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Contact Name
Saeful Mizan
Contact Email
mizzhan46@gmail.com
Phone
+628563355944
Journal Mail Official
mizzhan46@gmail.com
Editorial Address
JL. WATUMIRING 29, RT/RW 002/001, Kel/Desa KAPAS, Kecamatan KAPAS
Location
Kab. tuban,
Jawa timur
INDONESIA
Elenor: Elementary School Journal
ISSN : -     EISSN : 2986366X     DOI : -
Core Subject : Education,
Jurnal ini bertujuan untuk mewadahi artikel-artikel hasil penelitian atau kajian analisis di bidang pendidikan dan pembelajaran di Sekolah Dasar. Ruang Lingkup meliputi: 1. Studi Pendidikan dan Pembelajaran pada Pendidikan Dasar (a. Ilmu Pengetahuan Alam; b. Ilmu Pengetahuan Sosial; c.Matematika; d. Pendidikan Pancasila dan kewarganegaraan; e. Bahasa Indonesia; f. Seni Budaya dan Prakarya; g.Pendidikan Jasmani Olahraga dan Kesehatan) 2. Kurikulum 3. Penilaian (Assesment) dan Evaluasi 4. Teknologi pendidikan 5. Perkembangan anak 6. Manajemen dan supervisi 7. Media Pembelajaran
Articles 6 Documents
Search results for , issue "Vol 1 No 1 (2022)" : 6 Documents clear
VALIDASI E-BOOK BERWAWASAN KARAKTER PADA PEMBELAJARAN PPKN UNTUK SISWA KELAS VI SEKOLAH DASAR Christanty Rahayu; Wendri Wiratsiwi
ELENOR: Elementary School Journal Vol 1 No 1 (2022)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v1i1.456

Abstract

At this time, education in Indonesia is based on the 2013 curriculum which prioritizes Strengthening Character Education (PPK). The purpose of this study in general is to develop a character-oriented E-Book in learning Civics for grade VI elementary schools, and specifically aims to describe the validity of the E-Book that has been developed. With the character-oriented E-Book, it is hoped that it can help teachers integrate character values in the learning process. The method used in this research is R&D (Reaserch and Development) using the ADDIE model. There are 5 stages of the ADDIE model, namely analyze, design, develop, implement, and evaluate. The data collection technique in this research is a questionnaire. The data collection instrument used is the validation sheet of material experts and media experts. The results of the validation test with experts obtained the criteria of "valid" with a percentage score obtained from material experts 92% and media experts 97%. Thus, E-Books with character insight are feasible and valid to be used as teaching materials for civic education Class VI Elementary Schools.
PENGEMBANGAN GAME INTERAKTIF BERBASIS KEARIFAN LOKAL UNTUK ANAK TUNAGRAHITA RINGAN DI SD INKLUSI Yulia Prasetya Sugiarti; Wendri Wiratsiwi
ELENOR: Elementary School Journal Vol 1 No 1 (2022)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v1i1.457

Abstract

This study aims to develop interactive games on counting materials for mild mentally retarded students in Inclusion Elementary School and to determine the validity, practicality, and effectiveness of interactive games. The development is carried out using the ADDIE model which consists of 5 (five) stages, namely analyzing, designing, developing, implementing, and evaluating. The data collection instruments used were observation sheets, interview sheets, material expert validation sheets and media experts, teacher response questionnaire sheets, and student test sheets. The data analysis technique used is data observation, data interview, data validity analysis, data practicality analysis, and data effectiveness analysis. In this study, the results of material expert validation were 97% (valid) and media experts were 88% (valid). The results of the teacher response questionnaire were obtained with a percentage of 90% (very practical). And student test results showed very effective criteria used with individual completeness scores of 80% and 90%. The data generated from the validation, teacher responses and student tests show that the interactive games developed are feasible, very practical, and very effective to use.
VALIDASI MEDIA PERMAINAN HOPSCOTH BERBASIS PENDIDIKAN KARAKTER UNTUK SISWA KELAS III SEKOLAH DASAR Devi Ayu Mareta; Wendri Wiratsiwi
ELENOR: Elementary School Journal Vol 1 No 1 (2022)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v1i1.458

Abstract

In schools the character education development program known as Strengthening Character Education (PPK) is still at the character introduction stage and has not been practiced well. This research aims to develop and validate character education-based hopscoth game media for third grade elementary school students. With the hopscoth game media, it is hoped that it will make it easier for students to understand the subject matter and can instill character values ​​so that they can be applied in everyday life. The method used in development research is the ADDIE model which consists of five stages, namely analyze, design, develop, implement, and evaluate. The product developed is a hopscoth game based on character education for third grade elementary school students. The data collection technique in this research is a questionnaire. The data collection instrument used was the validation sheet of material experts and media experts. The results of the calculation of the validation of the Hopscoth game media obtained 96% of material experts in the "valid" category and 87% from media experts in the "valid" category. These results indicate that the hopscoth game media is feasible and valid to be used for third grade elementary school students.
PENGEMBANGAN MEDIA (PAKAPIN) PAPAN KANTONG PINTAR BERBASIS LITERASI UNTUK MENINGKATKAN MOTIVASI DAN HASIL BELAJAR SISWA KELAS IV SEKOLAH DASAR Ahmad Sholeh; Sri Cacik; Mega Puspita Sari; Gargarisna Diputra
ELENOR: Elementary School Journal Vol 1 No 1 (2022)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v1i1.459

Abstract

Technological developments have a negative impact on students' motivation and learning outcomes. Media Pakapin (Papan Kantong Pintar) literacy-based aims to increase student motivation and learning outcomes. The method used in the Pakapin media development research is the ADDIE model, namely Analysis, Design, Develop, Implement, and Evaluate. The research subject is in grade 4 elementary school. The research was carried out on 30 May 2022. The research instruments were interviews, observations, tests, and validations. The analysis technique used is validity test, practicality test, and effectiveness test. The results of media validation to expert validators, namely media experts and material experts to determine the feasibility of the media and obtained the results of the assessment from 2 validators with an average score of 4.6 so that the media was declared feasible. The results of the effectiveness of students were assessed from the results of the motivational assessment and question sheets with a final count system using the N-Gain technique, the score obtained a motivational result of 0.9 and student learning outcomes of 0.79 so that Pakapin media was declared effective. The results of practicality assessed by the appraiser obtained a result of 90 so that Pakapin media was declared practical. From the results of this research, it can be concluded that the development of literacy-based Pakapin media can affect the improvement of students' motivation and learning outcomes.
KEVALIDAN MEDIA PERMAINAN PAES-SLE BERBASIS PENDIDIKAN KARAKTER PADA ANAK TUNAGRAHITA DI SD INKLUSI NISAA OKTIA SAPUTRI NISAA; Wendri Wiratsiwi
ELENOR: Elementary School Journal Vol 1 No 1 (2022)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v1i1.463

Abstract

Penelitian ini merupakan penelitian dan pengembangan (Research and Development) yang bertujuan untuk mengembangkan media permainan PAES-SLE (papan estafet susun puzzle) berbasis pendidikan karakter pada anak tunagrahita di SD Inklusi, serta untuk mengetahui kevalidan/kelayakan dari media permainan tersebut. Intrumen pengumpulan data yang digunakan dalam penelitian dan pengembangan ini adalah lembar pedoman wawancara dan observasi, lembar validasi ahli media dan ahli pendidikan karakter. Teknik analisis data yang digunakan adalah data wawancara, data observasi, dan data kevalidan. Berdasarkan uji validasi pengembangan media permainan ini yaitu valid/layak dengan presentase untuk ahli media adalah 96,67% dan ahli pendidikan karakter adalah 90%. Dan telah dilakukan revisi pada media permainan ini sehingga dapat diuji cobakan di lapangan. Data dari hasil validasi, menunjukkan bahwa pengembangan media permainan PAES-SLE (papan estafet susun puzzle) berbasis pendidikan karakter pada anak tunagrahita di SD Inklusi adalah valid/layak untuk digunakan
KELAYAKAN GAME STUDY AND FUN BERBASIS PENDIDIKAN KARAKTER UNTUK ANAK TUNAGRAHITA DI SD INKLUSI Aris Sri Yulian; Wendri Wiratsiwi
ELENOR: Elementary School Journal Vol 1 No 1 (2022)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v1i1.476

Abstract

Pendidikan karakter dipilih sebagai suatu upaya perwujudan pembentukan karakter peserta didik ataupun generasi bangsa yang berakhlak mulia. Demikian pula bagi siswa tunagrahita yang ada di SD Inklusi, mereka juga membutuhkan pendidikan karakter dengan pelayanan khusus. Penelitian ini bertujuan untuk mengembangkan game study and fun berbasis pendidikan karakter dan untuk mengetahui tingkat kelayakan terhadap pengembangan game tersebut. Pengembangan game study and fun berbasis pendidikan karakter ini menggunakan metode Reaserch and Development (R&D) yang terdiri dari 5 tahap yaitu analyze, design, develop, implement, dan evaluate. Pada penelitian ini teknik pengumpulan data yang digunakan adalah angket. Instrumen pengumpulan data meliputi lembar validasi ahli media dan ahli Pendidikan karakter. Hasil penilaian terhadap tingkat kelayakan dari ahli media sebesar 93,33% dan ahli Pendidikan karakter sebesar 89,44% dengan kriteria “valid”. Dari hasil penilaian tersebut, maka pengembangan game study and fun layak dan valid digunakan sebagai media pembelajaran tentang Pendidikan karakter.

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