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Transformasi Pembelajaran Melalui Penggunaan Multimedia Interaktif Berbasis Game: Persepsi Guru di Sekolah Dasar Saputri, Dwi Yuniasih; Rukayah, Rukayah; Indriayu, Mintasih
PANCAR Vol 2, No 1 (2018)
Publisher : Jurnal Pancar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (229.748 KB)

Abstract

This study aims to describe: (1) teacher acceptance of game-based interactive multimedia as a learning medium; (2) teacher's understanding of game-based interactive multimedia; and (3) teacher assessment of game-based interactive multimedia. The research method used is descriptive qualitative. Data collection is done using the method of observation and interviews. Data analysis techniques used are interactive analysis consisting of data collection, data reduction, data presentation and conclusion drawing. The results of this study indicate that (1) teachers provide good acceptance of game-based interactive multimedia because learning becomes more active and student-centered; (2) interactive multimedia based on simple games so that it is easy to use to help students learn; and (3) the teacher has a good assessment of game-based interactive multimedia so that it can be used as a companion learning media both at school and at home
Pemberdayaan Masyarakat Non Produktif Dusun Demangan Kabupaten Sukoharjo Melalui UMKM Berbasis Bahan Dasar Bekatul untuk Mewujudkan Ketahanan Ekonomi Sajidan, Sajidan; Adi, Fadhil Purnama; Atmojo, Idam Ragil Widianto; Ardiansyah, Roy; Saputri, Dwi Yuniasih
International Journal of Community Service Learning Vol 5, No 2 (2021): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (233.348 KB) | DOI: 10.23887/ijcsl.v5i2.34394

Abstract

Penelitian ditujukan untuk memberikan pelatihan dan pengembangan usaha masyarakat non produktif melalui UMKM berbasis bahan dasar bekatul. Kegiatan pengabdian yaitu pemberian materi tentang kandungan bekatul, cara pengolahan bekatul sebagai pakan ternak berkualitas dan makanan bergizi, pengemasan dan pemasaran produk. Jumlah peserta yang diikutsertakan dalam program ini yakni sebanyak 35 masyarakat dengan teknik pengumpulan data penelitian dengan cara: observasi potensi, wawancara, analisis data sekunder, dan dokumentasi. Metode kegiatan pengabdian dilakukan dengan cara pemaparan materi oleh ahli, fact finding (analisis kebutuhan), discussion (diskusi antara pemateri), asking and answering (tanya jawab dan diskusi), dan recitation (resitasi atau pembagian tugas), practice and experiment (praktik dan eksperimen). Hasil kegiatan ini berupa temuan bahwa saat ini masyarakat memiliki pemahaman pengolahan bekatul terbatas pada produk olahan untuk pakan ternak. Kegiatan diskusi memberikan paradigma baru terhadap masyarakat untuk mengolah berbagai macam produk makanan berbahan bekatul. Pelatihan ini memberikan bekal kepada masyarakat untuk menganalisis produk berbahan bekatul untuk dikembangkan menjadi produk olahan makanan sehingga memiliki nilai jual yang lebih tinggi. Kegiatan pengabdian membekali masyarakat untuk memiliki pengetahuan dasar pengolahan makanan hingga ke tahap pemasaran sehingga diharapkan dapat meningkatkan perekonomian masyarakat.
The Effectiveness of STEAM-Based Augmented Reality Media in Improving the Quality of Natural Science Learning in Elementary School Idam Ragil Widianto Atmojo; Roy Ardiansyah; Dwi Yuniasih Saputri; Fadhil Purnama Adi
AL-ISHLAH: Jurnal Pendidikan Vol 13, No 2 (2021): AL-ISHLAH: JURNAL PENDIDIKAN
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (606.863 KB) | DOI: 10.35445/alishlah.v13i2.643

Abstract

This study describes the effectiveness of STEAM-based augmented reality (AR) learning media in natural science learning in elementary schools. This research used an experimental method. Six schools were involved as the subjects of this research, which was consisted of 3 elementary schools for experimental classes (60 students) and three elementary schools for control classes (60 students). The teachers involved were the 6th grader teachers. The data collection technique used 30 multiple choices questions for the students.The study results concluded that STEAM-based augmented reality effectively improved the quality of natural science learning in elementary schools. The t-test calculation results utilizing SPSS obtained t-count of 2.874 t-table of 1.980 (df-2= 122-2= 120). The normalized gain results showed a significant increase before and after using STEAM-based augmented reality media in natural science learning in elementary schools, which was 0.72 included in the high category.This research implies that research helps teachers optimize the use of media and teaching approaches. One of them is the use of STEAM with augmented reality media.
Integrating Game-based Interactive Media as Instructional Media: Students’ Response Dwi Yuniasih Saputri; Rukayah Rukayah Rukayah; Mintasih Indriayu Indriayu
Journal of Education and Learning (EduLearn) Vol 12, No 4: November 2018
Publisher : Intelektual Pustaka Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (255.55 KB) | DOI: 10.11591/edulearn.v12i4.8290

Abstract

Instructional media functioning to deliver the lesson has a very important role. There are a lot of instructional media used in learning process; one of those is interactive multimedia. This study aims to find out students response toward game based interactive media as instructional media in elementary school. The method used in this study was descriptive qualitative. The sample in this study was 10 students 5th grade elementary school. The data collecting methods were interview, observation and questionnaire. The collected data were analyzed by using interactive analysis consist of data collecting, data reduction, data presenting and conclusion. The result of this study shows that the student gave a good response toward game-based interactive multimedia. The students like and support the use of game based interactive multimedia as instructional media. Students felt that it was easier to understand lesson because the lesson was delivered not only through text, but also picture, audio, video and animation. The game in interactive media make the student be entertained and active in learning process. It is suggested that the teacher cooperate with the expert in education technology to improve interactive multimedia as interaction media.
Efektivitas Penggunaan Edmodo Berbasis Project Based Learning untuk Meningkatkan Kemandirian Belajar Mahasiswa Dwi Yuniasih Saputri
Equilibrium: Jurnal Pendidikan Vol 9, No 2 (2021): EQUILIBRIUM JURNAL PENDIDIKAN
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (648.331 KB) | DOI: 10.26618/equilibrium.v9i2.5255

Abstract

This study aims to analyze the effectiveness of using edmodo based on project-based learning to improve learning independence for Applied Science courses at PGSD. This research is an experimental study with a quasi experimental control design. The subjects of this study were the fourth semester PGSD undergraduate students of UNS which consisted of 65 students. The instrument used was the learning independence observation sheet and the pretest and posttest questions. Data analysis used Paired Sample T-test and the increase was calculated using gain normalization. The results showed that the project-based learning-based edmodo media was effectively used to increase student learning independence in Applied Science courses with a sig = 0.000 0.05. The normalization results of the gain are 0.81 so that the project-based learning-based edmodo media is included in the high criteria in increasing student learning independence in Applied Science courses in PGSD Study Program.
THE EXPERT VALIDATION OF GAME-BASED INTERACTIVE MULTIMEDIA IN THE DIGITALIZATION ERA FOR ELEMENTARY SCHOOL STUDENTS Dwi Yuniasih Saputri; Idam Ragil Widianto Atmojo; Roy Ardiansyah
JURNAL PAJAR (Pendidikan dan Pengajaran) Vol 5, No 4 (2021)
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v5i4.8375

Abstract

This study aimed to analyze the results of expert validation on game-based interactive multimedia development as an effort to improve the cognitive abilities of elementary school students. This study was development research involving the stages of a preliminary study, product development, and testing. Validation was one of the stages in a product development. It was carried out by material experts and media experts. The validation results were analyzed by converting quantitative data into qualitative data on a scale of five. The data of the development validation results were in the form of the validity percentage of the interactive multimedia to improve the cognitive abilities of elementary school students. The results of the interactive multimedia validation showed that the mean score of the validation from the media experts was 4.28 which was included in very good category, and the mean score of the validation from material experts was 4.27 which was included in very good category. Experts generally commented that game-based interactive multimedia was good and interesting and it could be used in the learning activities. Then, the researcher made revisions according to the inputs received from the experts. Improvements in interactive multimedia included adding a button to return to the main menu and the exit button, changing the menu, simplifying the material so that it was not too dense, changing the font size in less readable parts, adding references, moving cartoon characters' feet and hands while walking, and changing evaluation questions.
An Analysis of Psychomotor Assessment Levels Based on Anderson and Krathwohl's Taxonomy in Integrated Thematic Books Sajidan Sajidan; Fadhil Purnama Adi; Roy Ardiansyah; Idam Ragil Widianto Atmojo; Dwi Yuniasih Saputri; Gilang Mahendrati
AL-ISHLAH: Jurnal Pendidikan Vol 14, No 3 (2022): AL-ISHLAH: Jurnal Pendidikan
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (473.072 KB) | DOI: 10.35445/alishlah.v14i3.2168

Abstract

This study aims to analyze the psychomotor assessment levels based on Anderson and Krathwohl's taxonomy in the integrated thematic book for grade VI, theme 5, entrepreneurship. Methods: This content analysis research used a descriptive qualitative approach. The form of research data was a distribution of psychomotor assessments, categorized according to Anderson and Krathwohl’s taxonomy. The instrument validity used was the Gregory formula. Data validity employed was increased persistence and source triangulation. Sources were obtained from the teacher's book and coursebook. Data collection techniques utilized were document studies. The data analysis technique in this study applied an interactive analysis model from Miles and Huberman. Findings: The results showed that the distribution of psychomotor assessment levels at the imitation level (P1) was 23.33%, the manipulation level (P2) was 6.67%, the precision level (P3) was 36.67%, the articulation level (P4) was 30%, and the naturalization level (P5) was 3.33%. Conclusion: Therefore, it can be concluded that the precision level of psychomotor assessment is the most common because it follows the motor development of elementary school students who are expected to do things independently.
The Effectiveness of Digital Literacy Indicators in Improving Students' Reading Interest Idam Ragil Widianto Atmojo; Roy Ardiansyah; Ainun Nafisah; Matsuri Matsuri; Dwi Yuniasih Saputri; Chumdari Chumdari
AL-ISHLAH: Jurnal Pendidikan Vol 14, No 3 (2022): AL-ISHLAH: Jurnal Pendidikan
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (520.587 KB) | DOI: 10.35445/alishlah.v14i3.2123

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The purpose of this study was to determine the effectiveness of digital literacy indicators in improving students' reading interests. The research method used is quantitative. The samples in this study were the fifth-grade students at SDN Pajang IV, SDN Tegalrejo, SDN 1 Jajar, and SDN Setono, totaling 86 respondents. The data collection technique used is a questionnaire. The data analysis used is SEM (Structural Equation Model) analysis with SmartPLS and SPSS programs. This research was conducted by testing the instrument outside the sample but in one regional population. After that, the instrument was distributed to the research sample. The results of the study revealed that the effectiveness of digital literacy in improving reading interest was 29%. Further research needs to be done to improve elementary school students’ digital literacy and reading interest.
Pengembangan Multimedia Interaktif Mobawi untuk Mengenalkan Motif Batik Ngawi di Sekolah Dasar Rosita, Firda; Mahfud, Hasan; Saputri, Dwi Yuniasih
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : CV. Ridwan Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (385.874 KB) | DOI: 10.36418/syntax-literate.v6i5.2717

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Penelitian ini bertujuan untuk mengembangkan media pembelajaran dalam mengenalkan motif batik kepada siswa jenjang sekolah dasar. Media Pembelajaran yang dikembangkan yaitu multimedia interaktif melalui metode pengembangan dengan tiga tahap yaitu pendefinisian, perancangan dan pengembangan. Penelitian ini memperoleh data melalui forum group discussion melalui guru dan kepala Sekolah Dasar Negeri (SDN) Pitu 3 Ngawi dalam memperoleh permasalahan di lapangan dan menganalisa kebutuhan media pembelajaran, wawancara dan dokumentasi. Penilaian ini menggunakan angket kepada ahli media memperoleh persentase 81,11%, ahli materi 85,33%, dan ahli praktisi 96,84%. Penilaian uji coba terbatas siswa SDN Pitu 3 Ngawi mendapatkan persentase 86,2%, sehingga multimedia interaktif Motif Batik Ngawi (MOBAWI) mendapatkan kategori baik untuk digunakan dalam mengenalkan motif batik Ngawi. Multimedia interaktif MOBAWI dapat diterima oleh siswa dan guru sebagai media pembelajaran yang dibutuhkan dalam mengenalkan batik dan efektif dalam membantu proses pembelajaran seni budaya dan prakarya.
Giftedness Analysis Using Sport Search on Physical Education Learning for Elementary School Students in Surakarta City Matsuri Matsuri; Idam Ragil Widianto Atmojo; Tri Budiharto; Dwi Yuniasih Saputri; Sularmi Sularmi; Roy Ardiansyah
AL-ISHLAH: Jurnal Pendidikan Vol 15, No 1 (2023): AL-ISHLAH: Jurnal Pendidikan
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v15i1.2341

Abstract

This study aims to analyze the talents/giftedness possessed by elementary school students in Surakarta in 2022. The research used a descriptive method, with a survey technique of talent scouting of sports search model utilizing sports search software. The sample of this study amounted to 50 students, who were taken using the total sampling technique. The research instrument employed a talent scouting test of the sport search model. After the data were obtained, they were analyzed narratively to provide a more explicit meaning using the interactive analysis model by Miles and Huberman. The results revealed that 35 students (35%) had potential giftedness, 31 students (31%) were less talented, and 34 students (34%) were not gifted. Research suggestions are to train seriously for students with talent, to keep training by adding training for less gifted ones, and to keep training seriously by increasing speed, agility, and endurance training for those who are not gifted. In addition, the identification results of students with potential in sports are needed so that later, these students will succeed in the right training process and can accomplish high achievements to support the development and improvement of sports success in Surakarta City.
Co-Authors A'yuninnata, Kumala Adi, Fadhil Purnama Afifah, Ikhtiar Nur Agus Efendi Ainun Nafisah Aisyah, Raihana Al Fatikhah, Aulia Fadia Alfianita Nur Fadhilah Amelia, Febrisha Arya Annisa Nur Fadhilah Annisa Rahma Pradesiwi Arisandi, Duddy Artini Tyas Utami Asrowi Asrowi Assalsabila, Salma Rohima Baso Intang Sappaile Baso Intang Sappaile, Baso Intang Basri, Teuku Hasan Bekti, Akhirul Yunita Chandra Halim Chumdari Chumdari Chumdari Chumdari Chumdari Chumdari, Chumdari Dahoklory, Franklin Stevan Dewi, Metha Asmara Dhita Murdaya Diah Hayu Novita Sari Didi Sudrajat Duddy Arisandi Eni Sundari Fadhil Purnama Adi, Latifah Nur Afifah, Rukayah, Fadhilah, Alfianita Nur Fajri, Alifia Khaerunnisa Fauziah, Maryam Nurul Fitria Dwi Nofitasari Franklin Stevan Dahoklory Gamar Al Haddar, Gamar Al Gilang Mahendrati Gilang Pratana Utama Putra Hadi Prayitno Hadi Prayitno, Hadi Hanafiah Hanafiah, Hanafiah Hanifah Nurul Muthmainah Hanifaw Rahma Setyaningrum Hasan Mahfud Hasan Mahfud Ichsan Fauzi Rachman Ida Bagus Made Wisnu Parta Idam Ragil Widianto Atmojo Idam Ragil Widianto Atmojo Idam Ragil Widianto Atmojo Idam Ragil Widianto Atmojo Idam Ragil Widianto Atmojo Ilham Ariwijaya Indah Arum Sari Jenny Indrastoeti Siti Poerwanti, Jenny Indrastoeti Siti Joko Daryanto Joko Daryanto Judijanto, Loso Julita Tuamely Kholifah, Cindy Nur Lilia Halim, Lilia Loso Judijanto Malihanita, Safira Maryam Faizah Matsuri . Matsuri Matsuri Matsuri, Matsuri Mayasari, Nanny Medina Nurul Afifah Michelia Dyan Cindy Wardhani Mintasih Indriayu Indriayu Mintasih Indriayu, Mintasih Munawir Yusuf Nanny Mayasari Nugraheni, Septia Luthfi Nugroho, Rizki Dwi Nuralifah, Rosi Pradesiwi, Annisa Rahma Pratiwi, Dian Wahyu Puspitasari, Ellen Putri, Arifa Tiara Resty Kurnia Dewi Risa Juliadilla Riyadi Riyadi Rosita, Firda Roslan, Roslinawati Mohd Rosyada, Muhammad Isna Rosyid, Haniifah Alyaa Azmiira Roy Ardiansyah Roy Ardiansyah Roy Ardiansyah Roy Ardiansyah Roy Ardiansyah, Roy Rukayah Rukayah Rukayah Rukayah Rukayah Rukayah Rukayah Rukayah Rukayah Rukayah, Rukayah Rukayah Rycco Febryan Sajidan Sajidan Sajidan Saputra, Akhmad Rizki Simamora, Verawati Sri Marmoah Sri Wahyuni Sri Wahyuni Sri Widiastuti Sri Widiastuti, Sri Subagya Subagya, Subagya Subandi, Ira Wati Sudrajat, Didi Sukarmin Sularmi Sularmi Sunardi Sunardi Supianto Supianto Supianto, Supianto Supriandi Supriandi, Supriandi Sutrisno, Detria Nur Aini Syahidah, Istnafillah Tambunan, Rifka Paulina Tri Budiharto Tuamely, Julita Vetrisya, Ayu Wahyuningtyas, Maria Wardana, Ilham Gigih Arif Setya Wati, Dyah Sulistyo Wicaksana, Prinsa Damar Widarsih Widarsih Widianto, Joko Tri Widiarni, Maria Mega Ajeng Widiastuti, Titis Arum Widuri, Ria - Wiranto Wulandari, Ayu Dita Yulaikasari, Ismunisa Pingki Zaroh, Ayuk Sofika