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Pengembangan Media Pembelajaran Smart Apps Creator Terintegrasi Genially pada Materi Penjumlahan Bilangan Cacah Kelas IV Sekolah Dasar Safitri, Amelia; Asrafiani Arafah, Andi; Diana Septika, Hety; Makmun, Makmun; Hidayat, Taufik; Sukriadi, Sukriadi
JURNAL PENDIDIKAN MIPA Vol 14 No 4 (2024): JURNAL PENDIDIKAN MIPA
Publisher : Pusat Publikasi Ilmiah, STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/jpm.v14i4.1972

Abstract

Penelitian ini mengkaji pengembangan media pembelajaran berbasis SAC (Smart Apps Creator) terintegrasi Genially guna menghasilkan peningkatan pada proses belajar di sekolah dasar. Penelitian ini dimaksudkan guna mengetahui proses pengembangan media, menilai kelayakan media, serta mengetahui respon peserta didik terhadap media tersebut. Metode yang dimanfaatkan ialah R&D (Research and Development) bermodel ADDIE, yang mencakup lima tahapan, yakni Analysis, Design, Development, Implementation, hingga Evaluation. Materi yang difokuskan adalah operasi hitung penjumlahan bilangan cacah. Pelaksanaan penelitian bertempat di SD Negeri 007 Samarinda Ilir dengan melibatkan 28 siswa. Penghimpunan data dilaksanakan dengan wawancara, observasi, serta angket, kemudian dianalisis menggunakan uji validasi oleh ahli media maupun materi. Hasil penelitian memperlihatkan bahwa pengembangan media mengikuti tahapan model ADDIE, kelayakan media oleh validator ahli media mencapai 90% beserta ahli materi 84%, sehingga dinyatakan sangat layak, dan respon peserta didik pada kelompok kecil memperoleh 93,75% dan kelompok besar 88,93%, keduanya dalam kategori sangat layak. Kesimpulannya, media pembelajaran berbasis SAC terintegrasi Genially layak digunakan. Disarankan untuk mengembangkan lebih lanjut media ini dengan variasi materi dan aplikasi lain untuk meningkatkan pengalaman belajar.
PENINGKATAN HASIL BELAJAR MATEMATIKA MENGGUNAKAN MODEL PEMBELAJARAN KOOPERATIF TIPE TEAM GAMES TOURNAMENT (TGT) BERBANTU MEDIA PEMBELAJARAN PERMAINAN TRADISIONAL CUBLAK CUBLAK SUWENG KELAS V SD NEGERI 005 SAMARINDA SEBERANG Abel, Abel; Muhlis; Diana Septika, Hety; Sukriadi; Sainal
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.33866

Abstract

This research was motivated by the low learning outcomes of fifth-grade students at SD Negeri 005 Samarinda Seberang, particularly in Mathematics. The research problem addressed in this study is how to improve students’ learning outcomes in Mathematics by using the Cooperative Learning Model of the Team Games Tournament (TGT) type assisted by the traditional game Cublak-Cublak Suweng as a learning medium in the fifth grade of SD Negeri 005 Samarinda Seberang. The purpose of this study is to determine how students’ Mathematics learning outcomes can be improved through the Cooperative Learning Model of the Team Games Tournament (TGT) type assisted by the traditional game Cublak-Cublak Suweng as a learning medium. This research is a Classroom Action Research (CAR) conducted in two cycles, with each cycle consisting of two meetings. The research procedure consists of four stages: planning, implementation, observation, and reflection. The subjects of this study were 25 fifth-grade students of SD Negeri 005 Samarinda Seberang, while the object of the study was to examine Mathematics learning outcomes and improvements in each cycle using the Cooperative Learning Model of the Team Games Tournament (TGT) type. Data collection techniques included observation, tests, and documentation. Data analysis techniques used averages, percentages, and graphs. The results of the study show that the average learning outcome in the initial data was 51.2, with 40% of students achieving mastery. In Cycle I, the average score increased to 61.80, with an improvement percentage of 20.70% and 64% of students achieving mastery. In Cycle II, the average score increased to 72, with an overall improvement of 41.18% from the initial data and 84% of students achieving mastery. Based on these findings, it can be concluded that Mathematics learning outcomes improved through the Cooperative Learning Model of the Team Games Tournament (TGT) type assisted by the traditional game Cublak-Cublak Suweng as a learning medium in the fifth grade of SD Negeri 005 Samarinda Seberang.
Pelatihan Seni Jatung Utang di Era Modern: Menghidupkan Kembali Musik Tradisional Kalimantan di Tengah Arus Modernisasi Digital Muhlis, Muhlis; Diana Septika, Hety; Gunawan, Asril; Ibnu Sa’ad, Muhammad; Al Hafidh, M. Hadi; Irsyadus Sholihin, Afif; Humaira Dzakirah, Farsya; Irwanto; Surianto, Eri
Jurnal Pengabdian Kepada Masyarakat Patikala Vol. 6 No. 1 (2026): Jurnal PkM PATIKALA (On Progress)
Publisher : Pusat Pengembangan Pendidikan dan Bakat Indonesia/Education and Talent Development Center of Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/patikala.v6i1.5615

Abstract

This community service program was implemented through the Program Inovasi Seni Nusantara (PISN) an Archipelago Art Innovation Program under the Community Service Grant scheme from the Indonesian Ministry of Research, Technology, and Higher Education. The activities focused on training in *Jatung Utang* performance as an effort to revitalize traditional music from Kalimantan amidst digital modernization. The project partner was the Benaong Foundation, with activities taking place in Baru Urban Village, Tenggarong District, Kutai Kartanegara Regency. The methodology encompassed outreach and socialization, basic technique training, mentoring for partner administrators, a festival serving as a platform for artistic expression, monitoring and evaluation, as well as the preparation of progress and final reports. The program engaged local residents and Dayak community leaders to ensure ethical knowledge transfer. Results indicated improved participant skills, increased public appreciation, and the establishment of a community-based preservation ecosystem adapted to the digital era.