Diyanti Jati Pratiwi
STKIP PGRI Trenggalek

Published : 5 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 3 Documents
Search
Journal : PROGRES PENDIDIKAN

DEVELOPMENT OF AUDIOVISUAL LEARNING MEDIA BASED ON WORDWALL APPLICATIONS TO IMPROVE LITERACY SKILLS Novida Ari Sakamurti; Wahyu Nugroho; Diyanti Jati Pratiwi
PROGRES PENDIDIKAN Vol. 5 No. 3 (2024): September 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/prospek.v5i3.585

Abstract

In the world of education, teachers are required to play an important role in supporting students' learning. Efforts that can be made are using learning media. One of them is the use of audiovisual learning media to clarify the material so that learning objectives can be achieved. However, its use is often inappropriate, where in learning, student literacy is lacking and even student interest in knowledge is very low. Based on these problems, improving student literacy can be overcome using the online game learning media Wordwall. The aim of this research is to increase the literacy of fourth grade elementary school students. R&D research method the sampling technique used is purposive sampling. The sample for this research consisted of 33 fourt grades students, namely 13 students at SDN 1 Tamanan and 20 students at SDN 1 Karanganyar. the results of the paired sample t-test showed that H 0 was rejected and H a was accepted so that there were differences before and after the use of audiovisual learning media based on the wordwall game application to increase the literacy of elementary school students with the effectiveness value through the N -Gain test showing an increase, So it can be concluded that audiovisual learning media based on the wordwall game application is able to increase student literacy and is an interesting, fun, valid and practical media to be applied in the learning process in elementary schools.
GAME MEDIA BASED ON LOCAL WISDOM TO IMPROVE PRIMARY SCHOOL STUDENTS' CRITICAL THINKING ABILITIES Putri Dataliya Jatayu; Wahyu Nugroho; Diyanti Jati Pratiwi
PROGRES PENDIDIKAN Vol. 5 No. 3 (2024): September 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/prospek.v5i3.586

Abstract

This research aims to analyze the effectiveness test of interactive game media using Educandy based on local wisdom to improve the critical thinking skills of class V students which include C4 (analyzing), C5 (concluding) and C6 (creating). The research method is Research and Development (RnD) with the ADDIE Model which consists of 5 stages, namely Analysis, Design, Development, Implementation and Evaluation. Data collection instruments are interviews, expert validation questionnaires, practitioner questionnaires, pre-test and post-test questions, teacher and student response questionnaires. Data analysis used Paired sample T-Test and N-Gain tests with the help of SPSS 26.00 software. The research data shows that the recapitulation of expert scores was 90.14% in the media, including the valid category, the expert practitioner results were 86.67%, including the very practical category, and the average teacher response score was 90%, while the students' results were 87.1. % which means very valid and interesting. The results of the Paired Sample T-Test and N-Gain different tests show a significance value of 0.00 or ≤ 0.05, which means there is a difference before and after the use of game media. So, it can be concluded that interactive game media uses Educandy based on local wisdom fulfills the categories of valid, practical and interesting to use in learning and is effective for improving the critical thinking skills of fifth grade elementary school students.
DEVELOPMENT OF ANDROID-BASED METAVERSE MEDIA TO IMPROVE NUMERATION LITERACY OF CLASS V STUDENTS IN PRIMARY SCHOOLS Salma Rosyida Anwar; Wahyu Nugroho; Diyanti Jati Pratiwi
PROGRES PENDIDIKAN Vol. 5 No. 3 (2024): September 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/prospek.v5i3.589

Abstract

The research is motivated by the problem of mathematics learning in class V of elementary schools. It is known that students have difficulty collecting data in story form, so students' numeracy literacy is considered low. Research to determine mathematics learning problems related to numeracy literacy in grade V elementary schools. The research uses the Research and Development (RnD) method and the Lee and Owens model. The data collection techniques used were interviews, observation, media validation, materials, language, practitioners, student and teacher responses, numeracy literacy questionnaires, and test questions. The effectiveness test (N-Gain) obtained a mean of 65.4 %. So, the media is considered effective in use, so it is concluded that Android-based metaverse media can increase the numeracy literacy of fifth grade elementary school students.