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Pengembangan Media Auto Play Pada Materi Struktur bagian Tumbuhan Dalam Meningkatkan Hasil Belajar Siswa di Sekolah Dasar Kabupaten Probolinggo Sriwijayanti, Ribut Prastiwi; Qomariah, Rysca Siti; Shohibuddin
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 2 No. 1 (2021): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif NU Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (416.954 KB) | DOI: 10.62775/edukasia.v2i1.28

Abstract

Learning media has a very important role in the learning process, through the learning media student will be easier to understand the material presented. So also in the science lessons especially material of Structures Plant which during the learning is monotonous. Therefore, Researchers developed a product of learning media in the form Autoplay which is able to present the material in a concrete way for students, the presentation of the material in this learning media accompanied by pictures, animations and videos that make learning media more interesting and motivate for students to learn. The goals of this research development is knowing the product design of learning media based on autoplay, knowing the level of validity and attractiveness of the product of learning media based on autoplay, and knowing the difference understanding of the concept of control class with experiment class that using learning media based on autoplay. The method using in this reserach is research and development with BORG AND GALL model of development. The procedure of development in this research are adapted from development of BORG AND GALL to be four steps they are preliminary step,development step, validation and revision and trying in field step. This research was conducted in SDI Tarbiyah with the subject of the trial as many as 18 students of class IV. Results of the development of this media is the product of media development of this in the form learning media by using a software program Autoplay Studio 8 that the material is accompanied by pictures of related material, video animation using software of flash player associated with learning, and quizzes smart application uses Quiz creator. The validation of development product can be seen from the sheet validation from validator of experts consisting of design experts with a percentage of 95% (very valid), Experts of material/content with a percentage 82% (valid) and teachers of science with 89% (very valid), whereas the level of attractiveness of the media can be seen from the questionnaire students of class IV with a percentage of 93% (very valid). The average acquisition value of last Post-Test was reached 90.56 compared to Pre-Test reached 78.33. DOI: https://doi.org/10.33399/edukasia.v2i1.28
Pengembangan Modul Berbasis Life-Skill dalam Pembelajaran Matematika Materi Kecepatan pada Siswa Kelas V di SDN Mranggon Lawang 1 Probolinggo Farihah, Firna Nahwa; Sriwijayanti, Ribut Prastiwi; Jannah, Faridahtul; Wardana, Ludfi Arya
Kaipi: Kumpulan Artikel Ilmiah Pendidikan Islam Vol. 2 No. 1 (2024): Kaipi: Kumpulan Artikel Ilmiah Pendidikan Islam
Publisher : Program Studi Pendidikan Agama Islam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62070/kaipi.v2i1.49

Abstract

Penelitian ini bertujuan untuk mengembangkan modul pada materi kecepatan untuk kelas V di SDN Mranggon Lawang Probolinggo dengan menggunakan pendekatan life skill. Modul ini dirancang secara sistematis dan mendukung pembelajaran mandiri. Jenis penelitian yang digunakan yaitu Research and Development (R&D). Instrumen yang digunakan pada penelitian ini yaitu, angket validasi ahli materi, dan ahli media serta angket respon guru dan siswa. Pembelajaran menggunakan Modul berbasis Life Skill materi kecepatan yang mana konsepnya sering dijumpai dalam kehidupan sehari-hari, sangat valid dan layak diterapkan pada kegiatan pembelajaran. Hasil validasi pada penelitian ini berdasarkan tingkat perolehan hasil kualifikasi valid/sangat valid yaitu ahli materi mendapat skor 90,6%, ahli media mendapatkan skor 87,5%. Dalam uji coba skala kecil angket kepraktisan guru mencapai 87,5% dan angket kemenarikan siswa mencapai 89%. Sedangkan untuk uji coba skala besar tingkat kepraktisan modul mencapai 94%, tingkat kemenarikan 91% .Uji coba lapangan dilakukan untuk mengukur kepraktisan Modul ini dalam meningkatkan pemahaman materi kecepatan dan kemampuan pemecahan masalah peserta didik. Berdasarkan hasil penilaian tersebut menunjukkan bahwa media yang dikembangkan oleh peneliti valid dan praktis dengan sedikit revisi, Modul yang dikembangkan oleh peneliti dapat dikatakan valid, praktis dan memudahkan siswa dalam proses belajar yang berlangsung
The Use of Games for Learning in Primary Schools: A Bibliometrics Analysis of The Scopus Database Rulyansah, Afib; Pratiwi, Emy Yunita Rahma; Sriwijayanti, Ribut Prastiwi; Anjarwati, Ani
Jurnal Basicedu Vol. 6 No. 5 (2022)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v6i5.3881

Abstract

Elementary school learning that is integrated with games can increase student motivation in learning so that it can have a positive impact on learning outcomes. The bibliometric review used in this research aims to analyze articles that discuss the use of games at the elementary school level published in the Scopus database indexed journal for the period 2013-2022. A total of 122 articles discussing the integration of games in primary school level learning were analyzed. The review findings show that there was a significant increase in the number of publications in 2016-2021, around 77.87% of articles were published in that period. Spain and Indonesia dominate the number of publications. Four authors with 3 publications each are influential authors. Data visualization shows that this research topic can be grouped based on the type of game, type of game, subject of study, learning approach, type of learning, subject involved in research, and a number of topics that have the potential to be integrated with other topics to obtain novelty. The findings of this study can help relevant researchers to recognize research trends in the use of games for primary school learning globally and recommend directions for further research.