was given before treatment was given, after treatment, acting out was given a final test (Posttest). Because by knowing this you can compare the results more accurately. This research was carried out at SDN 04 Koto Baru in class IV in the even semester of the 2023/2024 academic year. The population in this study was 20 elementary school students. The data collection instruments used used independent and dependent variables. Development of instruments used for validity testing, reliability testing, level of difficulty testing. The data collection technique used was an initial test (pre-test) and a final test (post-test). The data analysis technique for this research uses the Normality Test and hypothesis testing. Based on the results obtained, the significance of the paired samples t test showed that it was significant at 0.000 at a significance level of 0.005. The calculation results obtained sig <a (0.000 <0.005) which means the t test is not in the Ho acceptance area so it can be concluded that Ho is rejected and Ha is accepted. Thus the hypothesis proposed in this research is proven. So "there is a significant influence of the use of fraction puzzle media in the Mathematics subject Fraction material on the learning outcomes of class IV students at SDN 04 Koto Baru".