Rini Sri Indriani
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Kvisoft Flipbook Maker Aids In Developing Digital Teaching Materials For Single And Mixed Object Materials Resyi A. Gani; Rini Sri Indriani; Herfina Herfina
Journal of International Multidisciplinary Research Vol. 3 No. 1 (2025): Januari 2025
Publisher : PT. Banjarese Pacific Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62504/jimr1173

Abstract

Penelitian ini bertujuan untuk mengetahui kelayakan penggunaan Kvisoft Flipbook Maker untuk membuat sumber belajar elektronik pada subtema 1 benda tunggal dan campuran pada tema 9 “Benda di Sekitar Kita” di kelas V SDN Loji 2 Kota Bogor. Teknik yang digunakan dalam penelitian ini adalah penelitian pengembangan (Research and Development) dengan model ADDIE (Examine, Plan, Development, Implementation, Assessment), namun konsentrasi ini sama dengan execution. Penelitian ini menghasilkan buku digital penyajian materi pokok dengan menggunakan Kvisoft Flipbook Maker dengan responden sebanyak 19 siswa. Untuk menguji kepraktisan digunakan lembar validasi oleh ahli media, ahli bahasa, dan ahli materi dengan hasil yang diperoleh kelas layak untuk digunakan dalam pembelajaran. Hasil review dari instrumen validator ahli media, ahli bahasa, dan ahli materi memperoleh rata-rata 92,45% dan hasil angket tanggapan siswa memperoleh rata-rata 90,63%. Mengingat konsekuensi dari tinjauan tersebut, peningkatan materi pertunjukan buku digital yang memanfaatkan produsen flipbook kvisoft dapat diatur agar sesuai untuk digunakan oleh mahasiswa dalam pengalaman yang berkembang.
Pengembangan Evaluasi Pembelajaran Menggunakan Educaplay Pada Subtema Kewajiban dan Hakku di Rumah: Pengembangan Evaluasi Pembelajaran Menggunakan Educaplay Pada Subtema Kewajiban dan Hakku di Rumah Lina Novita; Alifya, Diska Putri; Rini Sri Indriani
Jurnal Ilmu Pendidikan Sekolah Dasar Vol. 12 No. 1 (2025): Vol. 12, No. 1, Februari 2025
Publisher : Department of Education Faculty of Teacher and Training Education University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/jipsd.v12i1.48638

Abstract

The purpose of this study is to produce a learning evaluation product using educaplay on the sub-theme of my obligations and rights at home, in class III-A of SDN Ciheuleut 02 with 23 participants. The development of this product uses the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research begins with need analysis, curriculum analysis, learner analysis, product design, then developing learning evaluation products, validating experts and conducting limited trials of learning evaluation using educaplay on the sub-theme of my obligations and rights at home on predetermined respondents. The validation research result from subject matter experts, language experts and media experts show that learning evaluation using educaplay is highly valid and very suitable for use, obtaining an average percentage of 93,32%. In the trial phase, with 23 participants, respondents responded very well and found it very interesting to use, obtaining an average percentage of 88,52%. Based on the research results, it can be concluded that learning evaluation using educaplay on the sub-theme of my obligations and rights at home developed in this study is proven to be valid, easy and interesting for learners to use and is worthy of being studied. Keywords: Development, Learning Evaluation, Educaplay
Powtoon-Based Animated Video Media Development on Subtheme 3 Humans And Objects In Their Environment Ikbal Aldian Tawakal; Nurlinda Safitri; Rini Sri Indriani; Resyi A. Gani
Journal of International Multidisciplinary Research Vol. 3 No. 2 (2025): Februari 2025
Publisher : PT. Banjarese Pacific Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62504/jimr1213

Abstract

The development of this animated video media is based on the problems found at SD Negeri Singajaya 01 Bogor Regency. Starting from students not getting innovative learning media, and still using conventional methods in the learning process so that technology in learning is still very lacking. The purpose of this research is to develop powtoon-based animated video media in class V subtheme 3 humans and objects in their environment and determine the feasibility of powtoon-based animated video media with validation tests by material experts, media experts, and linguists, as well as student responses. The experimental subjects were fifth-grade elementary school students. The development of this video media uses the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The results of the validation test by material experts showed a percentage value of 88% in the very feasible category, media experts gave a percentage value of 100% in the very feasible category, and linguists gave a percentage value of 60% in the feasible category with revisions. The student response based on the questionnaire shows a positive response with a percentage score obtained of 91% in the category of very feasible, student response. The results can be concluded that the development of powtoon-based animated video media on subtheme 3 of humans and objects in their environment is suitable for use and motivates teachers and students in the learning process.
PENGEMBANGAN BAHAN AJAR E-BOOK MENGGUNAKAN APLIKASI FLIPBUILDER BERBANTUAN CANVA PADA SUBTEMA KEBERAGAMAN MAKHLUK HIDUP DI LINGKUNGANKU Fatimah Nur Faizah; Lina Novita; Rini Sri Indriani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 2 (2024): Volume 09 No. 2 Juni 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.v9i2.15356

Abstract

ABSTRACT This research was conducted based on problems obtained in the field, namely students are less conducive and less enthusiastic when learning takes place using teaching materials in the form of printed books, teachers are still ineffective in using teaching materials that make students easily bored, and teachers have not applied varied learning methods when using teaching materials. This study aims to (1) find out the development of e-book teaching materials using flipbuilder. (2) determine the feasibility of developing e-book teaching materials using flipbuilder. This research was conducted using the Research and Development (R&D) method and the ADDIE development model. The subjects in this study were fourth grade students with a total of 36 students consisting of 18 boys and 18 girls. The results of the validation of media experts, linguists, and material experts received quite high scores, the media expert validation score was 84.4%, the language expert validation score was 100%, and the material expert validation score was 95.5%. Overall, the results of expert validation fall into the “very feasible” category. While the students' response to the developed product gets an interpretation with an average percentage of 85.6%. The development of e-book teaching materials using the canva-assisted flipbuilder application developed has fulfilled the aspects of validity and feasibility for use in learning. Keywords: Development, E-book, Flipbuilder ABSTRAK Penelitian ini dilakukan berdasarkan permasalahan yang didapat di lapangan, yaitu peserta didik kurang kondusif dan kurang semangat pada saat pembelajaran berlangsung dengan menggunakan bahan ajar berupa buku cetak, guru masih kurang efektif dalam menggunakan bahan ajar yang membuat peserta didik mudah bosan, dan guru belum menerapkan metode pembelajaran bervariasi pada saat menggunakan bahan ajar. Penelitian ini memiliki tujuan untuk (1) mengetahui pengembangan bahan ajar e-book menggunakan flipbuilder. (2) mengetahui kelayakan pengembangan bahan ajar e-book menggunakan flipbuilder. Penelitian ini dilakukan dengan menggunakan metode Research and Development (R&D) dan model pengembangan ADDIE. Subjek pada penelitian ini adalah siswa kelas IV dengan jumlah siswa 36 orang yang terdiri dari 18 orang laki-laki dan 18 orang perempuan. Hasil dari validasi ahli media, ahli bahasa, dan ahli materi medapatkan skor yang cukup tinggi, skor validasi ahli media sebesar 84,4%, skor validasi ahli bahasa sebesar 100%, dan skor validasi ahli materi 95,5%. Secara keseleruhan hasil validasi ahli masuk ke dalam kategori “sangat layak”. Sedangkan respon peserta didik terhadap produk yang dikembangkan mendapakan interpretasi dengan rata-rata persentase 85,6%. Pengembangan bahan ajar e-book menggunakan aplikasi flipbuilder berbantuan canva yang dikembangkan telah memenuhi aspek kevalidan dan kelayakan untuk digunakan dalam pembelajaran Kata Kunci: Pengembangan, E-book, Flipbuilder