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Pengembangan Media Pembelajaran Pop Up Book pada Materi Keberagaman Budaya untuk Siswa Kelas IV Sekolah Dasar Yatul Hulub, Kunthi Ulwi; Zaman, Wahid Ibnu; Permana, Erwin Putera
Jurnal Pendidikan Tambusai Vol. 6 No. 1 (2022): April 2022
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (571.684 KB)

Abstract

Berdasarkan hasil obeservasi awal pada siswa kelas IV SDN Mrican 1 Kota Kediri masih kurang maksimalnya pembelajaran karena masih berpusat pada guru sehingga siswa kurang aktif dalam proses pembelajaran karena guru hanya memberikan media berupa buku paket. Peneliti mencoba berinovasi mengembangkan media Pop Up Book untuk mengetahui kevalidan, keefektifan, dan kepraktisan media Pop Up Book. Metode yang digunakan dalam penelitian ini adalah Research And Development (R&D) dengan model ADDIE. Teknik analisis data yang digunakan dalam penelitian ini adalah kuantitatif dan kualitatif dengan subjek penelitian 13 siswa kelas IV SDN Mrican 1 Kota Kediri. Hasil dari penelitian dan pengembangan media pembelajaran Pop Up Book adalah sebagai berikut: 1) Dalam penelitian ini mendapatkan hasil kevalidan media sebesar 86%, dan kevalidan materi mendapatkan hasil sebesar 84%. 2) Dalam penelitian ini mendapatkan hasil keefektifan pada uji coba terbatas sebesar 85% dari hasil evaluasi pretest dan posttest siswa. 3) Dalam penelitian ini mendapatkan hasil sebesar 92% melalui angket respon guru. Dengan demikian pengembangan media Pop Up Book pada materi Keberagaman Budaya untuk siswa kelas IV Sekolah Dasar dinyatakan sangat valid, efektif, dan praktis untuk digunakan.
PADMA PANJALU JAYATI MOTIF TENUN IKAT BASED ON THE RELIEFS OF THE KEDIRI KINGDOM TEMPLE Frans Aditia Wiguna; Erwin Putera Permana
Jurnal Pendidikan Seni Rupa Undiksha Vol. 10 No. 1 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpsp.v10i1.27902

Abstract

Woven cloth is made diverse in various regions in the archipelago, especially in Java Island, where each region has its own uniqueness and special characteristics in terms of motif and colors. the Difference be caused by location geographical, beliefs, customs and the surrounding natural conditions including flora and fauna, each region has certain differences and uniqueness as well as contacts or relationships between regions. “Its history can be observed from the batik motif itself, including painting of plants, animals and stories of antiquity” (Prasetyo, 2010:28). Design is a framework of form or design and motif are a style (Indonesian Dictionary, 1990:200). The stage of analyzing the main problem in this study is the weaving model/ weaving design/ weaving motif with the reliefs of the legacy temples of Kediri Kingdom, this study was reviewed qualitatively. To find out the dynamics of ikat waving design in Kediri, the problem formulation is how do weaving models in Kediri by applying designs/ motifs from temple reliefs? Culture can be observed from two points of view. First, limiting culture from an artistic point of view (temple relief). Second, are looking for a new motif model for Kediri weaving.
Pengembangan Media Komik Berbasis Kearifan Lokal untuk Menentukan Pesan dalam Dongeng pada Siswa Sekolah Dasar Suwarti Suwarti; Alfi Laila; Erwin Putera Permana
Profesi Pendidikan Dasar Vol. 7, No. 2, Desember 2020
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/ppd.v7i2.11553

Abstract

This study aims to; (1) do need assesment of students and teachers for the development of learning media in form of comic; (2) do validation by media experts, material experts, and language experts; (3) examine the effectiveness of the developed comic toward enhancement of the ability to decipher messages in fairy tales. This research and development applied ADDIE Analysis, Design, Develop, Implement, Evaluate) model. The population of this study is 3rd grade students of SDN Sukorame 2 Elementary School. Data collection methods by observation, interview, questionnaire and documentation. Evaluation of the validity of instructional media involved of five material experts and media experts. The result of this study find: (1) Teachers and students need the development of comic based on local wisdom. (2) The validation score by the material expert is 89%, by the media expert is 82%, and by the language expert is 84.44%. (3) The effectiveness of developed comic can be seen from the questionnaire and pre-post test result. The pretest score is 68 and the posttest score is 84. Meanwhile the teacher questionnaire score is 92% and student questionnaire score is 93.75%. Based on these results, the comic developed is needed for students and teachers, very valid, and very effective.
PENGEMBANGAN MEDIA PEMBEJARAN BONEKA KAUS KAKI UNTUK MENINGKATKAN KETERAMPILAN BERBICARA SISWA KELAS II SEKOLAH DASAR Erwin Putera Permana
Profesi Pendidikan Dasar Vol. 2, No. 2, Desember 2015
Publisher : Universitas Muhammadiyah Surakarta

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Abstract

The purpose of this study are: (1) to produce instructional media sock puppets which are practical,attractive, effective and efficient in improving speaking skills of elementary school students, (2)to determine the steps of making media sock puppets to improve speaking skills elementary schoolstudents, and (3) to test the feasibility of instructional media products which include practicality, theattractiveness, effectiveness and efficiency of the product. This study uses a model of the development of amodified Borg Gall. The steps of this research, namely (1) Preliminary Study, (2) Planning, (3) DesignProducts, (4) Product Validation, (5) Trial Product, and (6) End Product. The practical implications ofthis research is to develop the basic capabilities of cognitive, affective and psychomotor learning funthrough the media. The use of storytelling with a sock puppet media proved to meet these objectives.
Penerapan Metode Problem Solving Dengan Media Gambar Seri Untuk Meningkatkan Hasil Belajar IPS Kelas IV Sekolah Dasar Erwin Putera Permana
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 1 No 1 (2015): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (639.255 KB) | DOI: 10.29407/jpdn.v1i1.152

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Based on the observations of researchers in learning social studies found that students were less active in the learning process IPS. Students are less interested in social studies because during social studies only considered as subjects only rote and less emphasis on affective and psychomotor aspects. Teacher-centered learning, teaching methods are less effective, do not use the lesson plan (RPP), do not use the medium of learning, students are less given the opportunity for creativity, students are not encouraged to find a concept but indicated concepts to keep in mind, students easily forget what who had previously remembered because learning is limited to reading a book or listening to an explanation. Consequently the results of social studies is very low, of 33 students, who thoroughly studied only 14 students of completeness criteria 65. Thus, researchers conducted a study to solve these problems. The purpose of this study were (1) Describe the application of the method of problem solving with the media image series in improving learning outcomes in teaching social studies for class IV SDN Turi 01 Town Blitar, and (2) Describe the improvement of learning outcomes in teaching social studies for class IV SDN Turi 01 Town Blitar. Data collected by observation, observation, document, and test. Results of the study are: (1) an increase in activity of student learning through the application of methods of problem solving, (2) an increase in student learning outcomes through the implementation of the application of problem solving methods, and (3) of 33 students only one of students who have not completed thereafter learning activities for two cycles because of relatively slow learning students. Keywords: Problem Solving Methods, Media Image Series, Results Learning, Learning IPS
Penerapan Metode Pembelajaran Kooperatif Numbered Heads Together (NHT) Untuk Meningkatkan Hasil Belajar dan Berpikir Kritis Siswa Pada Mata Pelajaran IPS SD Erwin Putera Permana
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 1 No 2 (2016): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (350.508 KB) | DOI: 10.29407/jpdn.v1i2.210

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Application of Cooperative Learning Methods Numbered Heads Together (NHT) to review the findings improve learning and Critical Thinking Students in socialstudies in elementary school. This study is a class action label study. The collected datais the data Students learn critical thinking commercial article. Data collection is done byobservation, testing, documentation and questionnaires. Husband research consistsFrom prayer cycle. Cooperative Learning Research Results Numbered Heads Together(NHT) showed an increase in critical thinking skills students learn the commercialarticle. Process improvement study findings known that i cycle on pre-test activitiesamounted to 6.25% 65.63% on increased Being a post test activities but still meetrequirements yet classical completeness The school set. Taxable income Researchers Repair on the cycle II pre-test activities known that classical learning completenessamounted 15.63% 93.75% on increased Being Postal test activities and has beenfulfilling requirements set classical completeness The school that is ≥ 75% by begitu Has Occurred increase mastery learning Grade V amounted to 28.12% Based on thesefindings can Execution Model that concluded the implementation of Cooperative Learning Methods Numbered Heads Together (NHT) can Critical Thinking skill simprove student learning commercial article.
PENGEMBANGAN MULTIMEDIA INTERAKTIF PADA MATA PELAJARAN IPA MATERI MENDESKRIPSIKAN DAUR HIDUP HEWAN DI LINGKUNGAN SEKITAR SISWA KELAS IV SEKOLAH DASAR Erwin Putera Permana; Desy Nourmavita
Jurnal PGSD Vol 10, No 2 (2017)
Publisher : UNIB Press, Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (700.955 KB) | DOI: 10.33369/pgsd.10.2.79-85

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This research is motivated by the observation in grade IV of elementary school of Natural Science subject (IPA) animal life cycle, because most students experience saturation in learning because the teacher still use conventional teaching method that is lecture. In addition, the source of student learning comes only from teachers and textbooks alone without any use of instructional media. Teachers do not pay attention to the explanations of teachers and students do not understand the material being taught. This research is a research development or research and development (R & D) adapted from the ADDIE development model. The stages are 5 stages: 1) Analysis (Analysis), Development (Design), Implementation (Implementation), and Evaluation (Evaluation). Validation is done by material experts, media experts, and learning practitioners. The results of this study are (1) Development of Interactive Multimedia Life Cycle Animals using professional adobe flash CS6 application with the method of ADDIE model development. (2) The teacher's response to this media is the optimism of teachers to achieve the learning objectives, as well as the students' response to this media is very positive, they are very fond of this media. (3) Interactive multimedia from the big aspect based on the percentage of the feasibility assessment in the category is very appropriate to be used as learning media of Natural Science for fourth grade students of elementary school. Based on the conclusions of the results of this study, namely: (1) For teachers, can use interactive multimedia to help students become more active and can create a fun classroom atmosphere. (2) For further research, make a broad try again, in order to produce learning media that can be used widely.
Pengembangan Media Pembelajaran Interaktif Adobe Flash Pada Tema 7 Subtema 2 Keragaman Budaya Kelas IV Sekolah Dasar Muhamad Guntur Andrean Setyawan; Sutrisno Sahari; Erwin Putera Permana
Jurnal Pendidikan dan Konseling (JPDK) Vol. 4 No. 1 (2022): Jurnal Pendidikan dan Konseling
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (345.68 KB) | DOI: 10.31004/jpdk.v4i1.3447

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Penelitian ini dilatarbelakangi oleh hasil observasi pada saat proses pembelajaran berlangsung pada siswa kelas IV SDN Mojoroto 4. Diketahui saat peneliti bertanya pada siswa dan guru bahwa penggunaan media masih jarang pada proses pembelajaran. Maka dari itu penggunaan media pembelajaran sangat dibutuhkan sebagai perantara dalam menyampaikan pesan dan konsep materi. Dengan adanya media pembelajaran diharapkan mampu memberi pemaham tentang materi keragaman budaya lebih baik. Media pembelajaran yang digunakan adalah media pembelajaran interaktif adobe flash. Tujuan dari penelititian ini yaitu (1) untuk mengetahui kevalidan media pembelajaran interaktif adobe flash pada siswa kelas IV SDN Mojoroto 4, (2) untuk mengetahui kepraktisan media pembelajaran interaktif adobe flash pada siswa kelas IV SDN Mojoroto 4, (3) untuk mengetahui keefektifan media pembelajaran interaktif adobe flash pada siswa kelas IV SDN Mojoroto 4. Penelitian ini menggunakan Research And Development (Penelitian dan Pengembangan). Model pengembangan yang menjadi acuan peneliti yaitu ADDIE. Model R&D ini digunakan karena di sesuaikan dengan Langkah Langkah dalam proses dan pengembangan yang dilakukan peneliti. Instumen pengumpulan data yang digunakan yaitu lembar validasi ahli materi dan media, angket kepraktisan guru dan siswa, dan tes tulis/soal evaluasi. Data hasil validasi, angket dan tes tulis menggunakan skala likert. Hasil penelitian media pembelajaran interaktif adobe flash yaitu: (1) Media pembelajaran interaktif memperoleh presentase 87% dari ahli media dan 94% dari ahli materi yang berarti media dinyatakan sangat valid dalam uji validasi media, (2) Media pembelajaran interaktif memperoleh presentase 92% dari angket guru dan 92% dari angket siswa yang berarti media sangat valid dalam angket kepraktisan media, (3) Media pembelajaran interaktif mendapat presentase 45% (Ketuntasan) pada pre test dan mendapat presentase 82% (Ketuntasan) pada post test yang berarti media sangat efektif dalam hasil uji coba keefektifan media.
PENGEMBANGAN MEDIA GAME SCRATCH PADA PEMBELAJARAN IPA KELAS V MATERI ALAT PERNAPASAN PADA HEWAN Putri Mulanisya Ayu Wardani; Erwin Putera Permana; Dhian Dwi Nur Wenda
PENDIDIKAN SAINS DAN TEKNOLOGI Vol 9 No 1 (2022)
Publisher : STKIP PGRI Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/edusaintek.v9i1.375

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This research was motivated by the results of observations at SDN Mrican 1 class V science subjects on respiratory equipment in animals which showed that 60% of fifth grade students still had difficulty understanding the material. One of the reasons is that teachers tend to use existing media so that students are less enthusiastic in participating in learning. To overcome this problem, it is necessary to develop innovative learning media according to the material. This research is a Research and Development (R&D) research using the ADDIE development model. This development model has 5 stages, namely: Analysis (Analysis), Design (Design), Develompent (Development), Implementation (Implementation), Evaluation (Evaluation). The data collection instrument in this study used a questionnaire and a test. Questionnaires are used to determine the assessment given by media experts, material experts, classroom teachers to the developed media. While the test is used to measure the initial ability and final ability of students after using the media that has been developed. The results of this study are Game Scratch media is declared valid based on the results of expert validation and the material obtained is 88% and 89% is included in the very valid category. While the practicality questionnaire given by the teacher obtained 92% results categorized as very practical. In a limited trial, the result was 87.5%, so it was categorized as very effective.Based on the conclusions of this study, it is stated that the development of this media can help teachers to create a pleasant learning atmosphere and can arouse students' enthusiasm in participating in learning
Efektifitas Model Creative Problem Solving Dengan Media Teka-Teki Silang Daun Terhadap Aktivitas dan Hasil Belajar IPA Sekolah Dasar Erwin Putera Permana
JRPD (Jurnal Riset Pendidikan Dasar) Vol 1, No 2: Oktober 2018
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/jrpd.v1i2.1441

Abstract

Berdasarkan hasil temuan observasi bahwa siswa kesulitan dalam menerima materi pelajaran, khususnya pembelajaran IPA (Ilmu Pengetahuan Alam). Hal ini dikarenakan kegiatan belajar mengajar tanpa adanya media maupun model pembelajaran, permasalahan ini mengakibatkan kebosanan dan membuat siswa malas untuk belajar. Dengan adanya penggunaan Model Creative Problem Solving dengan Media Teka-Teki Silang Daun, diharapkan aktivitas dan hasil belajar siswa meningkat. Penelitian ini menggunakan pendekatan kuantitatif dengan subyek penelitian siswa kelas IV Sekolah Dasar. Penelitian ini dilaksanakan dalam tiga pertemuan, menggunakan instrumen RPP, postest, lembar observasi aktivitas siswa, dan lembar observasi aktivitas  guru.  Kesimpulan  hasil  penelitian  ini  adalah  penerapan  Model Creative Problem Solving dengan Media Teka-Teki Silang Daun terhadap aktivitas siswa pada pembelajaran IPA pokok bahasan jenis-jenis daun memperoleh rerata 82,3% sehingga masuk kategori aktif. Penerapan Model Creative Problem Solving dengan Media Teka-Teki Silang Daun terhadap hasil belajar siswa pada pembelajaran IPA pokok bahasan jenis-jenis daun memperoleh rerata 87,32% sehingga masuk kategori sangat baik. Aktivitas belajar siswa yang diajar menggunakan Model Creative Problem  Solving  dan  Media Teka-Teki Silang Daun lebih  baik  daripada  hasil  belajar  siswa yang  diajar menggunakan  Model  Creative  Problem  Solving  tanpa  menggunakan  Media Teka-Teki Silang Daun. Hasil belajar siswa menggunakan Model Creative Problem  Solving  dan  Media  Teka-Teki Silang Daun  lebih  baik  daripada  hasil  belajar  menggunakan  Model  Creative  Problem  Solving  tanpa  menggunakan  Media Teka-Teki Silang Daun.