Poppy Rahmatika Primandiri
Universitas Nusantara PGRI Kediri, Indonesia

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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.