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PENGEMBANGAN MEDIA KOMIK BERBASIS KEARIFAN LOKAL PEMBELAJARAN IPAS PADA MATERI ANCAMAN KRISIS ENERGI KELAS V SD: PENGEMBANGAN MEDIA KOMIK BERBASIS KEARIFAN LOKAL PEMBELAJARAN IPAS PADA MATERI ANCAMAN KRISIS ENERGI KELAS V SD Nabila Miranda; Tika Dwi Nopriyanti; Puji Ayurachmawati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 02 (2025): Volume 11 No. 02 Juni 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i02.6276

Abstract

Comic media development research to determine the validity and practicality of the comic media developed. This type of research is Research and Development (R&D) with the ADDIE method consisting of Analysis, Design, Development, Implementation, and Evaluation. Comic media is a fun and affective method to convey in science learning. By using interesting images and text, comics can make fifth grade students easier to understand the material through more relaxed and simple dialogue, so that students feel entertained and not bored while learning. The results of the research from the development of comic media are stated to be valid and practical as seen through expert validation questionnaire data with an average value of 90.1% it is said that the comic media that has been developed can be categorized as very valid. very practical through student response questionnaires with an average value of 96,8% at the one to one stage, an average percentage value of 90.2% at the Small Group stage, and an average percentage value of 90.6% at the field test stage with very practical criteria.
PENGEMBANGAN MEDIA LIFT THE FLAP BOOK MATERI : KEANEKARAGAMAN FLORA DAN FAUNA DI INDONESIA KELAS V SD Hesti Oktavina; Maharani Oktavia; Puji Ayurachmawati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 02 (2025): Volume 11 No. 02 Juni 2025 In Order
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i02.6277

Abstract

This development research aims to produce valid, practical, and effective lift the flap book media for grade V elementary school students. The type of research used is Research and Development (R&D) using the ADDIE model which consists of 5 stages, namely Analysis, Design, Development, Implementation, and Evaluation. This development research produced lift the flap book media which is a printed learning medium. Data analysis techniques are carried out by validity analysis, practicality analysis, and effectiveness analysis. The results of the analysis of data on the development of the elevator the flap book media of flora and fauna diversity material in Indonesia developed by the researcher were categorized as valid from the validation questionnaire sheet of experts with an average score of 88.7% with the criterion of "Very Valid". The media lift the flap book material on flora and fauna diversity in Indonesia developed by the researcher was categorized as practical from the student questionnaire sheet in the one-to-one trial with an average score of 93.9%, while the response of students in the small group trial with an average score of 95%, and the response of students in the large group trial with an average score of 93% with the criterion of "Very Practical". The media lift the flap book of flora and fauna diversity material developed by the researcher was categorized as effective with a pre-test score of 78.3% and a post-test score of 97.3% with the criterion of "Very Effective". Based on the results of validation and trials, it was concluded that the lift the flap book media of flora and fauna diversity material is suitable for use in the learning process.
Development of A Digital-Based Encyclopedia on Elementary School Science Content Sylvia Lara Syaflin; Puji Ayurachmawati; Sunedi
Jurnal Penelitian Pendidikan IPA Vol 9 No 12 (2023): December
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i12.5812

Abstract

This study aims to develop a digital-based encyclopedia for elementary science content. His research and development was carried out using the Borg and Gall development procedure with 10 stages, namely: potential and problem stages, data collection, product design, design validation, design revision, product trial, product revision, feasibility trial, product revision and mass products (digital encyclopedia). The subjects of this research trial were fourth grade students at SD Negeri 162 Palembang. The results of the assessment of material experts 91%, media experts 90%, and linguists obtaining a percentage of 85.30% indicate that the digital encyclopedia being developed falls within the criteria of very valid. The results of the student response questionnaire obtained a percentage of 93.90% indicating that the digital encyclopedia being developed was included in the Very Practical criteria. So that it is suitable for use in learning
Pengaruh Model Pembelajaran Cooperative Script Berbantuan Media Strip Story terhadap Kemampuan Berpikir Kritis Siswa pada Mata Pelajaran Matematika Kelas V Sekolah Dasar Nabilah Sepliana; Allen Marga Retta; Puji Ayurachmawati
Ideguru: Jurnal Karya Ilmiah Guru Vol. 10 No. 2 (2025): May 2025 Edition
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i2.1298

Abstract

The problem of this research is based on the problems that occur, namely the low critical thinking abilities of students in Mathematics learning which is caused by the use of less varied learning models and the minimal use of learning media. This research aims to determine the influence of the Cooperative Script learning model assisted by Strip Story media on students' critical thinking abilities in fifth grade elementary school mathematics subjects. This research uses Quasi Experimental Design research with the Nonequivalent Control Group Design model. The subjects of this research were 30 class V students at SD Negeri 137 Palembang. The data collection method uses tests. The test instrument is a 4-question essay to measure students' critical thinking abilities. The data analysis technique uses independent sample t-test. This can be seen from the results of the Independent Sample T-Test showing a significant difference in values ​​from the mean pretest and posttest data. Then, it can be seen that the p-output significant value (0.000) is lower than the significant level value of 0.05 (95% confidence level), and the t-test value (4.061) shows a higher value than the ttable value (t0.05, 28 =1.701). So it can be concluded that there is an influence of the application of the Cooperative Script learning model assisted by Strip Story media on students' critical thinking abilities in fifth grade elementary school mathematics subjects. In other words, the null hypothesis test (H0) is rejected, while the alternative hypothesis (Ha) can be accepted.
PENGEMBANGAN MEDIA FLASHCARD BERBASIS 3D AUGMENTED REALITY PADA PEMBELAJARAN IPAS KELAS IV SD NEGERI 78 OKU Alfatiya Kaiza Mulya; Eni Heldayani; Puji Ayurachmawati
TEACHING : Jurnal Inovasi Keguruan dan Ilmu Pendidikan Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/teaching.v6i3.12420

Abstract

The limitations of conventional media visualization in presenting complex botanical structures realistically underlie this research activity. These operational issues trigger low attention and cognitive difficulties for students in understanding abstract biological concepts. The main focus of this scientific study is to produce and test the level of validity, practicality, and effectiveness of 3D augmented reality-based flashcard media on plant body parts material in fourth-grade science lessons. The research and development steps are operated through the ADDIE model which includes the stages of analysis, design, development, implementation, and evaluation at SD Negeri 78 OKU. The primary data collection procedure is collected through expert assessment sheets, response questionnaires, and learning outcome test instruments. Quantitative data empirically reveals that the product draft is in the very feasible category with an expert validity score of 92 percent. The results of the practicality test recorded a one-to-one test percentage of 89 percent in class IV.A and 86 percent in class IV.B, while the small group test achieved 96 percent for class IV.A and 91 percent for class IV.B. An evaluation of effectiveness through student testing yielded an average pass rate of 93 percent. The main conclusion confirms that the digitalization of instructional cards has proven valid, practical, and reliable as an essential teaching aid to boost students' academic resilience. ABSTRAK Keterbatasan visualisasi media konvensional dalam menyajikan struktur botanika yang kompleks secara nyata melatarbelakangi kegiatan penelitian ini. Masalah operasional tersebut memicu rendahnya atensi serta kesulitan kognitif bagi para siswa untuk memahami konsep biologis yang abstrak. Fokus utama kajian ilmiah ini adalah memproduksi sekaligus menguji tingkat validitas, kepraktisan, dan keefektifan media flashcard berbasis 3D augmented reality pada materi bagian tubuh tumbuhan pelajaran IPAS kelas empat. Langkah-langkah penelitian dan pengembangan (research and development) ini dioperasikan melalui model ADDIE yang meliputi tahap analisis, perancangan, pengembangan, implementasi, dan evaluasi di SD Negeri 78 OKU. Prosedur pengumpulan data primer dihimpun lewat lembar penilaian pakar, angket respon, serta instrumen tes hasil belajar. Data kuantitatif secara empiris menyingkap bahwa draf produk berada pada kategori sangat layak dengan skor validitas ahli sebesar 92 persen. Hasil uji kepraktisan mencatatkan persentase uji satu ke satu sebesar 89 persen pada kelas IV.A dan 86 persen pada kelas IV.B, sedangkan uji kelompok kecil meraih 96 persen untuk kelas IV.A dan 91 persen untuk kelas IV.B. Evaluasi keefektifan melalui tes siswa memperoleh rerata kelulusan sebesar 93 persen. Simpulan utama menegaskan bahwa digitalisasi kartu instruksional ini terbukti sahih, praktis, dan andal digunakan sebagai alat peraga esensial untuk mendongkrak ketahanan akademik siswa.
Pengaruh Model Pembelajaran Take and Give terhadap Kemampuan Berpikir Kritis Siswa Kelas IV pada Mata Pelajaran Matematika di SDN 74 Palembang Rini Sunarti; Allen Margaretta; Puji Ayurachmawati
Teorema: Teori dan Riset Matematika Vol 11, No 1 (2026): Maret
Publisher : Universitas Galuh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25157/teorema.v11i1.20700

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran Take and Give terhadap kemampuan berpikir kritis peserta didik pada mata pelajaran Matematika kelas IV SD Negeri 74 Palembang. Metode penelitian yang digunakan adalah eksperimen dengan desain Posttest-Only Control Design. Sampel penelitian terdiri dari dua kelas, yaitu kelas eksperimen yang menggunakan model Take and Give dan kelas kontrol yang menggunakan metode konvensional. Hasil penelitian menunjukkan bahwa terdapat perbedaan yang signifikan antara kedua kelas. Rata-rata nilai kemampuan berpikir kritis di kelas eksperimen sebesar 85,00, sedangkan di kelas kontrol hanya 52,50. Total nilai kemampuan berpikir kritis peserta didik di kelas eksperimen mencapai 2.720, lebih tinggi dibandingkan dengan kelas kontrol yang hanya 1.680. Pengujian hipotesis menggunakan Uji Independent T-Test menunjukkan nilai signifikansi 0,000 < 0,05 dan t-hitung = 12,235 > t-tabel = 1,695, yang mengindikasikan adanya pengaruh yang signifikan. Dengan demikian, model pembelajaran Take and Give terbukti efektif dalam meningkatkan kemampuan berpikir kritis peserta didik.
PENGEMBANGAN MEDIA PEMBELAJARAN LAPBOOK PADA MATA PELAJARAN MATEMATIKA DI KELAS IV SEKOLAH DASAR Venti Nafa Tinaya; Marhamah Marhamah; Puji Ayurachmawati
J-KIP (Jurnal Keguruan dan Ilmu Pendidikan) Vol 7, No 1 (2026): FEBRUARI
Publisher : Faculty of Teacher Training and Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25157/j-kip.v7i1.19749

Abstract

This study aims to produce innovative learning media in the form of Lapbook media in Mathematics subjects in grade IV of Elementary Schools that have a level of validity and practicality. The type of research used is research and development (Research and Development/R&D) by adopting the ADDIE development model, which consists of five main stages, namely: Analyze (needs analysis), Design (design), Development (development), Implementation (implementation), and Evaluation (evaluation). The subjects in this study were grade IV students at SD Negeri 30 Palembang. Data collection techniques used by researchers include observation, distributing questionnaires, and documentation of learning activities. To ensure product quality, a validation process was carried out by three experts, namely: media experts, language experts, and material experts. Based on the results of validation and trial use of media on grade IV Elementary School students. The results of validation by experts show that the Lapbook learning media obtained a validity percentage of 88%, which is included in the category of very valid and very feasible to be used in the learning process. Meanwhile, the practicality test conducted through several stages of trials showed very encouraging results. In the one-to-one trial, the practicality percentage was 95.3% with a very practical category. In the small group trial, the percentage was 89%, and in the large group trial, the percentage was also 89%, both of which were included in the very practical category. Overall, the results of the study indicate that the Lapbook learning media developed can be very well received by students, as seen from the positive responses, high enthusiasm, and the sense of joy shown by students during the learning process. Thus, this Lapbook media is declared suitable for use in Mathematics learning, especially in Flat Building material in grade IV of Elementary School.  
PENGEMBANGAN MEDIA PEMBELAJARAN REPLIKA TV BOX PADA MATA PELAJARAN BAHASA INGGRIS KELAS III SD Deila Juniati; Puji Ayurachmawati; Etty Pratiwi
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i4.13238

Abstract

Mastering basic English vocabulary in elementary school is a crucial foundation for building students' communication skills; however, the learning process is often hindered by the lack of interactive concrete media, leading to student passivity. The purpose of this study was to develop a valid and practical Replika Tv Box learning medium for objects-in-the-classroom material in Grade III elementary school. This study employed the Research and Development (R&D) method using the ADDIE model, consisting of five stages: Analysis, Design, Development, Implementation, and Evaluation. The subjects involved third-grade students at SD Negeri 06 Palembang. The analysis stage identified the need for a interactive learning tool based on observations and curriculum analysis. The design stage produced the visual layout, storyboard, and content structure of the Replika Tv Box. The development stage yielded a prototype validated by material, media, and language experts. The implementation stage involved one-to-one, small group, and large group trials to evaluate user practicality. The evaluation stage produced final product revisions based on validation feedback. Validity analysis yielded an average expert score of 88% ("very valid"). Practicality questionnaires from students resulted in 98% in the one-to-one trial, 97% in the small group trial, and 97% in the large group trial ("very practical"). Thus, the Replika Tv Box media is proved to be highly valid and practical for elementary English instruction. ABSTRAK Penguasaan kosakata dasar Bahasa Inggris pada jenjang sekolah dasar merupakan fondasi penting dalam membangun keterampilan berkomunikasi peserta didik, namun proses pembelajaran sering kali terhambat oleh minimnya media konkret interaktif yang memicu kepasifan siswa di kelas. Penelitian ini bertujuan untuk menghasilkan media pembelajaran Replika Tv Box yang valid dan praktis pada materi objects in the classroom untuk peserta didik kelas III Sekolah Dasar. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE yang mencakup lima tahapan: Analysis, Design, Development, Implementation, dan Evaluation. Subjek penelitian melibatkan peserta didik kelas III B dan C SD Negeri 06 Palembang. Pada tahap analysis, diidentifikasi kebutuhan media berbasis analisis kurikulum dan kendala pembelajaran di kelas. Tahap design menghasilkan rancangan visual Replika Tv Box, storyboard, dan alur materi. Tahap development menghasilkan prototype Replika Tv Box yang divalidasi oleh ahli materi, ahli media, dan ahli bahasa. Tahap implementation dilaksanakan melalui uji coba one-to-one, small group, dan kelompok besar untuk mengukur kepraktisan media. Tahap evaluation melakukan perbaikan akhir berdasarkan masukan validator dan respons peserta didik. Hasil analisis validasi ahli memperoleh rata-rata persentase sebesar 88% dengan kriteria "sangat valid". Hasil angket kepraktisan peserta didik memperoleh persentase sebesar 98% pada uji one-to-one, 97% pada small group, dan 97% pada kelompok besar dengan kriteria "sangat praktis". Dengan demikian, media Replika Tv Box dinyatakan sangat valid dan sangat praktis untuk digunakan dalam pembelajaran Bahasa Inggris di Sekolah Dasar.