Claim Missing Document
Check
Articles

Found 12 Documents
Search

Interactive Learnıng Media Development Math Case Based on Scratch Triangle and Parallelogram Grade V Elementary School Az-zahrah, Nabilah; Sukriadi; Arafah, Andi Asrafiani; Muhlis; Septika, Hety Diana; Rahmi, Rosita Putri
Jurnal Pendidikan Matematika (JPM) Vol 10 No 2 (2024): Jurnal Pendidikan Matematika (JPM)
Publisher : Department of Mathematics Education, Faculty of Teacher Training and Education, Universitas Islam Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33474/jpm.v10i2.21953

Abstract

The development of Scratch-based Math Case interactive learning media uses the Research & Development method which produces an interactive learning media that can be accessed without using an application. The aim of this study was to ascertain the developmental process, validity, and practicality of Scratch. This study employs the ADDIE development model, comprising 1) Analysis, 2) Design, 3) Development, 4) Implementation, and 5) Evaluation. The subjects of this study were students of class V-A at SDN 004 Samarinda Ulu and 1 teacher of class V-A. The result of this research is Scratch interactive learning media in the form of links that can be used without using the application. This media has been tested for validity and practicality by several experts and responses from research subjects. The validity assessment from linguists scored 86% in a very decent category, the validity assessment from material experts scored 84% in a very decent category, and the validity assessment from media experts scored 86% in a very decent category. Practicality assessment was carried out through small-scale and large-scale trials. The practicality of small-scale trials on students obtained an assessment of 83% with a very feasible category. The practicality of large-scale trials on students obtained an assessment of 87% with a very feasible category and the practicality of large-scale trials on educators obtained an assessment of 96% with a very feasible category. Based on these stages, this Scratch media can be used in the classroom as an interactive learning media.
PELATIHAN MEDIA PEMBELAJARAN DIGITAL BERBASIS CANVA BAGI GURU DI SDN 021 SUNGAI KUNJANG Arafah, Andi Asrafiani; Mustamiroh, Mustamiroh; Masriani, Masriani; Riyanti, Ririt
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 4 No. 6 (2023): Volume 4 Nomor 6 Tahun 2023
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v4i6.22018

Abstract

Mitra pada kegiatan pelatihan ini adalah SDN 021 Sungai Kunjang. pelatihan media pembelajaran digital berbasis canva bagi guru di SDN 021 Sungai Kunjang ini dilaksanakan untuk membantu guru yang ada di SD 021 Sungai Kunjang untuk memahami terkait penggunaan aplikasi canva dalam pembuatan bahan ajar yang interaktif dan menarik minat belajar siswa, selain itu untuk mengoptimalkan penggunaan aplikasi dengan mudah untuk mengembangkan bahan ajar yang lebih variatif, estetik, dan ergonomis. Pelatihan ini dilaksanakan selama satu hari dengan beberapa materi Pelatihan yang dibuka dengan materi pengenalan canva dan fitur-fiturnya yang dilanjutkan dengan pembahasan terkait Implementasi Pembuatan Akun dan Fitur-fitur canva, Penggunaan canva dalam Pembelajaran Interaktif dan inovatif. Adapun metode yang digunakan dalam kegiatan pelatihan ini berupa pemberian materi (metode ceramah), diskusi, tanya jawab dan demonstrasi. Dalam pelatihan ini, guru-guru sebagai peserta pelatihan diberikan kesempatan untuk berlatih secara langsung mengoptimalkan semua fiitur yang ada pada aplikasi canva, khususnya untuk pengembangan bahan ajar yang kreatif, inovatif, serta interaktif adalah salah satu upaya dalam mewujudkan pendidikan yang kolaborasi serta proses pendidikan yang aktif.
Pelatihan Penyusunan Modul Ajar Berbasis Kurikulum Merdeka di Sekolah Dasar untuk Meningkatkan Kompetensi Mahasiswa Mustamiroh, Mustamiroh; Arafah, Andi Asrafiani
PENGABDI PENGABDI: VOL. 4, NO.2 (2023)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/pengabdi.v4i2.56403

Abstract

Abstrak –Kurikulum Merdeka berfokus pada materi yang esensial dan pada pengembangan karakter Profil Pelajar Pancasila. Di Kurikulum Merdeka, capaian pembelajaran dirumuskan ke dalam enam fase dengan jangka waktu sesuai tingkat kompetensi peserta didik. Fase pada tingkat SD dibagi menjadi tiga, yaitu fase A, fase B, dan fase C. Sebelum melaksanakan kegiatan pembelajaran, guru harus membuat perencanaan bagaimana proses pembelajaran tersebut akan berjalan dengan baik. Dalam Kurikulum Merdeka, perencanaan ini disebut dengan modul ajar. Modul ajar merupakan alat atau sarana pembelajaran yang didalamnya berisikan materi, metode pembelajaran, batasan-batasan, serta cara evaluasi kegiatan pembelajaran yang sudah dirancang secara sistematis dan menarik untuk membantu mencapai kompetensi yang diharapkan. Komponen modul ajar ini harus dibuat secara berurutan atau sistematis serta disesuaikan dengan lingkungan sekolah dan karakter siswanya. Modul ajar dalam kurikulum merdeka merupakan perangkat pembelajaran yang disusun oleh guru untuk merencanakan proses pembelajaran. Penyusunan modul ajar disesuaikan dengan capaian pembelajaran fase atau tahap perkembangan peserta didik. Demi keterlaksanaan implementasi kurikulum merdeka yang maksimal, baik guru, kepala sekolah, pengawas dan semua pihak terkait dalam bidang pendidikan salah satunya adalah mahasiswa sebagai calon guru perlu diberikan pelatihan implementasi dan penyusunan perangkat sesuai kurikulum merdeka. Pelatihan ini mempersiapkan para mahasiswa khususnya bagi mahasiswa yang akan lulus serta mahasiswa yang akan melaksanakan PLP untuk menghadapi kurikulum merdeka. Kata kunci: Penyusunan Modul Ajar, Kurikulum Merdeka, Kompetensi Mahasiswa
Pelatihan Pembuatan Video Pendek Menggunakan Capcut dalam Rangka Meningkatkan Keterampilan Guru Penggerak di SDN 004 Sungai Kunjang Arafah, Andi Asrafiani; Sukriadi, Sukriadi; Riyanti, Ririt; Trivinisa, Erika Jihan
PENGABDI PENGABDI: VOL. 5, NO.2 (2024)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/pengabdi.v5i2.69583

Abstract

Abstrak. Mitra pada kegiatan pelatihan ini adalah SDN 004 Sungai Kunjang. pelatihan pembuatan video pendek menggunakan capcut bagi guru di SDN 004 Sungai Kunjang ini dilaksanakan untuk membantu guru yang ada di SD 004 Sungai Kunjang untuk memahami terkait penggunaan aplikasi capcut dalam pembuatan video pendek yang kreatif dan menarik bagi audiens yang melihat video tersebut, selain itu untuk mengoptimalkan penggunaan aplikasi dengan mudah untuk mengembangkan video yang lebih bervariasi, estetik, dan praktis. Pelatihan ini dilaksanakan selama satu hari dengan beberapa materi Pelatihan yang dibuka dengan materi pengenalan capcut dan fitur-fiturnya yang dilanjutkan dengan pembahasan terkait Implementasi Pembuatan Video dan Fitur-fitur capcut,  Penggunaan capcut dalam Pembuatan video pendek yang kreatif dan menarik. Adapun metode yang digunakan dalam kegiatan pelatihan ini berupa pemberian materi (metode ceramah), diskusi, tanya jawab dan demonstrasi. Dalam pelatihan ini, guru-guru sebagai peserta pelatihan diberikan kesempatan untuk berlatih secara langsung mengoptimalkan semua fiitur yang ada pada aplikasi capcut, khususnya untuk pengembangan video pendek yang kreatif,  praktis, serta interaktif adalah salah satu upaya dalam mewujudkan pendidikan yang kolaborasi serta proses pendidikan yang aktif. Kata Kunci: Guru Penggerak, Editing Video, Aplikasi Capcut
DEVELOPMENT OF DIGITAL FLIPBOOK E-MODULES TO SUPPORT PROJECT-BASED LEARNING IN DESCRIPTIVE TEXT MATERIALS IN FIFTH GRADE ELEMENTARY SCHOOLS Sari, Ayu Puspita; Arafah, Andi Asrafiani; Septika, Hety Diana; Makmun, Makmun; Hidayat, Taufik; Sukriadi, Sukriadi
JURNAL NALAR PENDIDIKAN Vol 13, No 1 (2025): JURNAL NALAR PENDIDIKAN
Publisher : Lembaga Penelitian Mahasiswa Penalaran UNM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jnp.v1i1.73676

Abstract

This study aims to develop and assess the feasibility of a Project-Based Learning (PjBL)-based e-module using a flipbook for fifth-grade descriptive text material. The background of this research is students' low writing skills and the limited use of interactive teaching methods. The research employed the Research and Development (RnD) method using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The study involved 28 fifth-grade students from SD Negeri 021 Sungai Kunjang. Data were collected through interviews, questionnaires, and observations, with feasibility assessments from experts and feedback from students and teachers. The results indicate that the developed e-module achieved a high feasibility rating: 96% from media experts, 95% from material experts, 97% from language experts, and 98% from teachers. Student responses were highly positive, categorized as "very practical" (87% in small-scale trials and 96% in large-scale trials). Teachers also rated it as "very practical," with a score of 97%. In conclusion, the e-module is suitable for use in learning. Future research is recommended to incorporate more visual elements, test its effectiveness in teaching, and expand the content variety.
DEVELOPMENT OF THE EDUCATIONAL GAME ‘FRACTIFY’ BASED ON CONSTRUCT 3 SOFTWARE AS A LEARNING MEDIA FOR FRACTION MATERIAL IN FOURTH GRADE ELEMENTARY SCHOOL Anggoro, Rizky Tri; Arafah, Andi Asrafiani; Sukriadi, Sukriadi; Rahmi, Rosita Putri; Iksam, Iksam; Wahyuningsih, Tri
JURNAL NALAR PENDIDIKAN Vol 12, No 2 (2024): JURNAL NALAR PENDIDIKAN
Publisher : Lembaga Penelitian Mahasiswa Penalaran UNM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jnp.v12i2.66685

Abstract

This study aims to develop Fractify, an educational game designed as an engaging and enjoyable learning tool for fraction concepts. The research utilizes a Research and Development (R&D) method with the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The study was conducted with fourth-grade students and teachers from SD Negeri 021 Sungai Kunjang, with data collected through questionnaires, interviews, and observations. The validation results show that Fractify is highly valid, with scores of 92% from content experts, 90% from language experts, and 90% from media experts. Teacher and student responses were also very positive, with a practicality score of 88% from teachers, 94% from students in a small-scale trial, and 92% in a large-scale trial. Additionally, N-Gain data indicated an improvement in student understanding from pre-test to post-test, with an average N-Gain score of 0.6 (medium category), proving that Fractify is effective in enhancing mathematics learning. In conclusion, Fractify is effective and suitable for use as a learning tool for teaching fractions in elementary schools.
Pengembangan LKPD Berbasis Pobica (Puzzle Operasi Hitung Bilangan Cacah) Kelas V SDN 010 Samarinda Seberang Rahmawati, Widya; Sukriadi, Sukriadi; Arafah, Andi Asrafiani; Muhlis, Muhlis; Septika, Hety Diana; Haerani, Rosita Putri Rahmi
FONDATIA Vol 9 No 2 (2025): JUNI
Publisher : Pendidikan Guru Madrasah Ibtidaiyah STIT Palapa Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36088/fondatia.v9i2.5716

Abstract

This research is motivated by the lack of variation in the use of teaching materials and the need for the development of teaching materials in the form of LKPD integrated with educational game media that can increase student activity in the learning process. This study aims to determine the development process, determine the level of validity, and practicality of LKPD based on Pobica learning media for grade V elementary schools. This research method uses Research and Development (R&D) research with the ADDIE (Analyze, Design, Development, Implementation, Evaluation) development model. Data collection techniques used in this study are interview techniques, observations, and questionnaires in the form of student needs analysis, product validation tests, student responses, and teacher responses. The results of the study are to produce a product in the form of LKPD based on Pobica. The percentage of validity obtained from material experts obtained a percentage of 85% with the category very valid. The percentage of validity obtained from media experts was 87% with the category very valid. The percentage of validity obtained from language experts was 95% with the category "very valid". Practicality assessment is obtained from student responses and teacher responses. In a small-scale trial, the student response questionnaire obtained a percentage of 84% with the category very practical. While in a large-scale trial, a percentage of 79% was obtained with the category practical. The results of the teacher response questionnaire obtained a percentage of 95% with the category very practical.
Pengaruh Media Pembelajaran Interaktif Berbasis Articulate Storyline 3 terhadap Hasil Belajar Matematika Siswa Kelas IV Asri, Ainun; Sukriadi, Sukriadi; Arafah, Andi Asrafiani; Muhlis, Muhlis; Septika, Hety Diana; Haerani, Rosita Putri Rahmi
AS-SABIQUN Vol 7 No 4 (2025): JULI
Publisher : Pendidikan Islam Anak Usia Dini STIT Palapa Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36088/assabiqun.v7i4.5717

Abstract

This research is motivated by the low mathematics learning outcomes of grade IV students of SDN 007 Sungai Kunjang. This is due to several factors, one of which is the lack of use of learning media used by teachers. The purpose of this study is to determine the effect of the use of interactive learning media based on Articulate Storyline 3 on the mathematics learning outcomes of students of number material up to 10,000 in grade IV of SDN 007 Sungai Kunjang. The research method used is quantitative research with a quasi-experimental design, using the entire existing population as a research sample totaling 52 students consisting of 26 students from class IV B as the experimental class and 26 students from class IV A as the control class selected through saturated sampling techniques. The post-test results obtained from the study showed that the average score of mathematics learning outcomes in the experimental class was 77.32 while in the control class the average was 67.09. The results of data analysis with the Independent t-test obtained were the significance value (2-tailed) = 0.002. Based on the decision-making basis of the Independent t-test, if the significance value (2-tailed) < 0.05, then Hα is accepted and H0 is rejected. Thus, because the significance value (2-tailed) obtained is less than 0.05, it can be concluded that there is an effect of the use of interactive learning media based on Articulate Storyline 3 on the mathematics learning outcomes of students with number material up to 10,000 in grade IV of SDN 007 Sungai Kunjang. This research contributes to the development of learning innovations in mathematics learning and the improvement of student learning outcomes.
MENINGKATKAN KUALITAS PENDIDIKAN: PELATIHAN MENULIS BUKU MONOGRAF BAGI MAHASISWA ANGKATAN 2021 PGSD UNMUL Fauzi, Muhammad Sukron; Cahyono, Didik; Naheria, Naheria; Cahyaningrum, Gyta Krisdiana; Sukriadi, Sukriadi; Arafah, Andi Asrafiani
Batara Wisnu : Indonesian Journal of Community Services Vol. 5 No. 2 (2025): Batara Wisnu | Mei - Agustus 2025
Publisher : Gapenas Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53363/bw.v5i2.391

Abstract

Monograph writing is an important skill for final year students of the Elementary School Teacher Education Study Program (PGSD) to complete their final project and contribute to the science of education. However, many PGSD students do not have sufficient skills in writing monographs according to academic standards. Therefore, this training aims to improve the ability of PGSD Unmul students in writing quality monographs with a practical and theoretical approach. This training was attended by 40 final year students of PGSD Unmul. Before the training, an initial test was carried out to measure students' understanding in writing monographs, including writing techniques, argument preparation, and the use of appropriate references. The results of the initial test showed that only 30% of students had understood the basics of monograph writing, while the rest still had difficulty in compiling systematic scientific writing. After the training, students take a final test to evaluate their skill improvement. As a result, 80% of participants showed a better understanding of monograph writing, especially in structuring arguments and using references appropriately. This training is expected to help PGSD Unmul students complete their final projects with better quality and enrich their scientific writing skills according to the needs of the world of education. In addition, the improved skills are expected to enrich the references and teaching materials used by lecturers at PGSD, as well as improve the quality of education at the elementary level.
PENGEMBANGAN E-LKPD INTERAKTIF YANG BERBASIS LAMAN WEB WIZER. ME UNTUK MATA PELAJARAN IPAS MATERI KENAMPAKAN ALAM KELAS V SEKOLAH DASAR Anggraeni, Fakhriza; Mustamiroh, Mustamiroh; Makmun, Makmun; Arafah, Andi Asrafiani
JURNAL EDUCATION AND DEVELOPMENT Vol 13 No 3 (2025): Vol 13 No 3 September 2025
Publisher : Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/ed.v13i3.7225

Abstract

Penelitian ini dilatarbelakangi oleh perlunya inovasi dalam penggunaan LKPD yang lebih interaktif dan menarik, khususnya pada mata pelajaran IPAS dengan topik Kenampakan Alam di kelas V Sekolah Dasar. Banyak guru masih menggunakan LKPD konvensional dan LKS cetak, yang cenderung membosankan bagi peserta didik. Oleh karena itu, dikembangkanlah Elizerpas, yaitu E-LKPD interaktif berbasis website Wizer.me yang dirancang untuk membantu peserta didik memahami dan menyelesaikan tugas secara lebih menyenangkan. Penelitian ini bertujuan untuk mengetahui proses pengembangan Elizerpas, menilai kelayakan, serta kepraktisannya dalam pembelajaran. Metode yang digunakan adalah penelitian dan pengembangan (R&D) dengan model ADDIE, yang meliputi lima tahap: Analisis, Perencanaan, Pengembangan, Implementasi, dan Evaluasi. Pengumpulan data dilakukan melalui observasi, wawancara, dan penyebaran kuesioner kepada ahli media, ahli materi, guru, dan peserta didik. Instrumen penelitian mencakup lembar observasi, panduan wawancara, serta kuesioner penilaian yang dianalisis menggunakan skala Likert dan persentase sesuai dengan kriteria yang telah ditentukan. Hasil penelitian menunjukkan bahwa Elizerpas memperoleh skor kelayakan dari ahli media sebesar 93,7% dan dari ahli materi sebesar 98%, keduanya termasuk dalam kategori sangat layak. Uji kepraktisan dilakukan melalui dua tahap, yaitu uji coba skala kecil yang memperoleh nilai 90,2%, dan uji coba skala besar dengan hasil 96%, keduanya termasuk kategori sangat praktis. Selain itu, penilaian dari guru mencapai 100%, menandakan media ini sangat layak digunakan. Kesimpulannya, E-LKPD Elizerpas terbukti layak dan praktis sebagai alat bantu evaluasi dalam pembelajaran IPAS materi Kenampakan Alam di kelas V SD. Media ini diharapkan dapat meningkatkan motivasi belajar siswa serta menciptakan proses pembelajaran yang lebih menarik dan efektif.