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Learning Loss pada Kemampuan Pemahaman Konsep dan Representasi Matematis Peserta Didik Kelas V SD di Era Post Pandemic Covid-19 Naila Kurnia Restu; Cucu Suryana; Tatang Herman; Tita Mulyati
Jurnal Basicedu Vol 7, No 1 (2023): February
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v7i1.4364

Abstract

Penelitian ini bertujuan untuk mengungkapkan indikator apa saja yang menjadi dampak dari learning loss pada kemampuan pemahaman konsep dan representasi matematis peserta didik kelas V khususnya di era post pandemic COVID 19. Metode penelitian yang digunakan adalah kajian literatur. Hasil dari kajian literatur yang ditemukan adalah indikator yang menjadi dampak dari learning loss pada kemampuan pemahaman konsep adalah menggunakan model, diagram dan simbol-simbol untuk merepresentasikan suatu konsep, serta mengubah suatu bentuk represenasi ke bentuk representasi lainnya. Sedangkan indikator yang menjadi dampak dari learning loss pada kemampuan representasi matematis peserta didik addalah menggambar untuk memperjelas suatu masalah dan memfasilitasi cara menyelesaikan masalah tersebut, membuat model atau persamaan matematika dari representasi lain yang disajikan, serta menyusun sebuah alur cerita yang sesuai dengan representasi yang telah diberikan. Maka dapat disimpulkan bahwa learning loss merupakan dampak dari pandemic covid 19 dikarenakan pembelajaran jarak jauh atau daring yang memiliki banyak kendala terutama oleh guru, peserta didik, dan orang tua. Sehingga pembelajaran berlangsung kurang efektif.
Rancang Bangun Media Pembelajaran Pkn Berbasis Multimedia Interaktif Mobile Learning Dalam Mengembangkan Literasi Kewarganegaraan Siswa Dinie Anggraeni Dewi; Yeni Yunarti; Tita Mulyati; Rahman Wahid
Naturalistic: Jurnal Kajian dan Penelitian Pendidikan dan Pembelajaran Vol. 7 No. 2 (2023): Naturalistic: Jurnal Kajian Penelitian dan Pendidikan dan Pembelajaran
Publisher : Jurnal ini diterbitkan oleh: PGSD FKIP Universitas Muhammadiyah Tasikmalaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35568/naturalistic.v7i2.3363

Abstract

Penelitian ini bertujuan untuk mengembangkan media digital PPKn untuk mengembangkan literasi kewarganegeraan siswa. Media ini dikembangkan sebagai bentuk penyesuaian terhadap perkembangan teknologi yang semakin pesat berkembang dan berdampak pada aspek pendidikan. Penelitian ini menggunakan model D&D dengan desain penelitian pengembangan 4-D ini meliputi 4 tahap yaitu tahap Define (pendefinisian), Design (Perancangan), Development (Pengembangan) dan Dissemination (Penyebaran). Hasil penelitian menunjukan bahwa media yang dikembangkan layak untuk digunakan dengan rerata penilaian 86,6%. Adapun rinciannya adalah penilaian dari ahli materi sebesar 87,5%, ahli bahasa 85%, dan ahli media 87,5%. Kemudian respon dari pengguna yaitu mahasiswa terhadap media yang dikembangkan juga memperoleh skor yang memuaskan dengan rerata yaitu 85%.
DEVELOPMENT OF SCRACTH-BASED GAME MEDIA FOR LEARNING SCIENCE MATERIALS OF CHANGING THE FORM OF SUBSTANCE IN ELEMENTARY SCHOOL Muhammad Taufik Dwi Putra; Lia Nurbanillah Fujianti; Tita Mulyati; E. Silmi Kaaffah; Mar’ati Fajrin
EduHumaniora | Jurnal Pendidikan Dasar Kampus Cibiru Vol 15, No 2: July 2023
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/eh.v15i2.56888

Abstract

Natural Science is a science that requires a scientific attitude, understanding of concepts and experimental skills. However, in its implementation in the field of education, there are still a lot of scores that do not reach the minimum criteria due to a lack of understanding of students' concepts and approaches that are still traditional. Therefore, in accordance with the capabilities of the 21st century, this study purposes to develop a game based media from Scratch that can be used by teachers and students in science learning material changes in the shape of objects. This research uses a method by applying Research and Development whose main purpose is to develop new products or improve existing products. The results of this study shows that the development of media based on the Scratch game can be developed by a teacher and can be used in learning with students. The results of testing the learning media that have been made on the display design aspect show a percentage of 93% which means it is very proper, the substance aspect of the material shows a percentage of 89% which means it is proper, and the respondent's response to the program shows a percentage of 83% which means it is proper.
Pengembangan Media Pembelajaran Video Animasi Stop Motion Dalam Menanamkan Sikap Anti Narkoba Di Sekolah Dasar Riski Ananda; Tita Mulyati; Yayang Furi Furnamasari
Jurnal Bintang Pendidikan Indonesia Vol 1 No 4 (2023): November: Jurnal Bintang Pendidikan Indonesia (JUBPI)
Publisher : Sekolah Tinggi Ilmu Ekonomi Trianandra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jubpi.v1i4.1965

Abstract

This study was motivated by the lack of use of digital-based learning media in the learning process, the absence of counseling and guidance on the dangers of drugs in SDN Kalibaru 07 morning, as well as environmental factors around the school, namely Kalibaru Barat village, which is an area prone to drug abuse. To overcome these problems, efforts are needed to develop stop-motion animation video media that aim to produce stop-motion animation videos that are practical and effective. This research uses the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. The analysis phase includes an analysis of Learning media development needs and the characteristics of learners. The design phase includes the design of the GBPM and storyboard as a reference in developing stop-motion animation video media. The development phase includes product development and validity tests by experts, namely material experts with an average percentage score of 96.42% in the category "Very Decent", media experts with an average percentage score of 100% in the category "Very Decent", and linguists with an average percentage score of 96.87% in the category "Very Decent". The evaluation phase was conducted by providing a user response questionnaire, namely for teachers with an average score percentage of 95% in the category "Very Good", and learners with an average score percentage of 92.73% in the category "Very Good". The results showed that stop-motion animation videos are very good at instilling anti-drug attitudes in elementary schools.
Analisis Karakter Gotong Royong Sebagai Penguatan Jati Diri Bangsa Pada Animasi Adit Dan Sopo Jarwo Kintan Vindria Salsabila; Tita Mulyati; Yayang Furi Furnamasari
Garuda: Jurnal Pendidikan Kewarganegaraan Dan Filsafat Vol. 1 No. 3 (2023): September: Jurnal Pendidikan Kewarganegaraan dan Filsafat
Publisher : Universitas Katolik Widya Karya Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/garuda.v1i3.1242

Abstract

This research aims to identify the values of mutual cooperation character found in the Adit and Sopo Jarwo animation as one of the media to be used in strengthening the national identity of elementary school students. The method used in this research is qualitative with content analysis method, and data collection techniques include literature study, documentation, and data analysis. Based on the results of the research conducted, it was found that in the Adit and Sopo Jarwo animated film, there are 7 values of mutual cooperation character, which are helping each other, appreciating teamwork, solidarity, commitment to collective decisions, empathy, anti-violence, and a voluntary attitude. These values of mutual cooperation character appear in 11 episodes of the Adit and Sopo Jarwo animation, namely in the episodes of the father's lost wallet, the father's wallet is still lost, Jarwo's theft, Adit wins, the confusing umbrella motorcycle taxi, Adit's flu, Jarwo's sadness, getting caught up in the antenna service, kite competition making everyone fly, Jarwo's surprise, Adel's whereabouts, patrol duties like courage tests, and visiting siblings making everyone feel honored. Furthermore, the Adit and Sopo Jarwo animation can be used as a learning tool in strengthening the national identity because this animation contains scenes that are in line with the development of mutual cooperation character as a way to strengthen the national identity.
Designing and Developing E-Magazine about Indonesian Cultural Concept in Social Studies Learning for Elementary School Students Hannifah Dwi Septyani; Tita Mulyati; Yona Wahyuningsih
International Journal of Learning and Instruction (IJLI) Vol 5, No 2 (2023): Oktober 2023 Volume 5 Number 2 2023
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/ijli.v5i2.63559

Abstract

The background of this research is optimizing material on cultural diversity, cultural tourism and special food in Indonesia in class IV SD in social studies learning through the digital media e-magazine Anak Bangsa. The use of the Anak Bangsa e-magazine learning media is due to the lack of use of learning media during the teaching and learning process and a decrease in love for preserving culture. This study aims to produce a product in the form of an e-magazine Anak Bangsa learning media on cultural diversity material in Social Studies class IV SD. This research uses the Design and Development method with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The instruments used were questionnaires for validating material experts, media experts, and linguists, questionnaires for teacher and student responses, as well as interviews with educators and students. The research produced the product of Anak Bangsa e-magazine learning media with material on cultural diversity in grade IV SD. The results of the recapitulation of the feasibility test through validation by experts namely material experts, media experts, and language experts using a validation questionnaire obtained the category "Very Eligible". The results of the assessment recapitulation from the responses of educator users and students obtained the "Very Eligible" category. The learning media for the Anak Bangsa e-magazine on social studies material on cultural diversity that has been developed is suitable for use as an alternative media for learning social studies in grade IV elementary schools.Keywords: E-Magazine, Learning Media, Social Studies Learning in Elementary Schools