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Enhancing Primary Students Scientific Literacy Through Virtual Laboratory-Based Digital Learning Packages to Support Sustainable Development Goals (SDGs) Ummiatul Fitri; Aissy Putri Zulkarnaini; Gita Rahmi
Jurnal Penelitian Pendidikan IPA Vol 12 No 4 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i4.14427

Abstract

This study aims to develop and evaluate a virtual laboratory–based digital learning package to enhance scientific literacy among elementary school students. The study employed a Research and Development (R&D) approach using the ADDIE model, which includes analysis, design, development, implementation, and evaluation. The product was validated by experts in science education, media, and language, and then implemented with fourth-grade students. Data were collected through validation sheets, practicality questionnaires, and pretest–posttest instruments. The findings show that the developed learning package is both valid and practical for classroom use. Students demonstrated a significant improvement in scientific literacy, with an N-gain score of 0.65 (moderate category), particularly in understanding concepts, interpreting data, and relating science to everyday phenomena. The integration of interactive simulations and multimedia elements supported active engagement and meaningful learning experiences. Overall, the virtual laboratory–based digital learning package is effective in improving students’ scientific literacy and shows strong potential to enhance the quality of science instruction in primary education in line with 21st-century learning demands.
Hasil Belajar Murid Kelas IV SDN 07 Belakang Balok Kota Bukittinggi pada Pembelajaran IPAS Materi Sejarah dengan Model Teams Games Tournament Niken Sekar Kinasih; Masniladevi Masniladevi; Afriza Media; Ummiatul Fitri
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 3 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i3.6493

Abstract

This study aims to describe the improvement of student learning outcomes through the implementation of the Teams Games Tournament (TGT) model in the history material of science learning in grade IV of SDN 07 Belakang Balok, Bukittinggi City. The study used a qualitative and quantitative approach in the form of classroom action research carried out in two cycles, each including the planning, implementation, observation, and reflection stages. The research subjects consisted of 21 grade IV students, the class teacher as observer, and the researcher as learning practitioner. The results showed an increase in each indicator. The average assessment of the lesson plan increased from 87.45% (good category) in cycle I to 95.83% (very good) in cycle II. The implementation of learning in the teacher aspect increased from 89.25% (good) to 96.42% (very good), while the student aspect increased from 78.55% (sufficient) to 92.85% (very good). Student learning outcomes also increased from an average of 78.72 (sufficient) in cycle I to 89.55 (good) in cycle II. The limitations of this study lie in the relatively small number of subjects, the limited coverage of material on a single history topic, and the implementation of only two cycles, which do not yet reflect long-term impacts. Based on these findings, it is recommended that the TGT model be applied to a wider range of materials and levels and combined with a variety of learning media to increase student engagement sustainably.