Kusman Rukmana
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PENGEMBANGAN MEDIA PEMBELAJARAN PADA MATERI "PANCASILA DALAM KEHIDUPANKU" MATA PELAJARAN PPKN Yosep Hadika Hidayati; Rana Gustian Nugrahai; Kusman Rukmana
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.v10i03.31756

Abstract

This research is based on a need for the procurement of digital learning mediabased on applications. The study aims to develop learning media applications onAndroid as a learning media for PPKN for grade V of Elementary Schools (SD).This research is development research on a digital learning media by developing alearning application called SILAKU. The method used in this study is Researchand Development (R&D). Participants in this study were 26 male and femalestudents involving two elementary schools, grade V, Kawungluwuk StateElementary School and State Elementary School, both of which are in SumedangRegency. The research and development steps use the ADDIE model, namelyAnalysis, Design, Development, Implementation, and Evaluation. The softwareused to develop this learning media uses Canva and Smart Apps Creator (SAC).The data collection method used by researchers is by distributing studentresponse questionnaires as well as media expert validation and materialvalidation. The results of the distribution of student response questionnairesobtained a value of 92.3% while the material expert validator obtained a value of99.47% and the media expert validator 88.89%. Thus, the overall results of thedistribution of student response questionnaires and validation fall into thecategories of "very feasible" and "very valid"
PENGEMBANGAN APLIKASI “PERANTARA” BERBASIS ANDROID SEBAGAI MEDIA PEMBELAJARAN IPS PADA MATERI INDONESIAKU KAYA BUDAYA KELAS IV Lestari, Liza Rahma; Nurdinah Hanifah; Kusman Rukmana
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10 Nomor 1, 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.v10i01.22932

Abstract

In social studies education, it is expected that future generations will understand cultural diversity with responsibility and concern for global issues, in line with their educational level and maturity. However, there is a gap between expectations and reality, particularly in the material "Indonesiaku Kaya Budaya," where students often struggle to recognize various ethnic groups and their provinces. The abstract nature of the material and the lack of effective learning media pose significant challenges. The use of learning media greatly assists students in understanding the material presented by teachers. In today's technological era, digital learning media and technology integration are essential for students to keep up with advancements. This study aims to assess the feasibility of the Android-based application PERANTARA (Pengetahuan Ragam Nusantara) as a learning media for the IPS material "Indonesiaku Kaya Budaya" for fourth-grade students. The research method employed is Research and Development (R&D) using the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The subjects of the study are students from Class VI A at SD Negeri 2 Cipeujeuh Kulon and Class VI B at SD Negeri Sukaraja 1. Results from expert validation indicated scores of 93.75 for content, 87.5 for media, and 90.625 for language, categorizing the application as "Very Feasible." Additionally, trial runs in two schools revealed positive student feedback, with average scores of 84% for small group trials and 87.67% for large group trials, indicating that the PERANTARA application significantly contributes to introducing Indonesia's cultural diversity.
PENGEMBANGAN WINRAH (WEBSITE INTERAKTIF SEJARAH) BERBASIS GOOGLE SITES SEBAGAI INOVASI PADA PEMBELAJARAN IPS SISWA KELAS IV SD Nurhayati, Annisa; Kusman Rukmana; Nurdinah Hanifah
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.v10i03.31811

Abstract

This study aims to Develop a Website-based interactive learning media called WINRAH (Interactive History Website) to support history learning in fourth grade elementary schools. The background of this study is based on the fact that history learning is still dominated by conventional methods and minimal use of digital media that are interesting and relevant to the characteristics of 21st-century students. This study uses the Research and Development (R&D) method with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). WINRAH media was Developed through the Google Sites platform by integrating various elements such as e-books, podcasts, interactive quizzes, and educational games. The validation results from media experts showed an average score of 96%, while from material experts it was 88%, both of which are classified as very valid. The trial was conducted in three stages: individual (90.88%), small group (89.45%), and large group (88.48%), all of which showed a very good response to WINRAH media. The evaluation also revealed that this media increased learning motivation, material understanding, and active student involvement in learning. Thus, WINRAH media is suitable for use as an alternative history learning media that is innovative, effective, and in accordance with the Independent Curriculum.