Mumun Nurmilawati
Universitas Nusantara PGRI Kediri, Indonesia

Published : 6 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 6 Documents
Search

PENGEMBANGAN MEDIA KOMIKANIK MATERI PESAN DAN INFORMASI TEKS NARASI UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS 4 SDN GEDANGSEWU 1 Dahniar Widya Kharisma; Mumun Nurmilawati; Poppy Rahmatika Primandiri
Jurnal Manajemen Pendidikan Vol. 11 No. 1 (2026): Regular Issue (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jmp.v11i1.1912

Abstract

The purpose of this research and development is to determine the validity, practicality, and effectiveness of the Komikanik media (Electronic Cartoon Comics) Message Material and Narrative Text Information for Grade IV Elementary School Students. The development model used in this research is the development studies type with the Formative Tessmer test. The subjects of this research were grade IV students of SDN Gedangsewu 1, totaling 26 students. The data analysis techniques used were qualitative descriptive analysis and quantitative descriptive analysis. Data collection instruments included observation sheets, interview sheets, expert validation sheets, and pretests and posttests. The results of this research show that. (1) The validity score obtained from media experts was 84% ​​and the validity score from material experts was 80% with a very valid category. (2) The results of the practicality test obtained a teacher response score of 92% and an average response score of 26 students in the Field test was 91.5% with a very practical category. (3) The results of the effectiveness test, from the pretest score 42% of students achieved completeness. Then, the posttest results showed that 92% of students achieved mastery. This increase indicates the effectiveness of learning using Komikanik Media (Electronic Cartoon Comics). It can be concluded that the development of Komikanik Media (Electronic Cartoon Comics) is declared very valid, very practical, and effective for use in teaching narrative text messages and information for fourth-grade elementary school students.
PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS INSHOT MATERI SIKLUS AIR UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS IV SDN GEDANGSEWU 1 Dini Sri Utami; Mumun Nurmilawati; Poppy Rahmatika Primandiri
Jurnal Manajemen Pendidikan Vol. 11 No. 1 (2026): Regular Issue (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jmp.v11i1.1914

Abstract

The purpose of this study is to determine the validity, practicality, and effectiveness of interactive multimedia based on inshot water cycle material for fourth grade elementary school students. The research to be conducted is Design Research type Development Research (DR). The development model used in this study is the development studies type with Formative Tessmer test. The subjects of this study were 26 fourth grade students of SDN Gedangsewu 1. The data analysis techniques used were qualitative descriptive analysis and quantitative descriptive analysis. Data collection instruments included observation sheets, interview sheets, expert validation sheets, and pretests and posttests. The results of this study indicate that. (1) The results of the validity score from media experts were 84% and material experts were 88%, both validation values ​​obtained very valid criteria. (2) The results of the teacher's practicality test were 90.5% and the average response score of 26 students Field test was 87.6%, both teacher and student practicality values ​​obtained very practical criteria. (3) The effectiveness test showed that 38.4% of students completed the pretest. Then, the posttest results showed that 88.5% of students completed the course. This increase indicates the effectiveness of learning using Inshot-Based Interactive Multimedia. It can be concluded that the development of Inshot-Based Interactive Multimedia is very valid, very practical, and effective for use in learning water cycle material in grade IV of SDN Gedangsewu 1. Inshot-Based Interactive Multimedia can increase student motivation and enthusiasm for learning in class.
PENGEMBANGAN MEDIA KOMIKANIK MATERI PESAN DAN INFORMASI TEKS NARASI UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS 4 SDN GEDANGSEWU 1 Dahniar Widya Kharisma; Mumun Nurmilawati; Poppy Rahmatika Primandiri
Jurnal Manajemen Pendidikan Vol. 11 No. 1 (2026): Regular Issue
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jmp.v11i1.1912

Abstract

The purpose of this research and development is to determine the validity, practicality, and effectiveness of the Komikanik media (Electronic Cartoon Comics) Message Material and Narrative Text Information for Grade IV Elementary School Students. The development model used in this research is the development studies type with the Formative Tessmer test. The subjects of this research were grade IV students of SDN Gedangsewu 1, totaling 26 students. The data analysis techniques used were qualitative descriptive analysis and quantitative descriptive analysis. Data collection instruments included observation sheets, interview sheets, expert validation sheets, and pretests and posttests. The results of this research show that. (1) The validity score obtained from media experts was 84% ​​and the validity score from material experts was 80% with a very valid category. (2) The results of the practicality test obtained a teacher response score of 92% and an average response score of 26 students in the Field test was 91.5% with a very practical category. (3) The results of the effectiveness test, from the pretest score 42% of students achieved completeness. Then, the posttest results showed that 92% of students achieved mastery. This increase indicates the effectiveness of learning using Komikanik Media (Electronic Cartoon Comics). It can be concluded that the development of Komikanik Media (Electronic Cartoon Comics) is declared very valid, very practical, and effective for use in teaching narrative text messages and information for fourth-grade elementary school students.
PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS INSHOT MATERI SIKLUS AIR UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS IV SDN GEDANGSEWU 1 Dini Sri Utami; Mumun Nurmilawati; Poppy Rahmatika Primandiri
Jurnal Manajemen Pendidikan Vol. 11 No. 1 (2026): Regular Issue
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jmp.v11i1.1914

Abstract

The purpose of this study is to determine the validity, practicality, and effectiveness of interactive multimedia based on inshot water cycle material for fourth grade elementary school students. The research to be conducted is Design Research type Development Research (DR). The development model used in this study is the development studies type with Formative Tessmer test. The subjects of this study were 26 fourth grade students of SDN Gedangsewu 1. The data analysis techniques used were qualitative descriptive analysis and quantitative descriptive analysis. Data collection instruments included observation sheets, interview sheets, expert validation sheets, and pretests and posttests. The results of this study indicate that. (1) The results of the validity score from media experts were 84% and material experts were 88%, both validation values ​​obtained very valid criteria. (2) The results of the teacher's practicality test were 90.5% and the average response score of 26 students Field test was 87.6%, both teacher and student practicality values ​​obtained very practical criteria. (3) The effectiveness test showed that 38.4% of students completed the pretest. Then, the posttest results showed that 88.5% of students completed the course. This increase indicates the effectiveness of learning using Inshot-Based Interactive Multimedia. It can be concluded that the development of Inshot-Based Interactive Multimedia is very valid, very practical, and effective for use in learning water cycle material in grade IV of SDN Gedangsewu 1. Inshot-Based Interactive Multimedia can increase student motivation and enthusiasm for learning in class.
PENGEMBANGAN MEDIA PEMBELAJARAN SPINNING WHEEL UNTUK MENINGKATKAN LITERASI SAINS SISWA KELAS V SEKOLAH DASAR Fatamma Nehayatuzzain; Alfi Laila; Mumun Nurmilawati
Jurnal Kepemimpinan dan Pengurusan Sekolah Vol. 11 No. 4 (2026): Regular Issue (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jkps.v11i4.3391

Abstract

This study aims to develop Spinning wheel learning media to improve the scientific literacy of fifth grade elementary school students on the water cycle material, as well as to determine the level of validity, practicality, and effectiveness of the developed media. This study uses the Research and Development (R&D) method with the ADDIE model. The research subjects were 43 fifth grade students of SDI Khadijah. Data collection was carried out through a needs analysis questionnaire, validation sheets from material experts and media experts, teacher and student practicality questionnaires, and pretest - posttest tests. Data were analyzed using descriptive percentage analysis and Paired Sample T-Test. The results showed that the media obtained an average validity of 90% with very valid criteria. The practicality of the media based on teacher and student responses reached an average of 95.01% with very practical criteria. The results of the effectiveness test showed a significance value (2-tailed) <0.001 accompanied by an increase in the average learning outcomes from 58.48 in the pretest to 84.78 in the posttest. The findings indicate that the Spinning Wheel media is feasible, practical, and effective for improving students' scientific literacy in the water cycle. The novelty of this research lies in the development of the Spinning Wheel media which uses a double spinning design, does not use a pointer, is equipped with sound features (MP3), and is specifically designed to support the achievement of scientific literacy indicators in the water cycle material, thus the media is proven to be valid, practical, and effective.
PENGEMBANGAN MEDIA PEMBELAJARAN MATH FLASHCARD BERBASIS AUGMENTED REALITY UNTUK MENINGKATKAN LITERASI NUMERASI SISWA KELAS V SEKOLAH DASAR Patrick Nuno Novenawan; Alfi Laila; Mumun Nurmilawati
Jurnal Manajemen Pendidikan Vol. 11 No. 4 (2026): Regular Issue (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jmp.v11i4.3405

Abstract

This study aims to develop Augmented Reality-based "Math Flashcard" learning media to enhance the numeracy literacy of fifth-grade elementary school students. Beyond producing the media itself, the study seeks to determine the media's validity, practicality, and effectiveness. It employs the Research and Development (R&D) method using the ADDIE model, comprising the stages of Analysis, Design, Development, Implementation, and Evaluation. The research subjects consisted of two teachers and 39 fifth-grade students from SDN Ngletih, Kediri City. Data collection techniques included interviews, questionnaires, expert validation sheets, and pre-test and post-test assessments. Data analysis utilized descriptive percentage analysis to measure validity and practicality, while effectiveness was evaluated using a Paired Sample t-Test. The results indicate that the developed media achieved an average validity score of 92%, placing it in the "highly valid" category. Practicality tests yielded a combined score of 90.82% in the limited-scale trial and 93.73% in the large-scale trial, classifying the media as "highly practical." The media's effectiveness was demonstrated by an increase in the students' average score from 60 on the pre-test to 84 on the post-test. The Paired Sample t-Test results showed a significance value of p < 0.001, indicating a significant improvement in learning outcomes following the use of the media. The novelty of this research lies in the cards' distinct themes, the inclusion of music, the ability to rotate the media in any direction, and the provision of explanations regarding 3D shapes on each card.