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.
Pengembangan E-book "Pustaka Sandya Budaya" sebagai Media Pembelajaran Materi Keragaman Budaya Indonesia di Sekolah Dasar Laksmi Putri, Dyah; Gustian Nugraha, Rana; Kusman Rukmana
Akademika : Jurnal Keagamaan dan Pendidikan Vol. 21 No. 1 (2025): Akademika: Jurnal Keagamaan dan Pendidikan | June 2025
Publisher : IAIN Datuk Laksemana Bengkalis, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56633/jkp.v21i1.1137

Abstract

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PENGEMBANGAN APLIKASI MOSAIK BANGSA UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI KEBERAGAMAN SUKU BANGSA KELAS IV Siti Nur Hayati Meidi; Kusman Rukmana; Sidqia Nurfadilah
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.12295

Abstract

This research is motivated by the low learning outcomes of students on the subject of ethnic diversity and the less than optimal use of technology-based learning media in PPKn learning in elementary schools. This study aims to develop an Android-based MOSAIK BANGSA application and determine the feasibility and effectiveness of its use in improving the learning outcomes of fourth-grade students. The research method used is Research and Development (R&D) with the ADDIE development model which includes the stages of analysis, design, development, implementation, and evaluation. The subjects of this study were 28 fourth-grade students of SDN Citimun 1. The instruments used included validation sheets from material experts and media experts, learning outcome tests in the form of pretests and posttests, student response questionnaires, and student activity observation sheets. The results showed that the MOSAIK BANGSA application was declared very feasible to use with a percentage of validation from material experts of 87.5%. The results of the application implementation showed an increase in student learning outcomes, namely the average pretest score of 52.00 increased to 80.33 in the posttest with an N-gain value of 0.6013 which is included in the moderate category. Furthermore, student response to the application's use reached 90.6%, and student activity during learning reached 92.5%, categorized as very good. Based on these results, it can be concluded that the MOSAIK BANGSA application is effective as an interactive and innovative learning medium to improve student learning outcomes in the subject of ethnic diversity in grade IV elementary schools.