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PENERAPAN GOOGLE MEET DALAM PERKULIAHAN DARING MAHASISWA PGSD PADA MATA KULIAH KONSEP DASAR PKN SD SAAT PANDEMI COVID 19 Novialita Angga Wiratama
JUSEDA Vol 4 No 2 (2020): JTIEE
Publisher : Universitas Muhammadiyah Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30587/jtiee.v4i2.2152

Abstract

This study aims to describe the application of google meet in online lectures for PGSD students in the Basic Concept of Civics at SD during the COVID-19 pandemic. The subjects of this study were 89 students of PGSD class A and B. This type of research used in this research is descriptive research. Where this research describes the application of google meet in lectures. The method used is a qualitative method which is also called an artistic method, because the research process is more artistic (less patterned) and is also called an interpretive method because the research data is more concerned with the interpretation of the data found in the field. The research data shows that the google meet application in online learning for PGSD students states that it is very easy to access, namely 70 students, while only 2 students experience difficulties. Understanding the material in online lectures using google meet, 25 students stated that they strongly agreed that the material could be understood well. The effectiveness of using the google meet application in online learning 11 students stated that it was very effective while 32 students stated that they did not agree with the effectiveness of learning. Students do not understand the material because sometimes the signal breaks due to cloudy weather or rain. This means that the lecturer provides a solution by always sending the lecture material dictates before the online lecture activity on the WhatsApp group, so that all students can attend lectures without being left behind due to signal constraints. Evaluation of the use of google meet in online lectures after going through 6 meetings, students wishing they could learn using the offline method. According to students, it is easier to understand lecture material if it is done face-to-face without going through the online.
PENGEMBANGAN GAME QUIZIZZ SUBTEMA KEBERAGAMAN BUDAYA BANGSAKU PADA SISWA KELAS IV SDN WONOTIRTO 05 KABUPATEN BLITAR Novialita Angga Wiratama
Jurnal Tunas Pendidikan Vol 5 No 1 (2022): JURNAL TUNAS PENDIDIKAN
Publisher : LP3M STKIP Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (196.314 KB) | DOI: 10.52060/pgsd.v5i1.892

Abstract

Abstract This research is a type of Research and Development (R&D) development. The subjects of this development research were 22 fourth grade students. The procedure of this research using the Four-D model consists of four stages, namely the stage of definition, design, development and implementation. The researcher's data collectors provided validation sheets and response questionnaires to students. The validation sheet comes from 3 validators, namely material, language and media. The results of the validation assessment of media, language and material experts obtained data that the product developed in the form of a quiz game was valid to be used as a medium in learning without revision. After going through the validation stage and being declared eligible for testing, the quizizz game product was tested on 22 fourth grade students at SDN Wonotirto 5. Students were given evaluation questions to determine the effectiveness of the quizizz game media. Student learning outcomes test scores are calculated using classical completeness. Completeness can be achieved if student learning outcomes reach a value of 75 out of a maximum value of 100, while classical completeness can be achieved if 75% of the number of students in the class have reached a value of 75. From the test results, data obtained that 18 students scored above the KKM and there were 4 students who scored below the KKM. After being calculated using the classical completeness formula, the percentage result is 84%, so it can be concluded that the quizizz game used has been effectively used.
PENGEMBANGAN BUKU CERITA UNTUK MENINGKATKAN KETERAMPILAN MEMBACA SISWA KELAS I SDN KEDUNGREJO 1 KEREK KABUPATEN TUBAN Novialita Angga Wiratama
Jurnal Tunas Pendidikan Vol 5 No 2 (2023): JURNAL TUNAS PENDIDIKAN
Publisher : LP3M STKIP Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v5i2.1126

Abstract

15 out of 22 pupils at SDN Kedungrejo 1 were found to be struggling with reading, according to the results of class teacher interviews and observations. Lack of practice is the cause of the challenge. This researcher wants to understand how storybook learning media are created and whether they are appropriate. The ADDIE model is used in R&D research. Materials expert validation sheets, media and language, teacher and student answer questionnaire sheets, and student test sheets were used as the data collection tools in this study. According to the findings of the validation test, using the results of the percentages of material experts (80%), media experts (90%) and linguists (93%), was extremely likely. Forms for teacher and student responses to questionnaires include useful learning criteria. 91% of questionnaires with responses from teachers and 89% of questionnaires with responses from students. Additionally, student test results reveal that the criteria for effective application are met with an 86% score for classical completeness. Student assessments and data from teacher and student response questionnaires demonstrate the viability, usefulness, and effectiveness of the designed storybook media