Maria Goreti Rini Kristiantari
Jurusan Pendidikan Dasar, Universitas Pendidikan Ganesha, Singaraja, Indonesia

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Problem-Oriented Educational Games to Improve Learning Outcomes on Flora and Fauna in Indonesia for Fifth Grade Elementary School Students Ni Made Tiara Santika Dewi; Maria Goreti Rini Kristiantari; Komang Sujendra Diputra
Jurnal Edutech Undiksha Vol. 13 No. 1 (2025): June
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v13i1.93102

Abstract

The learning outcomes of fifth grade students in the subject of Social Studies are still low, this is due to the lack of student learning motivation because the teacher's learning method is still conventional. This study aims to prove the effectiveness of problem-oriented educational games on the material of flora and fauna diversity in Indonesia. This study is a development research using the ADDIE development model. The subjects of this study were 20 fifth grade students. The methods and instruments for data collection used multiple-choice tests, questionnaires, and qualitative descriptive data analysis techniques, quantitative descriptive, and inferential statistics. The results of the one-sample t-test obtained a tvalue of 4.133. The ttable value for db 19 with a significance level of 5% (α = 0.05) is 1.729. This means that tcount> ttable, so H0 is rejected and H1 is accepted. Thus, the results of this study indicate that problem-oriented educational games are effectively applied to the content of science subjects on the diversity of flora and fauna in Indonesia for grade V students. The implications of this study are that it is proven that by utilizing problem-oriented educational games on the diversity of flora and fauna in Indonesia in the learning process, there are positive changes in increasing students' interest in learning and understanding.
Interactive Gamification Based Learning Videos to Improve Indonesian Language Learning Outcomes of Third Grade Students Ni Komang Anik Warsani; Maria Goreti Rini Kristiantari; Chindytia
International Journal of Language and Literature Vol. 10 No. 1 (2026): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijll.v10i1.113273

Abstract

This research is motivated by the low learning outcomes of third-grade elementary school students in Indonesian language subjects, especially active and passive sentences, which indicates that the learning process has not been able to optimally increase student engagement and motivation. This problem requires the development of learning media that are more interesting, interactive, and appropriate to the characteristics of elementary school students. This research aims to produce interactive video media based on gamification that is feasible and effective in improving student learning outcomes. This research is a development research that refers to the ADDIE model with research subjects including content experts, media experts, learning design experts, teachers, and third-grade elementary school students. Data collection was carried out through observation, interviews, questionnaires, and tests using instruments in the form of validation sheets, teacher and student response questionnaires, and learning outcome tests. Data analysis used descriptive quantitative techniques, descriptive qualitative, and inferential statistical tests. The results of the study showed that the developed media obtained very feasible qualifications based on expert, teacher, and student assessments, and was proven effective in improving student learning outcomes after the use of learning media. This study concluded that interactive video media based on gamification is able to create more active, interesting, and meaningful learning. The implication is that this media can be used as an alternative innovation in Indonesian language learning to increase motivation, participation, and learning outcomes of elementary school students.