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Journal : Murabbi: Pendidikan Guru Madrasah Ibtidaiyah

Respon Peserta Didik Terhadap Physics Education Technology (PhET) Simulation Pada Materi Rangkaian Listrik Kelas VI SD Bina Persada Mohamad Yudiyanto; Annisa Mayasari; Hana Rizki Farhana; Deni Soidin
MURABBI Vol. 1 No. 2 (2022): Jurnal Murabbi
Publisher : Prodi PGMI STAI Sabili Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69630/jm.v1i2.8

Abstract

This research aims to explain the use of information and communication technology as one of the web-based learning media in an application, namely PhET Simulation learning media. As we know in science learning in elementary schools, there are many learning materials that are still difficult for teachers to explain because the material presented is abstract (virtual / imaginary) so that students do not understand the concept of learning. With the existence of PhET simulation media, in the learning process, both teachers and students will collaborate in exploring various things about the world of natural knowledge so that students are more enthusiastic during teaching and learning activities. PhET simulations are designed to make learning more innovative (web-based), fun and of course collaborative between teachers and students. PhET simulations help students understand learning concepts, especially in science learning in elementary school, where many natural science materials are still abstract and require semi-concrete or concrete media to inform learners, one alternative is the use of learning media for PhET simulations. The result of the research show that PhET simulation is an effective learning media to increase the effectiveness of student learning, and can help student learn without having to use a real laboratory, by utilizing PhET simulation media it can also improve students’ ICT literacy skills, beside that using PhET simulation is very easy and can be understoodnin occording with science subject matter, PhET simulation can also be used for independent study at home without having to be suoervised by teacher at school.
Penerapan Permainan Gebrakan Dengan Kartu Bilangan Bulat Sebagai Media Pembelajaran Pada Pembelajaran Matematika Mohamad Yudiyanto; Deni Soidin; Djenal Suhara
MURABBI Vol. 2 No. 1 (2023): Jurnal Murabbi
Publisher : Prodi PGMI STAI Sabili Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69630/jm.v2i1.12

Abstract

This research was conducted to see that there was a significant influence in the teaching and learning process in mathematics, beside that we want to produce fun learning media. To get good quality learning media in the learning process, it is necessary to choose and plan the use of appropriate and effective learning media. Departing from these problems the researcher tried to apply a breakthrough game learning media using integer cards. Research methods using observation and library research. Based on the result of data analysis and direct observation, that the use off buzz games using integer cards as learning media in mathematics can be applied in accordance with the design and material presented. Beside that SK (competency standard) and KD (Basic Competence) mathematics subject matter of integers were achieved, judging by the indicators that both groups were able to operate integer correctly.
Pengembangan Media Pembelajaran Video Untuk Membaca Permulaan Tema 4 Keluargaku Kelas 1 SD Ar-Rahman Darul Ilmi Ani Sri Mulyani; Yosi Aryanti; Deni Soidin; Elly Kusmiati
MURABBI Vol. 2 No. 1 (2023): Jurnal Murabbi
Publisher : Prodi PGMI STAI Sabili Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69630/jm.v2i1.13

Abstract

This research aims to explain the use of video media reading the beginning of topic 1, My Family, for elementary school students, in language learning content of recognizing words of praise, invitation, apology, and thanks. This research and development are carried out through the Sugiyono development process, which consists of 10 steps, namely: potential problem phase, data collection phase, product design phase, design validation phase, design review phase, product trial phase, product verification phase, user trial phase, product release phase, and mass production phase (first video reading). The subjects in this study were grade I students of SD Ar-Rahman Darul Ilmi. The assessment results of the media, material and language analysis aides reached an overall figure of 92.4% meaning that the first reading video developed falls under the criteria of "very valid". The results of the student survey showed a percentage of 90.99% which indicates that the pre-read videos developed fall under the criteria of "very practical". The results of the student survey showed a percentage of 90.99%, which indicates that the pre-read videos developed fall under the criteria of "very practical". The results of the student's learning due diligence reached an average of 90.8%, indicating that the developed introductory reading video falls under the "very effective" criteria. It is makes possible to use read-aloud video development during learning.