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ANALISIS BENTUK BENTUK PENILAIAN SIKAP SISWA SEKOLAH DASAR DI KOTA KEDIRI Karimatus Saidah; Rian Damariswara
Profesi Pendidikan Dasar Vol. 4, No. 1, Juli 2017
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/ppd.v1i1.4244

Abstract

This study is aim to describe forms of attitude assessment that implemented by teacher at elementary school in Kediri. Design of this study was qualitative reseach . The subjects were teacher of elementary school that has been implementing curriculum 2013 which consist of grade 1 to grade 5 teachers.Instrument of this study was a researcher who was supported with interview guide, observation form and documentation. The finding of this study show that all of teacher write their assessment instrument similar to book teacher of curriculum 2013. Teacher use observation technique without any instrument when they do assessment. They argue that assessing attitudes using instrument is difficult and need much time.The assessment report is write using microsoftt excel application. Microsoft excel applicatioan will automatically make describtion of the student when teacher submit their assessment report.
Pengembangan Permainan Bahasa Berorientasikan Kearifan Lokal Jawa Timur di Sekolah Dasar Rian Damariswara; Karimatus Saidah
Pedagogia : Jurnal Pendidikan Vol 9 No 1 (2020): Februari
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/pedagogia.v9i1.127

Abstract

The purpose of this research is to develop language games on grade III material in elementary schools, to know the validity and practicality of language games that have been developed. The development model used is the Borg & Gall development model. The subjects of the study were grade III students at SDN 4 and SDN 1. Data collection techniques were by observation and questionnaire. Data analysis uses descriptive qualitative and quantitative. The results of the study were language games developed as many as 13 games presented in three types of learning stages. Thirteen language games, validated by Indonesian learning experts with a value of 85.8%. These results, that the language game in class III fairy tale material elementary schools was declared very valid and very complete. In addition to validity, practicality is obtained from user or teacher assessments. Both teachers considered that the development of language games could be used with a value of 89.2%.
Development of Interactive Folklore Based on Android Oriented to Local Wisdom to Improve Reading Comprehension of Elementary School Students Karimatus Saidah; Rian Damariswara
Al Ibtida: Jurnal Pendidikan Guru MI Vol 8, No 2 (2021): October 2021
Publisher : IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/al.ibtida.snj.v8i2.7035

Abstract

AbstractThe aims of this research are 1) to describe the process of developing interactive multimedia based on android on fairy tale material for grade 3 elementary school students based on the Rowntree development model; 2) knowing the validity of the product; 3) knowing the practicality of the product being developed. The type of research used was research and development. The development model used was the Rowntree model. This research produced interactive folklore based on android applications. The instruments used in this research were validation questionnaires and sheets for comments and suggestions from the validator. This research produced the interactive folklore based on android applications. The folklore presented was based on the local wisdom of East Java. The folklore application was equipped with games of language to improve the students' ability to understand folklore material. The folklore application was validated by multimedia experts and language learning experts with a product validity level of 85.5%. The results of the practicality questionnaire showed a combined average score of 93.3%. The advantages of the folklore application developed are that the material is packaged in a simple and attractive way, contains language games, and can be opened using a smartphone. However, the weakness of the product is that the command sentences in the quiz are less specific, and there is no discussion in the game. In addition, it can only be opened using a smartphone.Keywords: reading comprehension, folklore, android application. AbstrakTujuan penelitian ini adalah 1) mendeskripsikan proses pengembangan multimedia interaktif berbasis android pada materi dongeng bagi siswa kelas 3 sekolah dasar berdasarkan model pengembangan Rowntree; 2) mengetahui kevalidan produk; 3) mengetahui kepraktisan produk yang dikembangkan. Jenis penelitian yang digunakan adalah penelitian dan pengembangan model rownthree. Instrumen yang digunakan dalam kegiatan penelitian ini adalah angket validasi dan lembar pengisian komentar dan saran validator. Penelitian ini menghasilkan dongeng interaktif berbasis aplikasi android. Dongeng yang disajikan merupakan dongeng-dongeng sesuai dengan kearifan lokal Jawa Timur. Aplikasi dongeng dilengkapi dengan permainan bahasa untuk meningkatkan kemampuan siswa dalam memahami materi dongeng. Aplikasi dongeng telah divalidasi oleh ahli multimedia dan ahli pembelajaran bahasa dengan tingkat validitas produk sebesar 85,5%. Sedangkan hasil angket kepraktisan menunjukkan skor rata-rata gabungan sebesar 93,3%. Kelebihan dari aplikasi dongeng yang dikembangkan adalah materi dikemas sederhana dan menarik, memuat permainan bahasa, serta dapat dibuka menggunakan smartphone secara offline. Sedangkan kekurangan produk yaitu kalimat perintah dalam kuis kurang spesifik dan tidak ada pembahasan dalam permainan. Selain itu, produk hanya dapat dibuka menggunakan smartphone.Kata kunci: pemahaman membaca, cerita rakyat, aplikasi android.
PENGEMBANGAN MEDIA LACI HITUNG PADA MATERI PERKALIAN SISWA KELAS II SEKOLAH DASAR Fitri Handayani; Karimatus Saidah
INCARE, International Journal of Educational Resources Vol 1 No 5 (2021): February 2021
Publisher : FKDP (Forum Komunikasi Dosen Peneliti)

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

Abstract

The purpose of this research and development is to describe the product definition of Laci Hitung media in elementary school grade II multiplication material; 2) designing a Laci Hitung media product design on the multiplication material developed in grade II of Elementary School; 3) produce Laci Hitung media products on the multiplication material developed in the learning of grade II elementary school students as well as the advantages and disadvantages of products that have been developed. Development research models use 4D models that are modified to 3D (Define, design, development,) This model was chosen because it is adaptive, systematic and in accordance with this development research. The development results are in the form of counting drawer media consisting of drawers that are given numbers and funnels to put marbles into the drawer. The advantages of this media include making it easier for students to learn multiplication, it can be used for all number operations and makes it easier for teachers to convey material about multiplication. While the disadvantage is that it cannot be used for hundreds and thousands number operations.
PENGEMBANGAN MEDIA PRISMA PUTAR PADA MATERI MAKHLUK HIDUP KELAS III SEKOLAH DASAR Rio Agusti Prabowo Sakti; Karimatus Saidah; Dhian Dwi Nur Wenda
INCARE, International Journal of Educational Resources Vol 1 No 5 (2021): February 2021
Publisher : FKDP (Forum Komunikasi Dosen Peneliti)

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

Abstract

Learning that only relies on books and pictures often makes students bored during the learning process. Education in modern times requires teachers to continue to innovate in learning, product development needs to be done to improve the quality of learning. The need for media that is attractive and can be touched directly so that students are more motivated in the learning process. The purpose of this study was to determine the feasibility of rotating prism media. The product developed is expected to increase learning motivation in grade III elementary school students. This development research uses the ADDIE model (Analysis, Design, Development, Implementation and Evaluation). This product is considered quite easy to use and is not linked to only one material because it is easy to replace with other materials.
PERMASALAHAN PELAKSANAAN PEMBELAJARAN DARING DI SEKOLAH DASAR PADA MASA PANDEMI COVID-19 (TINJAUAN TERHADAP IMPLEMENTASI PEMBELAJARAN TEMATIK) Karimatus Saidah; Rima Trianingsih; Kharisma Eka Putri
INCARE, International Journal of Educational Resources Vol 2 No 1 (2021): June 2021
Publisher : FKDP (Forum Komunikasi Dosen Peneliti)

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Abstract

This study aims to 1) know the implementation of thematic learning through online, 2) describe teacher strategies to maximize student learning activities and 3) identify problems in implementing online based learning. The research method used is a qualitative approach. Data collection techniques using online interviews. While the data analysis technique is done by collecting data, data reduction, data revision and data analysis. The results showed that the teacher could not implement online thematic learning even though the material presentation and assignments followed the themes in the teacher and student books. The teacher's strategy in implementing learning is by presenting instructional videos, presenting material documents equipped with voice notes, using quiz applications and visiting students at home. Obstacles in implementing online learning can be found in several aspects, including internet access, difficulty understanding materials and assignments, the diverse abilities of parents in accompanying their children to learn, and environmental conditions that are not suitable for online learning activities.
Pengembangan Bahan Ajar Materi Dongeng Berbasis Kearifan Lokal Jawa Timur Bagi Siswa Kelas III SD Karimatus Saidah; Rian Damariswara
Premiere Educandum : Jurnal Pendidikan Dasar dan Pembelajaran Vol 9, No 1 (2019)
Publisher : Universitas PGRI Madiun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/pe.v9i1.4320

Abstract

Abstrak  Tujuan dari penelitian ini adalah (1)untuk mengembangkan bahan ajar materi dongeng yang di peruntukkan kelas tiga sekolah dasar dengan mengangkat kearifan lokal Jawa Timur (2) Mengetahui kevalidan bahan ajar materi dongeng yang telah dikembangkan (3) Mengetahui kepraktisan bahan ajar materi dongeng yang telah dikembangkan. Metode penelitian yang digunakan adalah model penelitian pengembangan dengan menggunakan model pengembangan yang dikemukakan oleh borg & Gall.Tahapan borg and gall diantaranya sebagai berikut a.analisiskebutuhan danpengumpulandata, b. Tahap perencanaan, c. pengembangan rancangan produk, d. ujitahap awal(validasi), e. revisiprodukawal f. ujicobalapangan terbatas, g. revisiproduk, h. uji lapangan, i. penyempurnaanprodukakhir, j. diseminasidanimplementasi. Hasil penelitian ini menunjukkan bahwa bahan ajar yang di kembangkan dinyatakan sangat valid, sangat tuntas dan dapat digunakan dengan skor 85.8% berdasarkan hasil validasi dari ahli pembelajaran Bahasa Indonesia. Untuk mengetahui kepraktisan bahan ajar dilakukan validasi kepada pengguna dan uji coba. Hasl validasi pengguna menunjukkan bahwa bahan ajar yang dikembangkan dapat digunakan dengan skor 91 %. Hasil uji coba produk menunjukkan bahwa siswa dapat menggunakan bahan ajar dengan baik.
Pengembangan Media Karikatur Berbasis Kearifan Lokal Kediri bagi Siswa Sekolah Dasar Eka Wahyu Daryanti; Alfi Laila; Karimatus Saidah
Efektor Vol 9 No 1 (2022): Efektor Vol.9 No.1 Tahun 2022
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/e.v9i1.16433

Abstract

The aims of this study were to: (1) determine the validity of Kediri local wisdom-based caricature media for elementary school students. (2) know the effectiveness of Kediri local wisdom-based caricature media for elementary school students. This research used R & D including five stages: analysis, design, development, implementation, and evaluation. The technique of collecting data used questionnaire validated by media expert, material expert, as well as limited and wide test. The technique of data analysis used the validity and effectiveness test (Sugiyono, 2012). The results of the research were: 1) Caricature media based on Kediri local wisdom obtained a validity score of 90% from media experts and 92% for material experts. 2) Caricature media based on Kediri local wisdom was categorized very effective, it can be seen that pre-test was 59.95 and post-test was 79.1. The results of limited and wide homogeneity were 0.049 > 0.005 and 0.948 > 0.005 (homogeneous data), while limited and wide normality test were 0.200 > 0.005 (normal data), paired T- test of limited and wide were 0.007 < 0.05 and 0.000 < 0.05, so there is an influence significant between pre-test and post-test. The results of the research are needed as a basis for developing Indonesian language learning in elementary schools.
Pengembangan Bahan Ajar Dongeng Berbasis Kearifan Lokal Kediri untuk Siswa Kelas III Sekolah Dasar Risma Desya Rahmadanty; Alfi Laila; Karimatus Saidah
Efektor Vol 9 No 1 (2022): Efektor Vol.9 No.1 Tahun 2022
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/e.v9i1.16435

Abstract

This research was conducted to: (1) determine the validity of product development of fairy tale material-based Kediri local wisdom and (2) determine the effectiveness of product development of fairy tale material-based Kediri local wisdom. The research method used R&D. The technique of collecting data used questionare validated by the experts. Data analysis was carried out by testing the validity and the effectiveness. The results of this research were: First, from the material expert showed that the product validity got score 94% and 92% from teaching materials expert. It can be said that teaching material was very valid. Second, the results of the effectiveness of fairy tale teaching material showed that pre-test was 45.52% and post-test was 87.5%. The normality test on a limited scale got 0.676 of pre-test score and 0.334 of post-test score. While on a wide scale, pre-test score was 0.680 and post-test was 0.219. Out of these results showed that it was significant > 0.05, so the data was normally distributed. In the homogeneity test obtained 0.067> 0.05, it can be said that the data was homogeneous. The result of t-test was 0.000 <0.05. It means that teaching material for fairy tales is very effective. The results of this study are important as a basis for developing fairy tale material in elementary school.
Pelatihan Pembuatan Soal Kognitif Berbasis Aplikasi Android Kahoot untuk Guru Sekolah Dasar Islam Terpadu Bina Insani Kediri Karimatus Saidah; Endang Sri Mujiwati; Erwin Putera Permana; Frans Aditia Wiguna; Susi Damayanti; Bagus Amirul Mukmin; Abdul Aziz Hunaifi; Alfi Laila; Muhamad Basori; Wahyudi Wahyudi; Ita Kurnia
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 6 No 1 (2022): Volume 6 Nomor 1 Tahun 2022
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v6i1.16895

Abstract

This activity aims to provide training to teachers and practice problem making and implementation in elementary schools. So that teachers get direct experience in making problems through the Kahoot application for teachers. The method of carrying out this activity is carried out from the preparation stage to the reporting of activities that take about 1 month. Parties involved in the activity include: 1). Lecturers as speakers and moderators, students as a support team for the implementation of the event. 2). Teachers in SDIT Bina Insani Kediri. Of the 25 teachers who have participated in the training, as many as 17 teachers have submitted the results of the analysis, based on the results of the questionnaire showed 4 teachers stated there were no obstacles in implementing kahoot. While the other 13 stated to experience some obstacles, namely less accustomed to operating kahoot. The advantages of applications when implemented include more interesting and easy to do. Kahoot application can be one of the alternative learning variations. Through the use of kahoot learning outcomes related to the order of the level of truth problems can be more quickly known. Kahoot application is practical, because teachers can directly monitor students who work on problems.