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Pengembangan Media Pembelajaran Video Animasi Berbasis Animaker pada Pembelajaran Tema 3 Sub Tema 1 Bagaimana Tubuh Mengolah Makanan Di Kelas 5 SD Negeri 10 Rantau Prapat Apiek Gandamana; Marisa Marisa
ELEMENTARY SCHOOL JOURNAL PGSD FIP UNIMED Vol 11, No 3 (2021): ELEMENTARY SCHOOL JOURNAL PGSD FIP UNIMED
Publisher : FIP Unimed

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/esjpgsd.v11i3.29585

Abstract

Penelitian pengembangan didasari oleh permasalahan yang ditemukan di Sd Negeri 10 Rantauprapat. Berdasarkan hasil observasi, permasalahan yang ditemukan adalah pada saat proses belajar mengajar berlangsung guru jarang menggunakan media pembelajaran video animasi. Adapun media yang digunakan yaitu media gambar yang dapat dibuat dengan menempelkan gambar di kertas karton.Tujuan penelitian ini untuk mengetahui kelayakan, keperaktisan dan keefektifan media video animasi berbasis animaker. Penelitian ini merupakan jenis penelitian pengembangan (R&D) mengguakan model ADDIE.Pada aspek kelayakan media penilaian di lakukan oleh ahli media dan ahli materi. Pada aspek keperaktisan di lakukan oleh guru. Pada aspek keefektifan penggunaan tes dilakukan oleh siswa. Validasi ahli media diperoleh 83% “Sangat Layak”. Ahli materi tahap I 64% menjadi 90%  kategori “Sangat Layak” kepraktisan 96% dan espon siswa 93% media ini efektif. Pada uji coba memperoleh rata-rata 62 pada saat pretes dan mengalami peningkatan hasil belajar setelah menggunakan media dengan rata-rata 89 pada saat post test, hasil belajar mengalami kenaikan sebesar 27%. Maka dari itu dapat disimpulkan bahwa media video animasi berbasis animaker di kelas 5 SDN 10 Rantauprapat layak digunakan dalam proses pembelajaran.
Pendampingan Penilaian Autentik Berbasis Karakter untuk Guru Sekolah Dasar Deny Setiawan; Apiek Gandamana; Nurhairani Nurhairani; Reh Bungana Beru PA
Pelita Masyarakat Vol 1, No 2 (2020): Pelita Masyarakat, Maret
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (257.179 KB) | DOI: 10.31289/pelitamasyarakat.v1i2.3225

Abstract

Community service activities generally aim to develop character in developing the potential of students who have intelligence, personality and noble character. Through this activity to assist teachers in 104202 Bandar Setia Elementary School, Percut Sei District, Deli Serdang District in carrying out character-based authentic assessments. The model applied in the implementation of Community Service is carried out in several stages, namely: First, the stage of preparation with activities, (a) conducting socialization to teachers; (b) carrying out observations and interviews; (c) determining the schedule of activities; and (d) preparing facilities and infrastructure. Second, the implementation phase through, (a) Focus Group Discussion (FGD); (b) training and education for the preparation of authentic assessment instruments; and (c) assisting in the application of character-based authentic assessments. Third, the evaluation and reflection phase is an assessment of attitudes, skills and knowledge. Through this activity the teacher has character-based authentic assessment guidelines and the formation of the Teacher Working Group (KKG)
Pengembangan Media Pembelajaran Display Board Berbasis Discovery Learning Pada Tema 6 Subtema 2 Kelas V SD Negeri 040452 Kabanjahe T.A 2022/2023 Natasyah Br Sitepu; Apiek Gandamana
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.3446

Abstract

This study aims to determine the validity that is validated by the media validator, material validator, and test instrument validator, find out practicality by teacher education practitioners and students, and find out the effectiveness as seen from the results of the pre-test post-test scores on display board learning media based on discovery learning on theme 6, sub-theme 2 class V at SD Negeri 040452 Kabanjahe, the number of which is 25 people. This research is research and development which leads to the ADDIE development model which consists of 5 stages, namely the analysis, design, development, implementation, and evaluation stages. Based on the results of the research, the display board media developed showed results, including: (1) The results of the validity by each validator obtained the final results of media validation with a percentage score of 92% (Very Eligible), material validation with a percentage score of 90.66% (Very Eligible). Feasible), test instrument validation with a percentage score of 94% (Very Feasible). (2) The results of practicality by teacher education practitioners obtained results with a percentage score of 96% (Very Practical), the results of the overall response of students obtained results of 82.4% (Very Practical). (3) The results of the effectiveness through the pre-test post-test obtained the final score with a percentage of 88% (Very Effective). After obtaining the overall results of research and development, the researcher drew the conclusion that discovery learning-based display board learning media is valid, practical, and effective in the teaching process in schools.
Pengembangan Media Papan Huruf Geser Pada Keterampilan Membaca Permulaan Kelas 1 Tema 3 Subtema 1 Di SDN 044845 Payanderket Triana Ocieli Putri Br Karo; Erlinda Simanungkalit; Nurmayani Nurmayani; Apiek Gandamana; Winara Winara
Concept: Journal of Social Humanities and Education Vol. 2 No. 4 (2023): Desember : Journal of Social Humanities and Education
Publisher : Sekolah Tinggi Ilmu Administrasi Yappi Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/concept.v2i4.631

Abstract

This study aims to design, develop, and test the feasibility, practicality and effectiveness of papan huruf geser media in the early reading skills of class I theme 3 sub-theme 1 at SDN 044845 Payanderket in Indonesian. The problem in this study is that the learning media used in reading activities are inadequate, the learning methods used in reading activities are less varied and students do not play an active role in the learning process. Researchers use development research (Research and Development) according to Thiagarajan, namely the 4D model (Define, Design, Development, Dessemination). The subjects in this research were class I students at SDN 044845 Payanderket and the research object was the papan huruf geser media. Data collection techniques use questionnaires and learning outcomes tests. The results of the media validation test for media experts obtained a percentage of 98.21% in the "Very Eligible" category, and material validation by material experts obtained a percentage of 93.75% in the "Very Eligible" category. The practicality test by educational practitioners obtained a percentage of 97.2% in the "Very Feasible" category. Media effectiveness test results were obtained through pretest and posttest. The average score of the students from the pretest was 49.67 with a completeness percentage of 19.35% in the "Not Effective" category, while the average score from the posttest results was 82.25 with a percentage of 93.54% in the "Very Effective" category. From the results obtained, it shows that the papan huruf geser media that is appropriate, practical and effective can be used as a supporting medium in learning to read beginning in elementary schools.
Pengembangan Media Pembelajaran Berbasis Sparkol VideoScribe dengan Menerapkan Model Case Method pada Tematik Tema 7 Sub Tema 1 Pembelajaran 3 Kelas V SD Ummul Huda Harahap; Elvi Mailani; Apiek Gandamana; Daitin Tarigan; Erlinda Simanungkalit
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.4345

Abstract

This study uses the Research & Development method with the ADDIE development model which consists of five stages, namely the analysis stage (analysis), design (Design), development (development), implementation (Implementation) and evaluation (evaluation). Data collection techniques are observation, interviews, questionnaires and tests. Data analysis techniques, namely qualitative data analysis techniques and quantitative data analysis techniques. This research and development produces Media-Based Learning productsSparkol VidioScribe By Applying the Case Method Model in Thematic Learning Theme 7 Sub Theme 1 Learning 3 Class V SD. This product has been validated by media experts by obtaining a percentage of 90.52% or included in the "very feasible" category. Validation by material experts is "very feasible" with a percentage of 88%. Classical trials obtained 83% with the qualification "very effective".
Pengembangan Media Komik Digital Berbasis Aplikasi Canva pada Kelas III di Sekolah Dasar Negeri 064017 Medan Kecamatan Perjuangan Riska Aulika; Apiek Gandamana; Ibrahim Gultom; Dody Feliks; Husna Tambunan
Indo-MathEdu Intellectuals Journal Vol. 4 No. 2 (2023): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v4i2.266

Abstract

The purpose of this study is to develop digital comic media based on the Canva application, in terms of the feasibility and benefits of learning media in the research learning process used in this study is a type of research and development or Research and Development (R&D). The development of this media used procedures from ADDIE (Analysis, Design, Development, Implementation and Evaluation). The subjects in this study were 1 class teacher and 15 students who were directly involved in the teaching and learning process every day. As well as 1 material expert and 1 media expert. Data collection was carried out by means of: observation, questionnaires, interviews, and tests. The results showed that the Canva Application-Based Digital Comics media was "Very Eligible" with details of the eligibility percentage obtained from media experts of 88% with the criteria of "Very Eligible", material experts of 84% with the criteria of "Very Eligible", Education practitioners (teachers) by 94% with the criteria of "Very Practical", education practitioners (students) by 92% with the criteria of "Very Practitioner", and student learning outcomes after using digital comic media based on the Canva application have increased with the acquisition of a post-test score of 87.5% with the criteria of "Effective". Therefore, it can be concluded that digital comic media based on the Canva application on theme 6 sub-theme 2 learning 2 on PPKn class III content at SDN 064017 Medan Perjuangan District is feasible to use in the process of teaching and learning activities
Pengembangan Media Pembelajaran Exploding Box Pop Up 3D Pada Pembelajaran Tematik Tema 5 Subtema 1 Kelas IV SDN 016529 Bp. Mandoge Dwi Cahyani; Naeklan Simbolon; Risma Sitohang; Erlinda Simanungkalit; Apiek Gandamana
Jurnal Penelitian Pendidikan Indonesia (JPPI) Vol. 1 No. 1 (2023): Oktober
Publisher : Publikasi Inspirasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62017/jppi.v1i1.128

Abstract

Dwi Cahyani (1192111002). Penelitian ini bertujuan untuk menghasilkan produk pengembangan media pembelajaran exploding box pop-up 3D yang layak digunakan dalam pembelajaran kelas IV Tema Pahlawaku Subtema 1 Perjuangan Para Pahlawan pembelajaran 1. Metode yang digunakan dalam penelitian ini adalah penelitian dan pengembangan (research & development) menggunakan langkah-langkah pengembangan ADDIE (Analyze, Design, Development, Implementation, Evaluation). Pada pengembangan ini subjek uji coba yakni dosen FIP UNIMED sebagai ahli materi dan ahli media serta ahli praktisi pendidikan guru kelas IV SDN 016529 Bp. Mandoge Kab, Asahan untuk menilai kelayakan media pembelajaran. Instrumen yang digunakan dalam penelitian ini adalah wawancara dan kuesioner. Data yang dikumpulkan berisikan skor validasi setiap tahapan. Hasil penelitian menunjukkan bahwa media pembelajaran exploding box pop-up 3D mendapatkan skor kelayakan penilaian mencapai 78%. Hasil uji kepraktisan dengan melihat respon peserta didik pada tabel 4.14 diketahui media pembelajaran exploding box pop-up 3D sangat layak dengan nilai 84,44% yang berarti media yang dikembangkan mudah untuk digunakan dalam pembelajaran kelas IV Tema 5 Pahlawanku Subtema 1 Perjuangan Para Pahlawan pembelajaran 1. Berdasarkan hasil penelitian disimpulkan bahwa media pembelajaran exploding box pop-up 3D layak untuk pembelajaran kelas IV Tema 5 Pahlawanku Subtema 1 Perjuangan Para Pahlawan pembelajaran 1.