Salsabila Baliani Putri Sopian
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DEVELOPMENT OF ANDROID-BASED PETA (PENJELAJAHAN MATEMATIKA) LEARNING MEDIA ON SPEED LEARNING MATERIALS AT A FIFTH-GRADE ELEMENTARY SCHOOL Salsabila Baliani Putri Sopian; I. Isrokatun; Ali Ismail
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 12 No. 2 (2023): April
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v12i2.9650

Abstract

This paper describes the developmental process of PETA (Penjelajahan Matematika)learning media based on the Android application on speed learning materials at a fifth-gradeelementary school, determines the feasibility of the application through the validation process ofexperts, and finds out the compatibility of applications in several devices with different Androidversions. The research uses a research and Development (RnD) method with the ADDIE model(Analysis, Design, Development, Implementation, Evaluation). The results of the research are (1) thedevelopment of the PETA application is relevant to the needs of the mathematics learning process onspeed learning material at class V SD, (2) the design of the PETA application is adopted from theconcept of exploring games with various forms of presentation, (3) the PETA application design thathas been made is developed into file.apk., (4) the PETA application has the feasibility of the content inthe very feasible category with a percentage of 97%, the feasibility of the media in the very feasiblecategory with a percentage of 92.75%, and already fulfilled the standard of portability on adaptabilityand installability aspects with a testing percentage of 100%, and (5) the final product of the PETAapplication is developed based on the evaluation results at the testing stage of functional suitabilityand portability by making minor improvements to the instruction aspects of the use and the additionalmenu of an "additional information" to make it easier for users to get information about latest updatesof the PETA application.
PENGEMBANGAN APLIKASI GAMES EDUKATIF WORDWALL SEBAGAI MEDIA PEMBELAJARAN UNTUK MEMAHAMI MATERI PENDIDIKAN AGAMA ISLAM BAGI SISWA SD Ani Nur Aeni; Dadan Djuanda; Maulana; Rini Nursaadah; Salsabila Baliani Putri Sopian
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 11 No. 6 (2022): December
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/10.33578/jpfkip.v11i6.9313

Abstract

This article discusses the design and product development of PAI learning media for elementary school students in the form of Word Wall educative game application and to find out the effectiveness of applying Word Wall as measured from students' understanding of PAI learning subjects through Word Wall. The research was conducted to support teachers’competency in Technological Pedagogical Content Knowledge (TPACK). The research approach used is mixed-method with a 4-D development model design, defining, designing, developing, and disseminating. Data were obtained through questionnaire instruments, documentation, and interviews. The results indicate that 1) Word Wall product design is made based on the teacher need analysis on learning media in elementary school and based on curriculum analysis in the form of Basic Competency analysis and based on the second-grade elementary school students’ characteristics, 2) the products that are produced are Word Wall educative games, which consist of maze chase, airplane, balloon pop, and open the box, and 3) students' ability to understand PAI learning subject is very good through Word Wall games. Thus, the Word Wall application can be recommended and developed further on another Basic Competency through learning videos.