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pengembangan E-LKPD berbasis model problem based learing pada mata pelajaran IPAS kelas V di SDN 08 Timpeh Feby Kharisna; Novi Wulandari, Yulia Darniyanti
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.v11i02.7161

Abstract

This research is motivated by the use of teaching materials that have not been maximised such as learning media that are still printed and have not used electronic media. This has an impact on the lack of maximum student learning outcomes in the learning process. The purpose of this research is to produce E- LKPD based on Problem Based Learning in IPAS class V at SDN 08 Timpeh. This type of research is research and development using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Research instruments include observation, interview guidelines, and instruments of validity, practicality, effectiveness. Data collection techniques by means of observation, interviews, and questionnaires. The results showed that: 1) the validity of E-LKPD by 5 validators obtained an average percentage of 90.1% (very valid category), 2) practicality by educators by 92% and by students by 99.6% (very practical category, 3) the effectiveness of E-LKPD based on learning outcomes tests reached an average of 99.5% (very effective category), thus E-LKPD based on Problem Based Learning model is valid, practical, effective.
PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO ANIMASI BERBASIS STEM UNTUK MENINGKATKAN KETERAMPILAN BERPIKIR KRITIS SISWA PADA PEMBELAJARAN IPAS DI SEKOLAH DASAR Antik Estika Hader; Feby Kharisna; Wera Supita
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7624

Abstract

This research is motivated by students' lack of interest in learning, their passive responses when asked questions by the teacher, and their tendency to be disengaged and self-focused during class. Additionally, learning remains teacher-centered. These issues stem from the limited use of instructional media, particularly animated video media, in the learning process. This study aims to produce animated video learning media for ipas (science, social, and environmental education) in grade v that is valid, practical, and effective. this is a developmen research using the addie model, which includes the stages of analysis, design, development, implementation, and evaluation. The analysis stage includes curriculum analysis, needs analysis, and analysis of student characteristics. The design stage involves designing the learning tools and product, followed by product development, validation, and development trials. The development stage includes validity and practicality testing conducted at sdn 03 koto baru. the results of the validation test of the ipas animated learning video by three experts showed an average score of 80.95%, categorized as highly valid. Based on the analysis results, it can be concluded that the animated learning video for grade v ipas is highly suitable for use at sdn 03 koto baru. This research produced an animated learning video for grade v ipas that is highly valid, highly practical, and highly effective.
Development of an AI-Based Eco Digital Storytelling Model to Develop the Ecological Intelligence of Elementary School Students: Pengembangan Model Eco Digital Storytelling Berbasis AI Untuk Mengembangkan Kecerdasan Ekologis Siswa Sekolah Dasar Feby Kharisna; Yulia Darniyanti; Dhara Atika Putri; M. Anggrayni
Journal of Vocational Education and Information Technology (JVEIT) Vol. 7 No. 1 (2026): Jurnal JVEIT : Vol 7 No 1 2026
Publisher : Lembaga Pengembangan dan Inovasi Universitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56667/jveit.v7i1.2315

Abstract

The low level of students' ecological intelligence and the limited integration of digital technology into environmental learning require innovative instructional models that are responsive to technological advances. This study aimed to develop an Eco Digital Storytelling Model Based on Generative Artificial Intelligence (AI) to enhance elementary school students' ecological intelligence. The study employed a Research and Development (R&D) approach using the ADDIE development model, consisting of the stages of Analysis, Design, Development, Implementation, and Evaluation. The research was conducted with fifth-grade students at SD Negeri 15 Koto Baru and SD Negeri 09 Sitiung, Dharmasraya Regency, Indonesia. Data were collected through observations, interviews, expert validation, practicality questionnaires, learning implementation observations, and pretest-posttest assessments. Data were analyzed using descriptive and inferential statistics, including validity analysis, practicality analysis, N-Gain analysis, and paired sample t-test. The findings revealed that the developed model consists of six learning stages: Eco Explore, Story Planning, AI Story Creation, Deep Reflection, Eco Action, and Sharing & Evaluation. The model met the criteria of validity, practicality, and effectiveness for implementation in elementary education. Its implementation enhanced students' engagement, critical thinking, creativity, and digital literacy while improving ecological knowledge, awareness, attitudes, decision-making skills, and pro-environmental actions. The novelty of this study lies in integrating Education for Sustainable Development (ESD), Digital Storytelling, Generative Artificial Intelligence (AI), and the Deep Learning approach into a comprehensive instructional model, providing an innovative framework for environmental education that addresses the demands of twenty-first-century learning and supports sustainable education in elementary schools.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBANTUAN EDUCAPLAY PADA MATA PELAJARAN BAHASA INDONESIA KELAS V SDN 04 PULAU PUNJUNG Septa Tri Rahmat; Feby Kharisna; Ratnawati
Jurnal Tunas Pendidikan Vol. 8 No. 1 (2025): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v8i1.3331

Abstract

Research on the development of learning media assisted by Educaplay in the Indonesian Language subjects for class V of SDN 04 Pulau Punjung aims to evaluate the validity, practicality, and effectiveness of Media Assisted by Educaplay in learning Indonesian Language Fiction and Non-fiction material for class V students. Subjects the research subjects consisted of 20 students at SDN 04 Pulau Punjung. The method used is research and development (R&D) with the ADDIE model, which includes analysis, design, development, implementation, and evaluation. Data collected data collected includes quantitative and qualitative data through validation tests of materials, media, questions, teaching modules and language, as well as a practicality questionnaire filled out by teachers and students. The trial was conducted on small and large groups. Validation results validation results showed that the average material validation reached 93,2%, media validation 93%, question validation 93% teaching module validation 92,7%, and language validation 93%, all of which are included in the “Very Valid” category. The practicability of Educaplay Assisted media based on teacher and student responses reached 92,98% indicating the “Very Practical” category. In addition, the effectiveness of this interactive learning media obtained a value of 81% which is also classified as “Very Effective”. Effective”. With the existence of Educaplay Assisted learning media it can help students in learning.
PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE JIGSAW TERHADAP HASIL BEAJAR SISWA PADA PEMBELAJARAN IPAS KELAS IV SDN 13 KOTO BARU Muhammad Rosyid; Antik Estika Hader; Feby kharisna
Jurnal Dharma PGSD Vol 4 No 1 (2025): Januari 2026
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar siswa pada mata pelajaran IPAS di kelas IV SDN 13 Koto Baru. Berdasarkan hasil observasi dan wawancara selama kegiatan Praktek Lapangan Pendidikan (PLP), ditemukan bahwa siswa kurang aktif, tidak fokus dalam proses pembelajaran, serta dominannya metode ceramah yang digunakan guru menyebabkan siswa menjadi pasif dan kurang memahami materi. Untuk mengatasi permasalahan tersebut, peneliti menerapkan model pembelajaran kooperatif tipe Jigsaw sebagai alternatif yang diyakini dapat meningkatkan hasil belajar siswa. Penelitian ini menggunakan pendekatan kuantitatif dengan metode quasi-eksperimen. Desain penelitian yang digunakan adalah Single Group Interrupted Time Series Design. Populasi dalam penelitian ini adalah seluruh siswa kelas IV C SDN 13 Koto Baru, dengan jumlah sampel sebanyak 23 siswa. Teknik pengumpulan data dilakukan melalui tes (pretest dan posttest), observasi, dan wawancara. Instrumen diuji validitas dan reliabilitasnya sebelum digunakan. Hasil penelitian menunjukkan bahwa terdapat peningkatan yang signifikan terhadap hasil belajar siswa setelah penerapan model pembelajaran kooperatif tipe Jigsaw. Uji normalitas Shapiro-Wilk menunjukkan bahwa data pretest tidak berdistribusi normal (signifikansi 0,010 < 0,05), sedangkan data posttest berdistribusi normal (signifikansi 0,144 > 0,05). Nilai rata-rata pretest sebesar 43,26 meningkat menjadi 72,82 pada posttest. Hasil uji-t menunjukkan signifikansi 0,000 (p < 0,05), yang berarti terdapat pengaruh signifikan dari penerapan model pembelajaran Jigsaw terhadap hasil belajar siswa. Kesimpulan dari penelitian ini adalah bahwa model pembelajaran kooperatif tipe Jigsaw berpengaruh positif dan signifikan terhadap peningkatan hasil belajar siswa dalam pembelajaran IPAS. Model ini menciptakan suasana belajar yang aktif, menyenangkan, serta mendorong siswa untuk saling berinteraksi dan bertanggung jawab terhadap pembelajaran. Saran dalam penelitian ini yaitu guru disarankan menggunakan model pembelajaran kooperatif tipe Jigsaw sebagai alternatif dalam menyampaikan materi IPAS, khususnya untuk meningkatkan keaktifan dan hasil belajar siswa. Penelitian selanjutnya diharapkan dapat mengkaji pengaruh model ini terhadap aspek lain, seperti sikap sosial dan keterampilan komunikasi siswa.
The Application of Educational Game Media in Mathematics Learning for Elementary School Suci Rahma Putri; Kartika Putri Wulan Ramadhani; Feby Kharisna
The Future of Education Journal Vol 4 No 8 (2025): Continued
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i8.939

Abstract

This research is motivated by the low mathematics learning outcomes of students, which are caused by the use of conventional teaching methods and the lack of engaging and interactive learning media. The aim of this study is to determine the effect of applying educational game media on the mathematical concept comprehension skills of third-grade students at SDN 16 Koto Baru. This study uses a quantitative approach with a quasi-experimental design, employing a nonequivalent control group design. The sample for this study consists of third-grade students from classes III A and III B at SD Negeri 16 Koto Baru, totaling 30 students 15 students in the experimental class and 15 students in the control class selected using a saturated sampling technique. Data collection was done using tests (pretest and posttest) with 10 multiple-choice questions. Data analysis included normality tests and hypothesis testing using an independent samples t-test with the assistance of SPSS 20. The analysis results showed a significance value of 0.242 < 0.05, indicating a difference in the improvement of mathematics learning outcomes between those using educational game media and conventional methods. Thus, it can be concluded that the use of educational game media can improve the mathematics learning outcomes of third-grade students at SDN 16 Koto Baru.