28 research outputs found

    PENGEMBANGAN BAHAN AJAR BERBASIS APLIKASI VIDEOSCRIBE MATERI GAYA DAN GERAK MATA PELAJARAN IPA

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    Penelitian ini bertujuan untuk mendeskripsikan dan menganalisis tahapan pengembangan, kelayakan, efektivitas dan respon peserta didik terhadap bahan ajar berbasis videoscribe materi gaya dan gerak mata pelajaran IPA kelas IV SDN Gelam 4. Penelitian ini menggunakan metode penelitian pengembangan Research and Development (RD) dengan pendekatan ADDIE yang terdiri dari Analyze, Design, Development, Implementation dan Evaluation. Hasil penelitian yang diperoleh untuk tahap pengembangan bahan ajar berbasis videoscribe memperoleh nilai rata-rata 86,8 termasuk ke dalam kategori baik. Adapun nilai kelayakan media 87% termasuk ke dalam kategori sangat layak, kelayakan isi materi 85% termasuk ke dalam kategori sangat layak dan kelayakan penyajian 87% termasuk ke dalam kategori sangat layak. Adapun uji efektivitas melalui pretest dan posstest dengan nilai N-Gain 0,85 dan pada N-Gain Score 85% termasuk kedalam kategori Tinggi. Hasil respon peserta didik terhadap bahan ajar berbasis videoscribe mata pelajaran IPA materi gaya memperoleh nilai 87% termasuk ke dalam kategori baik. Dengan demikian bahan ajar berbasis videoscribe mata pelajaran IPA materi gaya dan gerak kelas IV dinyatakan sangat layak dan valid digunakan dalam proses pembelajaran

    Pengembangan Media GAULL (Game Edukasi Wordwall) pada Materi Bangun Ruang untuk Siswa Sekolah Dasar

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    Disrupsi dalam dunia pendidikan saat ini mendorong para pendidik untuk berinovasi dan menumbuhkan kreativitas yang tinggi untuk menciptakan proses pembelajaran yang menyenangkan. Permasalahan mendasar yang dihadapi antara lain penggunaan media pembelajaran yang masih konvensional, kurangnya media pembelajaran berbasis permainan yang menyenangkan di sekolah dasar, dan kesulitan siswa dalam mata pelajaran matematika. Penelitian ini memiliki dua tujuan yaitu: (1) menghasilkan produk atau media pembelajaran GAULL (Game Edukasi Wordwall), dan (2) mengetahui kevalidan, kepraktisan, dan keefektifan media GAULL dalam pembelajaran geometri. Penelitian ini menggunakan paradigma ADDIE yang terdiri dari lima tahap, yaitu analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek penelitian adalah siswa kelas 5 SDIT Bina Insani, dan objeknya adalah media pembelajaran GAULL yang dikembangkan. Temuan penelitian adalah sebagai berikut: (1) produk yang dihasilkan adalah GAULL, sebuah permainan wordwall edukatif berbasis website yang disajikan dalam bentuk link yang dikombinasikan dengan PowerPoint, (2) media pembelajaran GAULL telah memenuhi kriteria kevalidan (validasi ahli materi sebesar 88% dan validasi ahli media sebesar 90%), kepraktisan (memperoleh skor 90%), dan keefektifan (memperoleh skor 0,93). Media pembelajaran GAULL yang dikembangkan telah memenuhi aspek kevalidan, kepraktisan, dan keefektifan, dan diperuntukkan bagi pendidik untuk menggunakan media ini untuk siswa kelas 5 SDIT Bina Insani pada materi geometri

    EFEKTIVITAS MEDIA PEMBELAJARAN BERBASIS ANDROID MICROSOFT MATH SOLVER (MMS) TERHADAP KEMAMPUAN PEMECAHAN MASALAH DAN KEMANDIRIAN BELAJAR

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    Penelitian dilakukan sesuai dengan permasalahan dalam proses pembelajaran, yaitu (1) pembelajaran yang biasanya dilakukan tidak sepenuhnya dikuasai oleh siswa; (2) sebagai pendidik harus berinovasi sesuai tuntutan zaman; (3) penggunaan smartphone sebagai alternatif sumber belajar yang efektif; (4) penggunaan android dapat menyelesaikan masalah matematika dan meningkatkan kemandirian belajar siswa. Tujuan dari penelitian ini adalah untuk mengetahui keefektifan penggunaan media pembelajaran android Microsoft Math Software (MMS) terhadap kemampuan pemecahan masalah dan pembelajaran mandiri. Penelitian ini menggunakan desain eksperimen semu dengan desain posttest control group design. Pengumpulan data dilakukan dengan menggunakan metode observasi, angket kemandirian belajar, dan tes kemampuan pemecahan masalah. Data yang diperoleh dianalisis dan dideskripsikan untuk uji normalitas dan homogenitas, uji N-Gain Score, dan uji t. Hasil analisis menunjukkan bahwa terjadi peningkatan kemampuan pemecahan masalah pada kelas eksperimen dibandingkan dengan kelas kontrol. Hasil yang diperoleh menunjukkan bahwa kemampuan pemecahan masalah pada kelas eksperimen sebesar 72,11% berada pada kategori “Tinggi”, sedangkan pada kelas kontrol hanya 26,70% yang dinyatakan “Rendah”. Hasil angket yang diperoleh 82,62% kemandirian belajar dinyatakan dalam kategori “Tinggi”

    The Influence of Blended Learning and Visual, Auditory, Kinesthetic (VAK) Learning Styles on Students' Speaking Skills in Class XI English Language Learning

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    The aim of this research is to determine the effect of blended learning and visual, auditory, kinesthetic (VAK) learning styles on students' speaking skills when learning English. The research method used is experimental research. The experimental design used was a factorial design, while this research used a non-equivalent control group pre-test. The research results show that: (1) There are differences in the English language skills of students who are taught through blended learning and online learning; (2) There is a reciprocal influence between blended learning and online learning models as well as visual, auditory, kinesthetic (VAK) learning on students' English language skills; (3) There are differences in English language skills between students taught using blended learning and online learning with visual learning; ( 4) There are differences in English language skills between students who are taught through blended learning and online learning techniques, and students who receive auditory learning; and (5) There are differences in English language skills between students taught via blended learning and online learning methods and students with a kinesthetic learning style.The purpose of this study was to determine the effect of Blended Learning and Visual, Auditory, Kinesthetic (VAK) Learning Styles on Students' Speaking Skills in Learning English. The research method used is experimental research. The experimental design used was a factorial design, while the research design used a non-equivalent control group pre-test design. The results of the study show that: 1) There are differences in English speaking skills between students taught by Blended Learning and Online Learning. 2) There is an interaction effect between Blended Learning and Online Learning learning models with Visual, Auditory, Kinesthetic (VAK) learning styles on students' English speaking skills. 3) There are differences in English speaking skills between students who are taught by Blended Learning and Online Learning for students who have a visual learning style. 4) There are differences in English speaking skills between students who are taught by Blended Learning and Online Learning for students who have an auditory learning style. 5) There are differences in English speaking skills between students who are taught by Blended Learning and Online Learning for students who have a kinesthetic learning style

    PENGEMBANGAN BAHAN AJAR DALAM MENUMBUHKAN JIWA BAHARI PADA ANAK USIA DINI

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    Bahan ajar adalah alat atau dokumen yang disusun secara sistematis yang digunakan guru dan siswa dalam proses pembelajaran untuk mencapai tujuan dan memperlancar kegiatan belajar mengajar. Berdasarkan hasil observasi kepada guru dan kepala sekolah di PAUD NURANI BUNDA dengan Alamat di Jl. Silet, Kp Mendong Rt/w 001/001, desa Baros Jaya, Kecamatan Cinangka kabupaten Serang. Pendekatan yang digunakan dalam penelitian ini adalah model ADDIE dengan metode yang dipopulerkan oleh Dick and Carey, yaitu melalui empat tahap Analysis, Design, Development, Implementasi, dan Evaluasi. Dari hasil observasi tersebut terdapat 54.5% dari 15 pertanyaan terkait dengan materi kemaritiman tergolong masih rendah. Hal ini disebabkan oleh kurangnya motivasi dari guru dan orang tua mengenalkan literasi laut pada anak. penelitian ini berusaha untuk merancang dan membuat sebuah buku bahan ajar dalam bentuk buku ceritera anak tentang laut yang dapat mengembangkan literasi tentang kelautan dan menumbuhkan jiwa Bahari pada anak sesuai dengan capaian pembelajaran pada kurikulum PAUD. Penelitian yang dilakukan menghasilkan buku bahan ajar dalam bentuk buku Cerita Bergambar dengan Tema Aku Anak Pantai yang telah tervalidasi oleh para ahli.  Buku bahan ajar yang telah dihasilkan dapat dijadikan sebagai sumber referensi bagi guru, orang tua dan peserta didik dalam menumbuhkan jiwa Bahari pada anak usia dini

    Pengaruh Motivasi Keluarga Terhadap Kemampuan Kognitif Anak Usia 5-6 Tahun: Studi Masa Pandemi

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    During the pandemic, children aged 5-6 years need time to learn from home so that cognitive abilities during the pandemic experience obstacles. Family motivation has an important role in empowering children's cognitive abilities. The purpose of this study was to determine the effect of family motivation on the cognitive abilities of children aged 5-6 years during the pandemic. The research method used is quantitative. The research subjects found 60 children consisting and 60 parents of: grades B1, B2, B3, B4 at the Putera Bhineka Institute. Data collection techniques using observation, questionnaires, and documentation. The validity and reliability test showed that all the item instruments used were valid and reliable. Data analysis using SPSS 22.0 with simple linear regression test based on hypothesis testing. The results showed that there was no significant effect of motivation on children's cognitive abilities during the pandemic aged 5-6 years. The results of calculations with simple linear regression analysis and hypothesis testing can be said that tcount is 1.311 and a significance value is 0.195. The significant value is 0.195 > 0.05 or seen in the tcount of 1.311 < ttable 2.001. These results can be influenced by environmental factors in the community and the school environment. The findings of this study contribute that during the pandemic, children's cognitive abilities are not influenced by family motivation, but rather by environmental and other factors

    Desain Media Geometri Bangun Ruang Berbasis Android untuk Meningkatkan Kemandirian dan Hasil Belajar

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    Penelitian ini bertujuan untuk menghasilkan media pembelajaran matematika berbasis android yang layak digunakan sebagai media pembelajaran yang dapat meningkatkan kemandirian dan hasil belajar matematika siswa kelas VI pada konsep geometri bangun ruang. Jenis penelitian yang digunakan adalah jenis penelitian R & D dengan model ADDIE yang terdiri dari lima tahap, yakni Analysis, Design, Development, Implementation, dan Evaluation. Media yang dikembangkan diujicobakan kepada 31 siswa kelas VI SDN Kedaleman IV Kota Cilegon. Pengumpulan data dilakukan dengan pemberian lembar validasi kepada ahli media, ahli materi, dan guru. untuk memberikan penilaian terhadap kelayakan produk serta penyebaran angket respon siswa untuk memberi masukan produk yang telah dikembangkan. Pretest dan posttest diadakan untuk mengetahui peningkatan hasil belajar siswa dan pengisian angket oleh siswa dilakukan untuk mengetahui peningkatan kemandirian belajar siswa. Hasil penelitian menunjukkan bahwa tingkat kelayakan produk media pembelajaran hasil pengembangan dinyatakan layak berdasarkan penilaian: (1) Ahli media nilai presentase 88,40 % dengan kriteria “Sangat Baik” (2) Ahli materi prsentase 85,00% dengan kriteria “Sangat Baik” (3) Teman sejawat (Guru) presentase 92,00% dengan kriteria “Sangat Baik” (4) Hasil respon nilai presentase 86,60% dengan kriteria “Sangat Baik” (5) Hasil kemandirian siswa rata-rata 41,32, nilai prosentase 86,09% dengan kriteria “Sangat Baik” (6) Hasil belajar siswa nilai presentase 84,19% dengan kriteria “Sangat Baik”. Hasil penilaian membuktikan bahwa pengembangan media pembelajaran matematika berbasis android dinilai layak digunakan sebagai media pembelajaran untuk meningkatkan kemandirian dan hasil belajar siswa

    KEMAMPUAN MANAJERIAL KEPALA SEKOLAH DENGAN KOMPETENSI IT GURU TERHADAP ASSESMENT NASIONAL BERBASIS KOMPUTER (ANBK)

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    Kegiatan Asesmen Nasional Berbasis Komputer (ANBK) merupakan sebuah upaya upaya yang dilakukan Pemerintah dalam bidang pendidikan khususnya dalam perubahan sistem penilaian. Untuk mendalami hal tersebut, dilakukan penelitian di Sekolah Dasar Kecamatan Banjarsari. Penelitian dilakukan dengan tujuan untuk mengetahui kemampuan manajerial Kepala Sekolah terhadap kesiapan siswa menghadapi ANBK. Untuk mencapai tujuan tersebut digunakan metode penelitian survei dengan pendekatan deskriptif kuantitatif. Populasi dalam penelitian ini adalah kepala sekolah dan guru di Kecamatan Banjarsari. Sampel yang diambil adalah 42 Kepala Sekolah dan 42 guru kelas 5 yang melaksanakan kegiatan ANBK secara mandiri maupun menumpang.Populasi dan sampel juga diambil dari siswa kelas 5 jumlah 150 orang. Pengolahan Berdasarkan data yang diperoleh 57

    Unplugged Coding Activities for Early Childhood Problem-Solving Skills

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    Problem solving skills are very important in supporting social development. Children with problem solving skills can build healthy relationships with their friends, understand the emotions of those around them, and see events with other people's perspectives. The purpose of this study was to determine the implementation of playing unplugged coding programs in improving early childhood problem solving skills. This study used a classroom action research design, using the Kemmis and Taggart cycle models. The subjects of this study were children aged 5-6 years in Shafa Marwah Kindergarten. Research can achieve the target results of increasing children's problem-solving abilities after going through two cycles. In the first cycle, the child's initial problem-solving skills was 67.5% and in the second cycle it increased to 80.5%. The initial skills of children's problem-solving increases because children tend to be enthusiastic and excited about the various play activities prepared by the teacher. The stimulation and motivation of the teacher enables children to find solutions to problems faced when carrying out play activities. So, it can be concluded that learning unplugged coding is an activity that can attract children's interest and become a solution to bring up children's initial problem-solving abilities. Keywords: Early Childhood, Unplugged Coding, Problem solving skills References: Akyol-Altun, C. (2018). Algorithm and coding education in pre-school teaching program integration the efectiveness of problem-solving skills in students. Angeli, C., Smith, J., Zagami, J., Cox, M., Webb, M., Fluck, A., & Voogt, J. (2016). A K-6 Computational Thinking Curriculum Framework: Implications for Teacher Knowledge. Educational Technology & Society, 12. Anlıak, Ş., & Dinçer, Ç. (2005). 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