CERDAS: Jurnal Ilmiah Mahasiswa Pendidikan Dasar
CERDAS: Jurnal Ilmiah Mahasiswa Pendidikan Dasar merupakan kumpulan tulisan mahasiswa pada Prodi PGSD yang disusun sebagai syarat untuk penyelesaian tugas akhir. Artikel luaran penelitian tugas akhir mahasiswa ini disusun berdasarkan arahan dan pertimbangan dosen pembimbing skripsi.
Program Studi PGSD, Jurusan Ilmu Pendidikan, STKIP PGRI Bandar Lampung
PENGEMBANGAN MEDIA KARTU DOMINO PADA MATA PELAJARAN IPA KELAS III DI SD NEGERI 2 LABUHAN RATU
This study aims to develop learning media in the form of domino cards for science subjects on theme 6 about energy sources, to determine the level of validity of learning media, to determine the level of practicality of learning media, to determine the level of effectiveness of learning media. This study is a type of research and development with the ADDIE model through 5 stages, namely analysis, design, development, implementation and evaluation. The trial subjects were class III C of SDN 2 Labuhan Ratu. The results of this study are (1) the product produced by the researcher in the form of Domino Card media for Science subjects on theme 6 about Energy Sources, (2) Domino Card media is suitable for use for research based on validation tests by material experts 92% and media experts 97% with very suitable criteria. (3) based on teacher responses to the development of domino card media, the percentage is 89% with very good criteria. Based on the results of student responses 89% with very interesting criteria. (4) Based on the effectiveness of the use of Domino Card media, the researcher conducted a field trial. Field trials were conducted with pretest and posttest, the average pretest result was 58 and posttest 84, the results stated that there was an influence on student learning outcomes between before and after the implementation of Domino Card media in Mara Science Lesson Theme 6 About Energy Sources.
PENGEMBANGAN POCKET BOOK PADA MATERI PANTUN BERBASIS BUDAYA LAMPUNG SISWA KELAS V SD NEGERI 2 LABUHAN RATU
This research is motivated by the unavailability of learning resources that can support and facilitate students to learn independently. Pantun is a form of oral literature that is rich in moral and cultural values, this Lampung culture-based pantun Pocket Book is designed to be used by students to learn independently because it is relatively small in size and contains Lampung culture or culture, with the hope that it can help preserve Lampung culture and introduce local values to the younger generation. This study aims to develop Lampung culture-based pantun Pocket Book, determine feasibility, response and effectiveness. This research is a development research with ADDIE model. The results showed that the average score from material experts was 96%, language experts were 96% and media experts were 94% with a very feasible category. The results of the response assessment from the teacher obtained a score of 92.5% and from students of 90.6%, both of which fell into the very feasible category. The results of the product trial prove that the development of this product is effective and in accordance with the existing average value. The results of the product trial prove that the development of this product is effective and in accordance with the existing the existing average value. The results of the pretest scores of VB class students with a percentage of 58% and experienced a significant change in the posttest scores of VB class students with a percentage of 81%. This means that this Lampung culture-based pantun Pocket Book is effectively used to maximize the learning outcomes of fifth grade students.
PENGEMBANGAN MEDIA PAPAN RODA BACA PADA MEMBACA PERMULAAN SISWA KELAS I DI SD NEGERI 2 LABUHAN RATU
This research aims to (1) develop a product in the form of PAROBA media for the Indonesian language subject focusing on initial reading material for Grade 1 students at SD Negeri 2 Labuhan Ratu, (2) describe the feasibility of the developed PAROBA media, (3) describe the responses of teachers and students to the development of PAROBA media in initial reading, and (4) determine the effectiveness of PAROBA media in improving the initial reading abilities of Grade 1 students at SD Negeri 2 Labuhan Ratu.This research follows the steps of the ADDIE model for research and development. The trial subjects were Class 1C students of SD Negeri 2 Labuhan Ratu. Data were collected through questionnaires, observations, and interviews. Data analysis was conducted using a Likert scale with four response levels and a paired t-test. The results of this study are: (1) The product developed is a concrete media called the Reading Wheel Board (PAROBA) for the Indonesian language subject focusing on initial reading material in Class 1C at SD Negeri 2 Labuhan Ratu. (2) The PAROBA media is considered feasible for use, based on validation results, scoring 95% from material experts, 87.5% from language experts, and 95.4% from media experts, all categorized as "Excellent." (3) Based on teacher responses, the PAROBA media received an 82% rating, categorized as "Excellent," and student responses rated it at 100%, also categorized as "Excellent." (4) In terms of the effectiveness of PAROBA media, field trials were conducted using pretest and posttest evaluations. The average pretest score was 61.8, and the posttest score was 83.6. The paired t-test result was 0.000 < 0.05, leading to the rejection of H0 and acceptance of Ha, indicating that there is a significant effect on students' learning outcomes before and after the use of PAROBA media in initial reading lessons for the Indonesian language subject.
PENGEMBANGAN MEDIA PABEL (PAPAN SCRABBLE) PADA MATA PELAJARAN BAHASA INDONESIA UNTUK PESERTA DIDIK KELAS IV DI SD NEGERI 2 PANCA TUNGGAL LAMPUNG SELATAN TAHUN PELAJARAN 2023/2024
This research is motivated by the lack of application of learning media and low interest in learning students and students have difficulty in understanding the material and the need for innovative and interesting media development in packaging learning materials. This study aims to determine the level of feasibility, the response of educators and students to the PABEL (Scrabble Board) media in Indonesian language subjects for fourth grade students of SD N 2 Panca Tunggal South Lampung in the 2023/2024 academic year. Research method The research method used is R&D (research and development) and through the ADDIE development procedure which consists of analysis, design, development, implementation, and evaluation. Product validation was completed by material expert validators who stated that the PABEL (Scrabble Board) media product in Indonesian language subjects developed obtained a percentage result of 92% with the interpretation criteria “very valid”, then the results of linguist validation stated that the PABEL (Scrabble Board) media product in Indonesian language subjects developed obtained a percentage of 82.5% with the interpretation criteria “very valid” and the results of media expert validation stated that the PABEL (Scrabble Board) media product in Indonesian language subjects developed obtained a percentage of 94% with the interpretation criteria “very valid”. While student respondents in the small group trial obtained a percentage value of 90%, with the interpretation criteria “Very Interesting” and in the field trial obtained a percentage value of 88.5% with the interpretation criteria “very interesting”. Then the educator's response obtained a percentage value of 90%, with the interpretation criteria “Very feasible”. The development of pabel learning media (scrabble board) in Indonesian language subjects for grade iv students of SD N 2 Panca Tunggal in the 2023/2024 academic year using the research and development (R&D) research method, it can be concluded that the use of pabel learning media in Indonesian language subjects is very feasible and effective to use as learning media.
PENGEMBANGAN MEDIA PEMBELAJARAN PUZZLE PADA MATERI PENGENALAN UANG KERTAS INDONESIA UNTUK SISWA KELAS IV DI SD NEGERI 2 KALISARI LAMPUNG SELATAN TAHUN PELAJARAN 2023/2024
This research is motivated by the limited teaching materials used by teachers, teachers only use book media as a learning reference and learning only uses lecture and assignment methods. This study aims to determine the feasibility, attractiveness, responses of educators and students to Puzzle media on the introduction of Indonesian banknotes in class IV at SD Negeri 2 Kal. The research method used is R&D (research and development) and through the ADDIE development procedure which consists of Analysis, Design, Development, Implementation, and Evaluation. Product validation was completed by a media expert validator who stated that the Puzzle media product on the introduction of Indonesian banknotes developed obtained a percentage of 92.5% with the interpretation criteria of “Very Feasible”, then the results of the material expert validation stated that the Puzzle media product on the introduction of Indonesian banknotes developed obtained a percentage of 90% with the interpretation criteria of “Very Feasible”. While student respondents in the small group trial obtained a percentage value of 81.5%, with the interpretation criteria “Very Interesting” and in the field trial obtained a percentage value of 88% with the interpretation criteria “very interesting” while the effectiveness test of the Puzzle learning media obtained a percentage value of 88%, with the interpretation criteria “Very Effective”. The development of Puzzle learning media on the introduction of Indonesian banknotes in class IV students of SDN 2 Kalisari using the research and development (R&D) research method, it can be concluded that the use of Puzzle learning media in IPAS subjects on the introduction of Indonesian banknotes is very feasible and effective to use as learning media.
PENERAPAN MODEL INKUIRI PADA MATERI SIFAT-SIFAT BENDA ILMU PENGETAHUAN ALAM (IPA) DALAM MENINGKATKAN AKTIVITAS DAN HASIL BELAJAR SISWA KELAS III SD NEGERI 1 KOTA BARU
This study is motivated by the low problem solving ability of students, students are less active and communicated during inquiry model learning, learning in the classroom is still passive teacher centered so that students become passive, and students tend to play more when the teacher is explaining inquiry model learning, The purpose of this study is to determine the learning outcomes of students with the application of inquiry models on the properties of objects and the activities of teachers and students in the teaching and learning process with the application of inquiry models on the properties of objects in class III SD Negeri 1 Kota Baru. This type of research is Classroom Action Research which consists of four stages, namely planning, action, observation, and reflection. The subjects in this study were third grade students of SD Negeri 1 Kota Baru as many as 24 students consisting of 11 male students and 13 female students. The results showed that there was an increase in the science learning outcomes of third grade students at SD Negeri 1 Kota Baru using the application of the inquiry model on the material properties of objects. The improvement in student learning outcomes can also be seen from learning completeness with the percentage of learning completeness increasing in the results of the second cycle post test, out of 24 students who took the test, there were 18 students who completed learning and there were 6 students who did not complete learning. With a learning completeness percentage of 75%. This proves that the application of the Inquiry Model can improve the science learning outcomes of third grade students at SD Negeri 1 Kota Baru in the 2023/2024 school year.
UPAYA MENINGKATKAN KEMAMPUAN BERBICARA DENGAN MENYAMPAIKAN TANGGAPAN MENGGUNAKAN MODEL PEMBELAJARAN TALKING STICK BERBANTUAN MEDIA GAMBAR PADA SISWA KELAS III DI SD NEGERI 04 KOTA KARANG
The results of the researcher's observations at SD Negeri 04 Kota Karang, basically the researcher raised this title to be used as research material because there are still many students who are passive, have minimal interaction and feel embarrassed, reluctant, afraid to answer questions given by the teacher, and many students even just raise their hands. also felt very heavy. There are many factors that cause this to happen, for example internal factors that occur in the student's family, physical factors, and school environmental factors are also very influential. The purpose of this research is to determine the increase in students' speaking skills, to determine the increase in students' learning activities and to analyze the increase in learning activities and speaking skills using the Talking Stick learning model. The results of the research show that classroom action research, which aims to improve students' ability to convey responses using the Talking Stick learning model, also experiences improvements and improvements in each cycle. The increase in student learning outcomes in cycle I to cycle II has increased. In the first cycle, there were 3 students who got a score of more than 73 or the predetermined score, which when presented was 13.6%, while the students who had not yet completed were 19 students, which when presented became 86.4%. The total score obtained in cycle I was 1,150 with an average value of 52. Then in cycle II there was an increase because there were 18 students who got a score according to the predetermined score, namely 73 or more, which if presented was 81.8%, while there were 4 students who had not achieved a score of 73. The total score obtained in cycle II was 1,659 with an average score of 75.
UPAYA MENINGKATAN AKTIVITAS DAN HASIL BELAJAR PPKN MELALUI PENGGUNAAN MODEL PEMBELAJARAN CIRCUIT LEARNING PADA SISWA KELAS V SD N 1 KUPANG RAYA TAHUN 2024/2025
The problem in this research is the low results of students' PKN learning. This research aims to determine whether the use of the circuit learning learning model can increase PPKN learning activities and outcomes for class V students at SD N 1 Kupang Raya in 2024/2025. The type of research carried out is Classroom Action Research. The subjects of this research were 21 students in class V of SD Negeri 1 Kupang Raya. The data collection instrument used was test questions to measure PKN results. The type of data analysis used is qualitative and quantitative data analysis. The research results show that the circuit learning learning model can improve students' PKN learning outcomes. In the initial conditions, the average student learning outcome was 58.09 with the number of students who had reached the KKM of 9 students (42.57%). In cycle I the average student learning outcome increased to 66.42 with the number of students who had reached the KKM, namely 10 students (47.61%) and in II, the average student learning outcome increased to 78.09 with the number of students who had reached the KKM, namely 17 students ( 80.96%).
UPAYA MENINGKATKAN KEMAMPUAN MENULIS KALIMAT MENGGUNAKAN MEDIA GAMBAR PADA SISWA KELAS III SDN 1 TELUK PANDAN PESAWARAN
The problem in this research is the low ability of students to write sentences, especially in Indonesian language subjects, which is caused by the lack of use of learning media. The aim of this research is to improve the ability to write sentences using image media for class III students at SD Negeri 1 Teluk Pandan Pesawaran in Indonesian language subjects. The method in this research uses Classroom Action Research (PTK). Research procedures include planning, implementation, observation and reflection. The subjects in this research were class III students at SD Negeri 1 Teluk Pandan, totaling 25 students. Data collection techniques use observation sheets and learning outcomes test questions. The indicators in this research were the achievement of activities and the ability to write sentences which achieved a percentage of 80% of the total number of students. The research results obtained after using image media showed that there was an increase in students' ability to write sentences. This can be seen from the percentage of student learning activities in cycle I of 66.90% in the sufficient category and increasing in cycle II of 86.40% in the very good category. Then the test results on the ability to write sentences also increased, this can be seen from the percentage of completeness achieved in cycle I which was 64% and increased in cycle II by 84%. Based on the results of this research, it can be concluded that the use of image media can improve the ability to write sentences in Indonesian language subjects for class III students at SD Negeri 1 Teluk Pandan Pesawaran for the 2023/2024 academic year.
PENGARUH PENILAIAN PORTOFOLIO TERHADAP HASIL BELAJAR IPA SISWA KELAS V SD NEGERI 1 TELUK PANDAN
This study aims to determine the effect of portfolio assessment on science learning outcomes of grade V students of SD Negeri 1 Teluk Pandan in the even semester of the 2023/2024 academic year. This type of research is a quasi-experimental study using quantitative data analysis. The population in this study were all grade V students of SD Negeri 1 Teluk Pandan totaling 42 students. From this population, two samples were taken using the total sampling technique, namely class VA with 20 students as the experiment and class VB with 22 students as the control class. The data analysis technique used the normality test with the Liliefors test, the homogeneity test with the Fisher test, followed by the hypothesis test with the t-test. Based on the results of the analysis and discussion of the research data, the results of the hypothesis test were obtained with the results of the t test = 3.84 > t tab = 2.02. The average science learning outcomes of students taught in the experimental class using portfolio assessment were higher (72.75) compared to the control class using conventional assessment (57.50). So H0 is rejected, meaning Ha is accepted, so it can be concluded that the average science learning outcomes of students using portfolio assessment are higher than the average science learning outcomes of students using conventional assessment.
PENGGUNAAN STRATEGI PEMBELAJARAN SYNEGERTIC TEACHING UNTUK MENINGKATKAN HASIL BELAJAR IPS PADA SISWA KELAS 5 SDN 4 KOTA KARANG BANDAR LAMPUNG
The problems in this research are: 1) social studies learning outcomes for class 5A are still relatively low, 2) the lack of students' level of understanding of the concepts and material presented, 3) students' ability to ask questions and provide opinions is still not optimal and 4) learning The discussions that took place were not conducive because only smart students were active. The aim of this research is to improve social studies learning outcomes using synegertic teaching learning strategies for grade 5 students at SDN 4 Kota Karang Bandar Lampung for the 2023/2024 academic year. The method in this research uses Classroom Action Research (PTK). The subjects in this research were 24 students in class 5A of SDN 4 Kota Karang Bandar Lampung. Data collection techniques in this research include observation, tests and documentation. The indicator of learning outcomes in this research is achieving a percentage gain of 80% of the total number of students who obtained scores above the KKM. The research results obtained were (1) student activity in cycle I obtained a percentage of 68.96% and increased in cycle II to 83.19% and (2) social studies learning outcomes in cycle I pretest and posttest learning outcomes were found to have increased significantly. It is quite significant that from the results of the pretest that were completed there were 10 students (41.67%) and the results of the posttest that were completed were 14 students (62.50%) and in cycle II the pretest and posttest learning results showed that there was a quite significant increase from the pretest results. There were 17 students (70.83%) who completed the test and 21 students (87.50%) completed the posttest. Based on the results of this research, it can be concluded that using the synegertic teaching learning strategy can improve social studies learning outcomes for grade 5 students at SDN 4 Kota Karang Bandar Lampung for the 2023/2024 academic year.
UPAYA MENINGKATKAN GERAK FUNDAMENTAL SISWA MELALUI PERMAINAN BOLA BESAR PADA SISWA KELAS V SD NEGERI 1 PALAPA TAHUN PELAJARAN 2023/2024
This study is motivated by the lack of understanding of students about fundamental movements in big ball games and the low learning outcomes of manipulative basic movements. The purpose of this study was to determine the game learning method can improve students' fundamental movements in big ball games for grade V students of SDN 1 Palapa. This type of research is Classroom Action Research which consists of four stages, namely planning, action, observation, and reflection. The subjects in this study were grade V students of SDN 1 Palapa as many as 26 students. The results showed that there was an increase in the learning outcomes of PJOK class V SD N 1 Palapa about fundamental movements in big ball games. The average learning outcomes at the pre-cycle stage were 53.83 with a classical completeness of 23.07% in the very poor category. Then in learning in cycle I there was an increase in the average learning outcomes of students 60 with classical completeness 34.61% in the good category. In cycle II, the average acquisition of student learning outcomes increased to 80 with a classical completeness of 61.53% with a very good category. This proves that fundamental motion can improve the learning outcomes of PJOK big ball game material for students of SDN 1 Palapa class in the 2023/2024 school year.
PENGARUH PERMAINAN TRADISIONAL TERHADAP KEBUGARAN JASMANI SISWA KELAS 5 SD NEGERI 1 PALAPA TAHUN PELAJARAN 2023/2024
This study aims to determine the effect of traditional games on physical fitness and significant differences between individual and group traditional games on Physical Fitness of 5th grade students of SD Negeri 1 Palapa. This study uses a comparative experimental method said to be a comparative experiment because it compares two treatments. The population in this study were all V students of SD Negeri 1 Palapa totaling 45 students, the sample consisted of class VA as an experimental class using guided teaching totaling 22 students and VB as a control class using a conventional learning model totaling 23 students. After hypothesis testing, the t-test results obtained the t value of - 3.630 and the t table value at dk (0.05) (17) of 1.740. Because the calculated t value is greater than the t table (-3.630 > 1.740), it can be concluded that there is an increase in physical fitness through traditional games for fifth grade students of SD Negeri 1 Palapa, Tanjung Karang Pusat District, Bandar Lampung City.
PENGEMBANGAN MULTIMEDIA INTERAKTIF IPA MATERI PANCAINDRA BAGI SISWA KELAS IV SD NEGERI 6 TULANG BAWANG TENGAH
This research is motivated by the fact that interactive multimedia has never been developed, especially in science material for class IV SDN 6 Tulang Bawang Tengah. This research is a research and development (R&D) using the ADDIE model. This research was conducted to determine the feasibility and attractiveness of the products developed. By conducting three stages of validation, namely material expert validation, language expert validation, and media expert validation. Data collection techniques through observation, interviews, questionnaires, and documentation. Based on the results of the study, the average percentage of material expert validation was 90%, linguist validation was 87.5%, and media expert validation was 85% with the interpretation criteria of “Very Feasible” and it was stated that interactive multimedia was feasible to be tested in the field. In addition, for the attractiveness of interactive multimedia, the average percentage of student responses is 95%, and the response of educators is 97.5% with the interpretation criteria of “Very Good” and it is stated that interactive multimedia is good to use in the learning process, especially in grade IV science material about the five senses at SDN 6 Tulang Bawang Tengah.
PENGEMBANGAN MEDIA PEMBELAJARAN AUGMENTED REALITY (AR) PADA MATERI BANGUN RUANG SISWA KELAS V SD NEGERI 2 SUSUNAN BARU BANDAR LAMPUNG TAHUN PELAJARAN 2023/2024
The purpose this development research is because student feel bored and fed up because educators only use printed books and have not used learning media. The methods used are still conventional so that students do not understand the material explained by educators. This research aims to develop Augmented Reality (AR) learning media. This research uses the R&D ( Research and Development) method and the ADDIE (Analysis, Design, Development, Implementation and Evaluation) development model. The data analysis techniques used are observation, questionnaires and documentation. Based on the result of the validity of the Expert scores were obtained, namely material expert 100% with the criteria “very feasible”, media expert 94% with the criteria “very feasible”, and language expert 88% with the criteria “very feasible”. Thus, the development of Augmented Reality (AR) learning media in Building Materials for V grade of SD Negeri 2 Susunan Baru can be concluded to be very feasible and interseting to use as a learning medium in the learning process.
PENGEMBANGAN MEDIA TEKA–TEKI SILANG PADA MATA PELAJARAN PKN KELAS V SDN 4 GEDONG AIR TAHUN AJARAN 2023/2024
This research is motivated by the fact that PKN learning has not been optimal in using learning media. Teachers still use conventional media or there is no game-based media. The learning strategies used by teachers are less innovative. The media used is less attractive so it does not attract students' attention and interest in learning, the teacher's ability to use media is less than optimal to create a pleasant atmosphere when learning activities take place, making students less active in learning activities. Based on existing problems, it is necessary to develop crossword puzzle media that can make it easier for teachers to convey learning material and make students active in learning activities. This research is research and development (R&D) which uses the ADDIE model in its development. This research was conducted to determine the feasibility of the product that has been developed. Based on the research results, material validation was obtained at 87.5% with the interpretation criteria "Very Appropriate". The media validation result is 100% with the criteria "Very Eligible". The small group test got an average score of 82.5% with the interpretation criteria "Very Interesting". The field group test obtained an average score of 89% with the interpretation criteria "Very Interesting". The results of the educators' responses obtained an average of 95% with the interpretation criteria of "Very Interesting". Crossword puzzle media can be used as additional learning media by educators in the process of learning activities to make them more innovative, and can be distributed to class V students.
PENGEMBANGAN MEDIA PEMBELAJARAN POP-UP BOOK PADA MATERI PERUBAHAN WUJUD BENDA UNTUK SISWA KELAS III SD NEGERI 5 TELUK PANDAN
The purpose of this research is to produce an educational media in the form of a Pop-Up Book for the material on changes in the state of matter. This research is a development research using the ADDIE model (Analyze, Design, Development, Implementation, and Evaluation). Data collection techniques include interviews, observations, questionnaires, documentation, and tests. Expert validation of the material obtained an average score of 95%, language experts 82.5%, and media experts 92.5%, all of which were interpreted as “Very Worthy” for the trial. Teacher responses showed an average score of 95% and student responses 96.25%, which included the category “Very Interesting”. The Pop-Up Book media was implemented in class IIIA of SDN 5 Teluk Pandan and was declared effective with an average percentage of student evaluation completion reaching 95.45% and an average student score of 81.59. Thus, it can be concluded that the Pop-Up Book media for changes in the state of matter is very worthy and very interesting to be used in learning. This media effectively improves student understanding, as evidenced by the high average score of completion and positive responses from teachers and students.
UPAYA MENINGKATKAN HASIL BELAJAR BAHASA INDONESIA PESERTA DIDIK KELAS II DENGAN MENGGUNAKAN METODE TOKEN ECONOMY DI SD KARTIKA II-5 BANDAR LAMPUNG
This research is motivated by the low results of students' Indonesian language learning, perhaps the influence of students' lack of interest in learning, student learning outcomes are still low due to lack of understanding in learning, lack of communication between teachers and students, and lack of interest of students in participating in Indonesian language learning activities due to the material. there are writing activities. This research uses classroom action research (CAR) which is carried out collaboratively, meaning that the researcher does not conduct the research alone, but collaborates with the teacher which consists of 4 stages, namely planning, implementation, observation and reflection. The subjects of this research were 23 students consisting of 10 men and 13 women. The data collection techniques used in this research are observation, tests and documentation. The results of the research show that there is an increase in Indonesian language learning outcomes regarding the diversity of objects based on their shapes and forms in class II C SD Kartika II-5 Bandar Lampung using the token economy method. The average learning outcome at the pre-cycle stage is 52 with a completion percentage of 52%, in the very low category. Then in learning in cycle I there was an increase in the average learning outcomes of students to 69 with a completion percentage of 60% in the good category. In cycle II, the average learning outcomes of students increased to 78 with a completion percentage of 86% in the very good category. This proves that the use of the token economy method can improve Indonesian language learning outcomes regarding the diversity of objects based on the shape and form of class II students at SD KARTIKA II-5 Bandar Lampung.
PENGEMBANGAN MEDIA PEMBELAJARAN JAM SUDUT PADA MATERI PENGUKURAN SUDUT KELAS IV DI SD NEGERI 1 KALIAWI
This research is research into the development of learning media. The aim of this research is to develop corner clock media in class IV corner clock material at SD Negeri 1 Kaliawi, and to determine the feasibility of the validator and responses or responses from students and educators to corner clock media in class IV corner material at SD Negeri 1 Kaliawi. The type of research used by researchers is research and development or what is called Research and Development (R&D). This research uses the ADDIE development model by Dicky & Carry. The development of the ADDIE model consists of 5 stages, namely Analysis, Design, Development, and Implementation and Evaluation. The research subjects were class IV students for the 2023/2024 academic year, totaling 24 students. The data collection techniques used were interviews, assessment questionnaires and evaluation. Validation of the development of learning media involves 2 validators, namely material experts and media experts, as well as educators and students as respondents. Based on the validation results of material experts and media experts, the development of this corner clock media is feasible to be developed with material expert validation results with a percentage result of 97.72% "Very Feasible" and media expert validation results with a percentage result of 94.11% "Very Feasible" . This means that this corner clock media is worthy of being tested in mathematics learning in class. Meanwhile, the results of educators' responses and trials with students, the development of this corner clock media is suitable for use with the results of learning expert validation with a percentage of 89% "Very Interesting", and the results of students' responses with results in small group trials with a percentage of 88% and in the large group trial received an 89% “Very Interesting” percentage. The evaluation results obtained a percentage of 87% "Very effective". This means that this angle clock media is suitable for use in mathematics learning, especially in class IV material on the perimeter and area of ​​flat shapes.
PENGEMBANGAN MEDIA PEMBELAJARAN FUN THINKERS BOOK PADA MATERI KEBERAGAMAN KARAKTERISTIK INDIVIDU DI LINGKUNGAN SEKITAR KELAS 3 DI SD NEGERI 28 GEDONG TATAAN TAHUN PELAJARAN 2023/2024
This research aims to determine the feasibility of developing the Fun Thinkers Book Civics learning media and to describe the responses of educators and students in learning using the Fun Thinkers Book Civics learning media for class III students at SD N 28 Gedong Tataan. The sample in this study consisted of 16 students in class III elementary school. The instruments used are expert validation and questionnaires. Media Fun thinkers book is validated by material experts, media experts and language experts. Then the revised fun thinkers book was tested to determine the responses of educators and students. Material expert validation results obtained an average score of 82.5%, media expert validation results obtained an average score of 94.6%, and language expert validation results obtained an average score of 82.5%. Of the three expert validators, the Fun Thinkers Book Civics is categorized as "very feasible". Educator responses obtained an average score of 89% and students' responses in small group tests obtained an average score of 86%, and large group tests obtained an average score of 93%. So the results of the development of the Fun thinkers book in this research are categorized as "very interesting".
Diversity of Individual Characteristics in the Surrounding Environment
PENGEMBANGAN MEDIA PEMBELAJARAN SCRAPBOOK PADA MATA PELAJARAN IPAS MATERI KEBERAGAMAN BUDAYA LAMPUNG PADA PESERTA DIDIK KELAS IV DI SD NEGERI 2 KALISARI TAHUN AJARAN 2023/2024
This research aims to develop, test the feasibility, and responses of students and educators to scrapbook media on Lampung cultural diversity material. This research is motivated by the fact that the learning process in class only uses printed books and there is no learning media used in class in the form of scrapbook media based on local wisdom which focuses on material about Lampung's cultural diversity. This research uses the ADDIE model with five stages, namely (Analysis, Design, Development, Implementation and Evaluation). Material expert validation results obtained an average score of 81%, media expert validation results obtained an average score of 88%, and language expert validation results obtained an average score of 80%. Of the three expert validators, Scrapbook media is categorized as very feasible. Educator responses obtained an average score of 95%, and small group test students' responses obtained an average score of 82%, and large group trials obtained an average score of 85%. So the results of the scrapbook development in this research are categorized as very interesting. Developing scrapbook media on Lampung Cultural Diversity Material for Class IV Students at SD Negeri 2 Kalisari for the 2023/2024 Academic Year using the Research and Development (R&D) research method, it can be concluded that the use of scrapbook media on Lampung cultural diversity material is very feasible and effective to use as a learning medium.
UPAYA MENINGKATKAN AKTIVITAS DAN HASIL BELAJAR PPKN MELALUI PENGGUNAAN STRATEGI PEMBELAJARAN THE POWER OF TWO BERBANTU MEDIA POSTER PADA SISWA KELAS 5 SDN 38 GEDONG TATAAN TAHUN PELAJARAN 2023/2024
The problem in the research is related to the low levels of PPKn learning activities and learning outcomes for grade 5 students at SDN 38 Gedong Tataan. The aim of this research is to improve students' Civics activities and learning outcomes by implementing the power of two learning strategy assisted by poster media. This type of research is classroom action research (classroom action research) which consists of two cycles where each cycle is carried out in three meetings. Research procedures include planning, implementation, observation and reflection. The subjects in this research were 5th grade students at SDN 38 Gedong Tataan, totaling 26 students. Data collection techniques use observation sheets and learning outcomes tests. Completeness of learning outcomes in this research reached 80% of the total number of students. Based on the results of research and data analysis, the following results were obtained, the average percentage of student learning activities in cycle I was 61.67% and increased in cycle II by 85%. Then there was also an increase in student learning outcomes, this can be seen from the completeness of student learning outcomes in the pre-cycle of 53.85%, cycle I of 65.38% and cycle II of 88.46%. Based on the explanation above, it can be concluded that the application of the power of two learning strategy assisted by poster media can improve the activities and learning outcomes of PPKn for grade 5 students at SDN 38 Gedong Tataan for the 2023/2024 academic year.
PENGGUNAAN PEMBELAJARAN KOOPERATIF TIPE FISHBOWL DALAM MENINGKATKAN HASIL BELAJAR IPS PADA SISWA KELAS 5 SD KARTIKA II-5 BANDAR LAMPUNG TAHUN PELAJARAN 2023/2024
The main problems in research are 1) low student learning outcomes, 2) the learning process tends to use the lecture method, and 3) discussion learning generally only produces active and intelligent students. This research aims to determine the improvement in social studies learning outcomes through fishbowl type cooperative learning in grade 5 students at SD Kartika II-5 Bandar Lampung. This research is Classroom Action Research (PTK) which consists of 4 stages, namely planning, implementation, observation and reflection. The research subjects were 22 VB class students. Data collection methods are carried out through observation, tests and documentation. The data analysis techniques used are quantitative analysis techniques and qualitative analysis techniques. Completeness of learning outcomes in this research is to achieve a learning percentage of 80% of the total number of students. The research results showed that 1) student activity had increased, in cycle I the percentage was 64.49% (fair) and increased in cycle II to 83.24% (good). 2) student learning outcomes have increased, where in cycle I the percentage obtained was 68.18% and in cycle II the percentage obtained was 86.36%. So it can be concluded that the use of fishbowl type cooperative learning can improve social studies learning outcomes for grade 5 students at SD Kartika II-5 Bandar Lampung for the 2023/2024 academic year.
PENGEMBANGAN MEDIA KUIT (KUIS INTERAKTIF GIMKIT) PADA MATA PELAJARAN IPAS KELAS IV SD NEGERI 17 TUMIJAJAR TAHUN PELAJARAN 2023/2024
This research is motivated by the fact that science learning has not been optimal in using learning media. educators still use conventional media or there is no interactive media based on games or games, the learning strategies used by educators are less varied or not yet varied, interactive media has not been used, especially in working on questions and taking assessments, so it creates less learning motivation for students. , the ability of educators to utilize media has not been maximized to create a pleasant atmosphere so that it has not been able to attract students' interest and the limited learning media used during the learning process has not been effective, making students less active in learning, especially in the process of working on questions and taking grades. Based on the existing problems, it is necessary to develop KUIT (Gimkit Interactive Quiz) media which can make it easier for educators to convey learning material, especially for working on questions and taking grades so that students can be more active in the learning process. This research is research and development (R&D) which uses the ADDIE model in its development. This research was conducted to determine the feasibility and practicality of the product being developed. Based on the research results, the validation of the material was 90% with the criteria "Very Eligible". The media validation result was 92% with the criteria "Very Eligible". The effectiveness test obtained an average score of 100% so that the KUIT (Gimkit Interactive Quiz) media was declared very effective and the field trial obtained an average score of 94% with the criteria "Very Interesting". The results of the educators' responses obtained an average of 90% with the criteria "Very Interesting". The development of KUIT (Gimkit Interactive Quiz) media in Class IV Science Subjects at SD Negeri 17 Tumijajar for the 2023/2024 Academic Year using the research and development (R&D) research method, it can be concluded that the use of KUIT (Gimkit Interactive Quiz) media in Science AS Subjects is very feasible and effective to use as a learning medium.
PENGEMBANGAN MEDIA FLASH CARD UNTUK MENINGKATKAN HASIL BELAJAR MATERI IPA TENTANG PERNAPASAN PADA MANUSIA SISWA KELAS V DI SD NEGERI 2 BUMIWARAS TAHUN AJARAN 2023/2024
This research is motivated by the fact that Civics learning has not been optimal in using learning media. It was found that teacher had not used media or still use the media available at school, for example, the books available At school, the pictures in the handbook are small and colorful which is less interesting so that students are less motivated to participate in learning. Learning strategies used by teachers is less varied or not yet varied, the media used not interesting so it does not create learning motivation for students, abilities Teachers in using media are not maximal in creating an atmosphere fun so it can't attract students' interest and the media is limited learning that is used during the learning process so that it makes students less active in learning From existing problems, it is necessary Flash Card media was developed which can make things easier for teachers convey learning material and students can be more active in it learning process This research is research and development (R&D) which used the ADDIE model in its development. This research was carried out to determine the feasibility and practicality of products developed Based on The research results obtained that material validation was 92.59% with Very Eligible criteria The media validation result was 97.5% with the criteria of Very Eligible for small group testing produced an average score of 86% with the criteria "Very Interesting Field trials obtained an average score of 95% with the criteria "Very Interesting Response Results educators obtained an average result of 90% with the Flash Media "Very Interesting" language Cards can be used as additional teaching materials by educators in the proces, and can be distributed to class V students
UPAYA MENINGKATKAN HASIL BELAJAR PKN MELALUI MODEL PEMBELAJARAN PROBING PROMPTING PADA SISWA KELAS 5 SDN 28 GEDONG
The problems in this research are: 1) PKN learning outcomes for grade 5 students at SDN 28 Gedong Tataan are still low, 2) lack of mastery and understanding of students in understanding PKN material, 3) PKN learning still predominantly uses conventional learning, 4) discussion learning often goes poorly maximum and 5) students' speaking ability is less than optimal. The aim of this research is to improve PKN learning activities and outcomes using the probing prompting learning model for grade 5 students at SDN 28 Gedong Tataan. The method in this research uses Classroom Action Research (PTK). The subjects in this research were 25 grade 5 students at SDN 28 Gedong Tataan. Data collection techniques in this research include observation, tests and documentation. The results of this classroom action research are 1) student activity in the pre-cycle, the average percentage of student learning activity was 39.20%, in cycle I the percentage of student activity in the learning process using the probing prompting learning model increased by 64.47% and in In cycle II, the percentage of student activity again increased to 81.20%. 2) pre-cycle student learning outcomes, the average score obtained was 68.40 with the complete learning outcomes achieved at this stage being 52%. Meanwhile in cycle I the average score obtained was 72.90 with the complete learning outcomes achieved at this stage being 64%. Then it increased to a maximum in cycle II, the average score obtained was 78 with the completeness of learning outcomes achieved at this stage amounting to 88%. Based on the results of this research, it can be concluded that the use of the probing prompting learning model can improve the PKN learning outcomes of grade 5 students at SDN 28 Gedong Tataan for the 2023/2024 academic year.
PENGEMBANGAN MEDIA INTERAKTIF MATERI BANGUN RUANG PADA SISWA KELAS V DI SD NEGERI 4 GEDONG AIR TAHUN PELAJARAN 2023/2024
This research examines the development of interactive media which is motivated by the limited use of learning media for class V at SD Negeri 4 Gedong Air. The aim of this research is to overcome the limitations that exist in the learning process, namely the lack of learning media by looking at the feasibility, attractiveness and effectiveness of interactive spatial media. The method used in this research is the R&D (Research and Development) method. This research involved validators, namely media experts, material experts, language experts, teachers and students. The validation results by media experts obtained an average score of 95% with the criteria "Very Eligible". The validation results by material experts obtained an average score of 100% with the criteria "Very Eligible". The validation results by language experts obtained an average score of 85% with the criteria "Very Eligible". The results of the teacher respondents received an average score of 87.50% with the criteria "Very Interesting". The results of student respondents obtained an average score of 94% with the criteria "Very Interesting". The results of the product effectiveness test obtained a completeness percentage reaching 89% with an average score of 87,2 for the "Complete" criteria. Based on the results of validation, effectiveness tests, and also respondents, it can be concluded that the development of interactive spatial building media is very suitable for use as supporting media in the learning process of spatial building material for mathematics subjects in class V.
PENGEMBANGAN MEDIA APRON PADA MATERI SISTEM PENCERNAAN MANUSIA KELAS V DI SDN 1 SUKABUMI INDAH TAHUN PELAJARAN 2023/2024
This research aims to determine the feasibility, response and effectiveness of Apron media in science lessons on digestive system material in class V of SDN 1 Sukabumi Indah for the 2023/2024 academic year. This research is development research or what is called Research and Development (R&D) using the ADDIE model. The development of the ADDIE model consists of 5 stages, namely Analysis, Design, Development, and Implementation and Evaluation. The research subjects were 18 class V students for the 2023/2024 academic year. The instruments used in this research were a material expert validation questionnaire and a media expert validation questionnaire, a student response questionnaire and an educator response questionnaire and also a test instrument with 25 multiple choice questions. The results of the research show that the average score for Apron media validity from media validators was 96% in the very feasible category and material expert validators scored 92% in the very feasible category. The results of the response assessment from educators obtained a score of 92% and from students 88%, both of which fell into the very practical and very interesting categories. The results of the product trial prove that this product development is effective and in accordance with an average score of 87 out of a maximum score of 100. Of the 18 students who took part in the product trial, an effectiveness percentage of 100% was obtained. So it can be concluded that the digestive system apron media is effective in maximizing the learning outcomes of class V students in science subjects.
Development of Digestive System Apron Media
PENGEMBANGAN MEDIA TAKESYI PADA PELAJARAN IPAS MATERI KERAGAMAN BUDAYA DI NEGERIKU KELAS IV SDN 2 BABATAN TAHUN PELAJARAN 2023/2024
The purpose of this development research is because the educators have not yet maximized the use of learning facilities. For example, in the learning process, the educators only use the lecture method and printed books only, and TAKESYI learning media has never been developed during the learning process. This research uses a research and development model with the ADDIE model which involves five steps including: Analysis, Design, Development, Implementation and Evaluation. The data analysis techniques used are qualitative and quantitative analysis in the form of validity tests and effectiveness tests. The research results obtained from the validity test of material experts were 80%, linguist were 85%, and media experts were 92%. Based on the results of data calculations, it shows that the effectiveness of TAKESYI learning media product can improve the learning outcomes of students at SDN 2 Babatan, which can be seen from the results of improvements in product trials where the results of pretest and posttest activities were obtained. And the pretest results averaged 47.72, while the posttest score was 88.63. Thus, there was an increase of 40.91%. Thus, it can be concluded that TAKESYI learning media can increase learning activity and learning outcomes for class IV students at SDN 2 Babatan.
PENGEMBANGAN MODUL BERBASIS KEARIFAN LOKAL MASYARAKAT LAMPUNG BARAT DI KELAS V SDN 1 SUKA MULYA
This research is motivated by: (1) The limited teaching materials used by teachers, resulting in reliance solely on teacher's guidebooks, which necessitates the need for teaching materials that do not make students think abstractly, one way being by providing sufficient illustrative examples. (2) The absence of teaching materials developed by teachers in the classroom. (3) The lack of variety in the teaching methods used by teachers. The aim of this research is to produce a product in the form of teaching materials based on the local wisdom of the West Lampung community for Grade V students at SDN I Suka Mulya. The research model used is the ADDIE (Analysis, Design, Development, Implementation, Evaluation) research and development model. The subjects of this research are 25 Grade V students at SDN 1 Suka Mulya. Based on the responses from educators and students towards the development of the module based on the local wisdom of the West Lampung community, the response from users during a small group trial consisting of 5 students obtained an average percentage rating of 80%, categorized as "Very Interesting". In the field trial consisting of 20 students, an average percentage rating of 82% was obtained, also categorized as "Very Interesting". Meanwhile, the response from educators towards the development of the module based on the local wisdom of the West Lampung community obtained an average percentage rating of 90%, categorized as "Very Interesting". Thus, the module development product based on the local wisdom of the West Lampung community is effective to be used as a learning medium.