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Pengembangan Callytikya Berbasis Canva dan Genially Sebagai Media Pembelajaran IPAS di Kelas V Sekolah Dasar Dinata, Nurfina Azmia; Hidayat, Taufik; Makmun; Mustamiroh
Tunas: Jurnal Penelitian Pendidikan Dasar Vol. 2 No. 1 (2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, FKIP, Universitas Mulawarman

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Abstract

This research is motivated by the lack of variety in the use of digital-based learning media in the classroom. The use of learning media in the classroom is still dominated by books and loaded in the form of text, especially in IPAS subjects so that students tend to be passive and less active in learning because the learning media used are less interesting and look less real. This study aims to explain the media development process, media feasibility, and effectiveness of the media. This research uses the Research and Development method with the ADDIE model which consists of 5 procedures namely Analyze, Design, Development, Implementation and Evaluation. The research subjects were 23 fifth grade students of Al-Quds Samarinda Islamic Elementary School and the object was Callytikya learning media that had been developed. Callytikya is the name of the product developed by the researcher which stands for Canva Genially Geographical Characteristics of Indonesian Regions. Data collection techniques use observation, interviews, and questionnaires. The data analysis technique uses quantitative descriptive data analysis. The research findings are as follows: (1) produce a product called Callytikya, namely learning media based on Canva and Genially; (2) Callytikya learning media has met the eligibility criteria (eligibility of material experts 88%, media experts 92%, and linguists 90%) with a very feasible category; (3) Callytikya learning media has met the criteria.
Pengaruh Media Berbasis Permainan Edukatif Wordwall Terhadap Kemampuan Berpikir Kritis Mata Pelajaran IPAS Rahayu, Putri; Hidayat, Taufik; Makmun; Mustamiroh
Tunas: Jurnal Penelitian Pendidikan Dasar Vol. 2 No. 1 (2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, FKIP, Universitas Mulawarman

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Abstract

The low critical thinking skills of fifth-grade students at a private elementary school in Samarinda, especially in the IPAS (Social Studies and Science) subject, led to this research to examine the effect of the word wall-based educational game media on the student’s critical thinking skills. This study uses a quantitative approach with a quasi-experimental design, specifically a nonequivalent control group design. The sampling technique used in this study is saturated sampling, where the entire population of fifth-grade students is selected as the research sample. Data in this study were collected through questionnaires, tests, and documentation. Data analysis techniques included normality tests, homogeneity tests, independent sample t-tests, and n-gain score tests. The result shows that the significance value in the independent sample t-test is 0.002  0.005, indicating a significant effect of word wall-based educational game media on students’ critical thinking skills in the IPAS subject. Furthermore, the word wall media is effective in improving students’ critical thinking skills, with an experimental class n-gain score of 0.48 (moderate category) and a control class n-gain score of 0.27 (low category). The findings of this study suggest that the use of Wordwall media can enhance student motivation and engagement in the learning process, which can subsequently contribute to the improvement of their critical thinking skills. Based on these findings, the researcher recommends that future studies explore other learning materials or topics as a focus for research so that the findings can be more varied.
PENINGKATAN KEMAMPUAN MEMBACA PERMULAAN MELALUI MEDIA KARTU HURUF DAN PAPAN SUSUN KATA PADA SISWA KELAS IB SD NEGERI 004 SAMARINDA ILIR TAHUN PEMBELAJARAN 2024/2025 Crestien, Ariska Piktoria; Makmun; Wahyuningsih, Tri; Mustamiroh
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01, Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.22956

Abstract

Penelitian ini dilatarbelakangi oleh banyaknya siswa di kelas IB SD Negeri 004 Samarinda Ilir yang masih belum bisa membaca, hal itu dikarenakan siswa kesulitan dalam mengenal dan menyebutkan simbol huruf, mengingat huruf sehingga pada saat siswa membaca siswa menjadi kebingungan karena belum tau huruf yang mereka baca. Tujuan penelitian ini adalah untuk meningkatkan kemampuan membaca permulaan siswa melalui media kartu huruf dan papan susun kata pada siswa kelas IB SD Negeri 004 Samarinda Ilir Tahun Pembelajaran 2024/2025. Penelitian ini menggunakan penelitian tindakan kelas yang terdiri dari tiga siklus. Subjek dalam penelitian ini adalah siswa kelas IB SD Negeri 004 Samarinda Ilir, yang berjumlah sebanyak 22 siswa. Teknik pengumpulan data pada penelitian ini observasi dan tes. Hasil penelitian ini menunjukan bahwa terdapat peningkatan kemampuan membaca permulaan siswa kelas IB menggunakan media kartu huruf dan papan susun kata yang dapat dibuktikan dari hasil tes kemampuan membaca permulaan siswa. Pada pra siklus ketuntasan klasikal siswa sebesar 36,36%, mengalami peningkatan ke siklus I dengan ketuntasan klasikal siswa sebesar 45,45% dengan peningkatan kemampuan membaca permulaan sebesar 10,11%. Selanjutnya pada siklus II ketuntasan klasikal sebesar 63,63% dengan persentase peningkatan kemampuan membaca permulaan 20,08%. Selanjutnya pada siklus III ketuntasan klasikal sebesar 81,81% dengan persentase peningkatan kemampuan membaca permulaan 35,92%.
The Development of Preksuya as a Learning Media of Integrated Science and Social Studies in Elementary Schools Nabilla, Hana Safitri; Sukriadi; Mustamiroh
AR-RIAYAH: Jurnal Pendidikan Dasar Vol. 9 No. 1 (2025): May
Publisher : Institut Agama Islam Negeri (IAIN) Curup

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29240/jpd.v9i1.12848

Abstract

 This study is grounded in the limited use of instructional media in the current era of rapidly advancing technology, which offers significant potential to support the learning process. One such thing that can be utilized is Prezi. The objectives of this research are: (1) to examine the development process of Preksuya  as a learning medium for IPAS (Integrated Science and Social Studies) on the topic of social and cultural diversity in Indonesia for Grade IV students at SD Negeri 004 Sungai Kunjang; (2) to assess the feasibility of Preksuya  as a learning medium for the same subject and grade level; and (3) to evaluate the practicality of Preksuya  in the learning process. This research employs a Research and Development (R&D) methodology using the ADDIE model. The study subjects include a fourth-grade teacher and 22 students from SD Negeri 004 Sungai Kunjang. The outcome of the study is the development of Preksuya (Prezi for Ethnic and Cultural Diversity) as a learning medium for IPAS on the topic of social and cultural diversity in Indonesia. The feasibility test conducted by experts yielded a score of 89.6%, categorized as “Highly Feasible,” indicating the medium is appropriate for implementation in the classroom. Furthermore, the practicality test based on responses from the teacher and students resulted in a score of 92.2%, indicating that Preksuya is considered “Highly Practical” for use in the learning process.
PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE TEAMS GAMES TOURNAMENT BERBASIS MEDIA QUESTION CARD TERHADAP HASIL BELAJAR PENDIDIKAN PANCASILA DI SD Amanda Deliya Putri; Mustamiroh; Iksam; Tri Wahyuningsih
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 8 No. 2 (2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/7n1ktf17

Abstract

This research is motivated by the low learning outcomes of fourth-grade students of SD Negeri 007 Samarinda Ulu, especially in the subject of Pancasila Education. This is caused by the use of models in learning activities that are not yet oriented so that students can be more active in the learning process. The aim of this study is to determine the effect of the Cooperative Learning Model of the Teams Games Tournament (TGT) Type Based on Question Card Media on the Learning Outcomes of Pancasila Education on Mutual Cooperation Material for Class IV of SDN 007 Samarinda Ulu in the 2023/2024 Academic Year. The type of experimental research used is Quasi Experimental with a research design of Nonequivalent Control Group Design. The population used in this study were all students of grades IV A and IV C of SD Negeri 007 Samarinda Ulu. In this study, there was a control class that used a direct learning model and an experimental class with a total sample of 50 people. Data collection techniques used in this study consisted of tests and documentation. Thus, the research instruments consisted of pretest and posttest sheets, as well as documentation guidelines. Meanwhile, the data analysis techniques used in this study are normality test, homogeneity test, and hypothesis test using Mann-Whitney test because the research results obtained are not normally distributed and homogeneous. The results of the research from hypothesis testing using Mann-Whitney test, show that the Asymp.Sig. (2-tailed) value of the experimental class and the control class with a sample size of 50 is 0.000. Based on the basis of the Mann-Whitney test decision making, if the Asymp.Sig. (2-tailed) value ≤ 0.05 then ha is accepted and Ho is rejected. Thus, because the Asymp.Sig. (2-tailed) value obtained is smaller than 0.05, it can be concluded that there is an influence of the Cooperative Learning Model of Teams Games Tournament (TGT) Type Based on Question Card Media on the Learning Outcomes of Pancasila Education on Mutual Cooperation Material for Class IV SDN 007 Samarinda Ulu in the 2023/2024 Academic Year.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY (AR) PADA MATA PELAJARAN SBDP MATERI TARI TRADISIONAL KELAS V SDN 015 LOA KULU KABUPATEN KUTAI KARTANEGARA Muhlis; Safitri, Astri; Ramli Buhari, Muh.; Mustamiroh
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 3 September 2025 In Order
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v8i1.8368

Abstract

The use of instructional media which is limited to the SBdP subject of traditional dance makes students at SDN 015 Loa Kulu feel less interested and experience learning difficulties. As many as 100% of students have never used media-based learning augmented reality. Therefore, it is necessary to develop media-based learning augmented reality. This study aims to determine the product in the form of media-based learning augmented reality in SBdP learning traditional dance material for class V SDN 015 Loa Kulu has met the valid, practical, and effective criteria.The research method used is Research and Development (R&D) with the ADDIE development model. The research instrument is in the form of product validation, item questions posttest and response questionnaires which were validated by media experts, material experts and grade V teachers. The selection of respondents was carried out using the method purposive sampling and involved 10 students of class V as the research sample. Data analysis was performed using Aiken's V and descriptive statistics.The results showed that the product met the very valid criteria with a validation percentage of material experts of 97.5%, media experts of 100%, and class V teacher validation of 100%. The results of the student response questionnaire have fulfilled the very practical criteria with an average percentage of 98.88% and an average percentage value posttest 93% which met the very effective criteria. Thus, learning media based augmented reality can be used in the learning process, because it meets valid, practical and effective criteria.
PENINGKATAN HASIL BELAJAR PENDIDIKAN PANCASILA MELALUI MEDIA PEMBELAJARAN GAME INTERAKTIF WORDWALL PADA SISWA KELAS IV DI SD NEGERI 007 SUNGAI PINANG SAMARINDA Listya Arum Juanti; Iksam; Rosita Putri Rahmi Haerani; Mustamiroh
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In 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.v10i02.27174

Abstract

Studentd of SDN 007 Sungai Pinang in grade IV showed poor learning outcomes in Pancasila education subjects, especially about social and cultural diversity materials, which encouraged this research. The purpose of this study is to improve student learning outcomes through the use of learning media in the form of interactive wordwall games. This research is a class action research (PTK) which is carried out in two cycles, with each cycle consisting of two meetings. Each cycle goes through several stages, namely, planning, implementation, observation and reflection. The research subjects totaled 30 students, with a focus on improving learning outcomes using wordwall media. Observations, tests, and documentation are used to collect data. The results of the study show that the interactive game media wordwall has succeeded in improving student learning outcomes. The average score of students increased from 61,17 in the pre cycle with a completion percentage of the 30%, to 68 in the first cycle with a completion percentage of 50%, and to 78 in the second cycle with a completion percentage of 83,33%.
The Influence of the Teams Games Tournament Learning Model Using Educaplay Media on Elementary School Students' Understanding of Landscape Concepts Tiara Tri Akhliah; Mustamiroh; Iksam; Hety Diana Septika
AR-RIAYAH: Jurnal Pendidikan Dasar Vol. 9 No. 2 (2025): November
Publisher : Institut Agama Islam Negeri (IAIN) Curup

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29240/jpd.v9i2.14961

Abstract

Students' comprehension abilities in Social Science Studies at SDN 008 Samarinda Ilir are satisfactory because learning is dominated by conventional methods, making students more passive and easily bored. This condition requires the implementation of innovative, interactive, and enjoyable learning models. The TGT model combined with the digital media Educaplay is considered to be capable to increase students' motivation, participation, and understanding through a combination of group work and game-based learning. This research aims to determine the effect of the TGT learning model by using Educaplay on the understanding ability of third-grade students at SDN 008 Samarinda Ilir for the 2024/2025 academic year. The research used a quantitative method by using a One Group Pretest-Posttest Design. The sample included 27 students selected by the purposive sampling technique. Data was collected through 20 multiple-choice questions, given before and after the treatment, then analyzed with a paired samples t-test by using SPSS version 27. The research results indicate that the average pretest score was getting 55 score that increased to 69.44 score on the posttest, with a significance level of 0.000 < 0.05. It can be concluded that the TGT model assisted by Educaplay significantly influences students' understanding abilities in IPAS and effectively creates active, enjoyable, and meaningful learning
Pengembangan Media Pembelajaran Berbasis Kartu Kuartet KAFFI (Keanekaragaman Flora dan Fauna di Indonesia) Pada Mata Pelajaran IPAS Kelas V SD Ristiana, Melinda; Mustamiroh; Makmun; Andi Asrafiani Arafah
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 6 No. 4 (2025): November
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v6i4.1553

Abstract

Studi ini ditujukan guna mengetahui proses pengembangan, mengetahui kelayakan pengembangan, serta mengetahui respon siswa dan guru pada kartu kuartet KAFFI. Penelitian ini mengggunakan penelitian dan pengembangan (R & D) dengan model ADDIE yang terdiri atas Analysis, Design, Development, Implementation, Evaluation. Data diperoleh melalui observasi, wawancara, serta angket yang di analisis menggunakan panduan skala likert dan penilaian persentase berdasarkan kriteria yang telah ditentukan. Temuan penelitian menyatakan bahwasanya Kartu kuartet KAFFI mendapatkan skor kelayakan dari ahli media mencapai 97,5% serta ahli materi mencapai 87,5%, yang dianggap sangat layak. Penilaian respon siswa di uji coba skala kecil mendapat nilai 95,7%, uji coba skala besar mendapat nilai 97,3% dan penilaian respon guru mendapatkan nilai 94% semuanya dianggap sangat layak. Oleh karena itu, kesimpulan yang dapat ditarik yakni kartu kuartet KAFFI terbukti layak dan praktis dipergunakan menjadi media pembelajaran IPAS materi Keanekaragaman Flora dan Fauna di Indonesia kelas V SD.