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EFEKTIFITAS PENGGUNAAN WAYGROUND DALAM MENINGKATKAN HASIL BELAJAR MATERI TEKS NARASI PESERTA DIDIK KELAS III UPTD SDN MORKEPEK Syaikhan Aufi Ardiansyah; Moh. Khoiron Jaza; Frendy Trianza; Ika Dian Rahmawati
INOVASI : Jurnal Ilmiah Pengembangan Pendidikan Vol. 4 No. 3 (2026): Inovasi: Jurnal Ilmiah Pengembangan Pendidikan
Publisher : Lembaga Pengembangan Inovasi Pendidikan Baiturrahman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65946/hgpha587

Abstract

The use of Wayground media in learning narrative texts needs to be tested for its effectiveness on the learning outcomes of third grade students at UPTD SDN Morkepek. This study aims to analyze the effectiveness of using the Wayground application to improve narrative text learning outcomes in third grade students at UPTD SDN Morkepek. The method used is quantitative with a one group pre-test post-test design. The sample consisted of 39 students taken using a saturated sampling technique. Data collection instruments included tests, semi structured interviews, and observation sheets. Data analysis was carried out interactively through data reduction, data presentation, and conclusion drawing. The results showed that the average pre-test score of students was 62.4, while the average post-test score increased to 76.8. Learning mastery based on the minimum mastery criterion of 70 increased from 56.41 percent in the pre-test to 82.05 percent in the post-test. Observations also showed that students were enthusiastic and actively engaged during learning using Wayground. Thus, the use of Wayground is proven effective in improving student learning outcomes in narrative text material. This study recommends Wayground as an interactive gamification based learning media in elementary schools.
Pengaruh Game Interaktif Wordwall Terhadap Peningkatan Hasil Belajar Siswa Kelas III SD Ahkmad Fahmi; Muhammad Shubhi Alwahidi; Gandy Asmara; Ika Dian Rahmawati
AMI Vol 4, No 1 (2026)
Publisher : AMI

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Rendahnya capaian hasil belajar Bahasa Indonesia pada siswa kelas rendah sekolah dasar umumnya dipicu oleh dominasi pendekatan konvensional yang monoton dan bersifat teacher-centered. Kondisi ini memicu ketimpangan karena anak usia 8–9 tahun membutuhkan stimulasi visual konkret untuk memahami materi kebahasaan yang abstrak. Penelitian ini bertujuan untuk menguji secara objektif pengaruh penggunaan game interaktif Wordwall terhadap peningkatan hasil belajar Bahasa Indonesia siswa kelas tiga sekolah dasar. Riset kuantitatif eksperimen ini menerapkan rancangan One-Group Pretest-Posttest Design pada sampel jenuh yang terdiri dari 30 peserta didik kelas III SDN 2 Keleyan. Pengumpulan data menggunakan instrumen tes objektif pilihan ganda yang kemudian dianalisis menggunakan uji statistik deskriptif dan statistik inferensial berbantuan SPSS. Hasil analisis deskriptif menunjukkan lonjakan performa akademik klasikal yang mencolok, di mana nilai rata-rata siswa meningkat pesat dari 56,33 saat pre-test menjadi 82,17 saat post-test. Secara inferensial, hasil uji hipotesis melalui Paired Samples T-Test memperoleh nilai t-hitung sebesar 19,42 yang lebih besar dari t-tabel (2,045) dengan nilai signifikansi mutlak 0,000 (< 0,05). Kesimpulannya, penggunaan media interaktif Wordwall berpengaruh secara signifikan dalam mendongkrak hasil belajar kognitif siswa. Aspek gamifikasi pada platform ini efektif mereduksi kecemasan belajar, meningkatkan keterlibatan aktif peserta didik, mengeliminasi kejenuhan model konvensional, serta memperkuat retensi memori jangka panjang siswa sekolah dasar terhadap aturan kebahasaan.
Pengaruh Penggunaan Media Pembelajaran Phet Terhadap Hasil Belajar Materi Pecahan Pada Siswa Kelas 2 SDN Socah Marsha Amelia Putri; Naila Dwi Maulidia; Ika Dian Rahmawati
PADMA Vol 6 No 1 (2026): JURNAL PENGABDIAN KEPADA MASYARAKAT (PADMA)
Publisher : LPPM Politeknik Piksi Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56689/padma.v6i1.2934

Abstract

This research was conducted to evaluate how PhET media affects the performance of second-grade students learning fractions at SDN Socah 2 Bangkalan. A quantitative methodology was employed using a one-group pretest-posttest experimental design. The participants included 24 students selected through total sampling. Data collection techniques included observation, interviews, documentation, alongside pre-tests and post-tests. The data analysis was carried out by implementing the N-Gain test, the Kolmogorov-Smirnov test for assessing normality, and the Paired Sample T-Test, utilizing SPSS software. Findings indicated an increase in the average score from 64.58 in the pre-test to 78.75 in the post-test. The N-Gain score of 0.3563 was deemed moderate. Additionally, results from the Paired Sample T-Test showed a significance level of 0.000.
PENERAPAN METODE GBL UNTUK MENINGKATKAN HASIL BELAJAR KOGNITIF MATERI PECAHAN KELAS 4 SDN KELEYAN 1 BANGKALAN Dimas Agung Saputro; Muhammad Syahrul Alim; Ika Dian Rahmawati
INOVASI : Jurnal Ilmiah Pengembangan Pendidikan Vol. 4 No. 3 (2026): Inovasi: Jurnal Ilmiah Pengembangan Pendidikan
Publisher : Lembaga Pengembangan Inovasi Pendidikan Baiturrahman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65946/0k3kp645

Abstract

This study was conducted to determine the effectiveness of the Game-Based Learning (GBL) method in improving the cognitive learning outcomes of fourth-grade elementary school students on fraction material. The research employed a quantitative approach using a one-group pretest-posttest design involving 20 students as the research sample. Data were collected through pretest and posttest assessments and analyzed using the N-Gain test, Shapiro–Wilk normality test, and Paired Sample t-test. The results indicated an improvement in students' cognitive abilities after participating in game-based learning, as evidenced by the increase in the average score from 63.5 on the pretest to 84.9 on the posttest. The N-Gain analysis produced an average score of 0.61, which falls into the moderate category, with 25% of students achieving a high level of improvement and 75% achieving a moderate level. The normality test showed that the data were normally distributed, with significance values of 0.551 for the pretest and 0.498 for the posttest, both exceeding the 0.05 threshold. Furthermore, the Paired Sample t-test yielded a t-value of 57.410, which was greater than the t-table value of 2.093, with a significance value of 0.000, indicating a statistically significant effect of the implementation of the Game-Based Learning method on students' learning outcomes. Therefore, the Game-Based Learning method can serve as an effective instructional alternative, as it enhances students' understanding through more interactive, engaging, and enjoyable learning activities.
Pengaruh Puzzle Pancasila terhadap Hasil Belajar Siswa Materi Simbol dan Sila Pancasila Kelas 2 SDN Banyuajuh 5 Widyaningrum Dwi Oktaviyanti; Nanda Kirana Abdullah; Pratita Fitrotus Sabilillah; Ika Dian Rahmawati
SIBERNETIK: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 1 (2026): SIBERNETIK: Jurnal Pendidikan dan Pembelajaran
Publisher : UPT Publikasi dan Penerbitan Universita San Pedro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59632/sjpp.v4i1.682

Abstract

Penelitian ini didasarkan pada rendahnya pencapaian belajar siswa kelas 2 SDN Banyuajuh 5 mengenai simbol dan sila Pancasila, yang diakibatkan oleh metode pengajaran yang masih bersifat tradisional dan kurang melibatkan media pembelajaran yang menarik. Studi ini dilakukan guna menginvestigasi dampak penerapan media puzzle Pancasila terhadap prestasi belajar siswa pada materi simbol dan sila Pancasila. Studi ini menerapkan metode kuantitatif dengan desain pre-experimental jenis model satu kelompok pre-test post-test. Subjek penelitian adalah seluruh siswa kelas 2 SDN Banyuajuh 5 yang berjumlah 17 siswa. Instrumen yang diterapkan adalah tes pilihan ganda yang diselenggarakan sebelum pelaksanaan pembelajaran (pre-test) dan sesudah pelaksanaan pembelajaran (post-test). Data dianalisis menggunakan metode statistik deskriptif dan rumus Normalized Gain (N-Gain). Temuan penelitian menyatakan adanya peningkatan hasil belajar siswa sesudah diterapkannya media puzzle Pancasila, yang ditunjukkan oleh peningkatan rata-rata nilai dari 70,29 menjadi 90,00 serta peningkatan ketuntasan belajar dari 9 siswa menjadi 15 siswa. Rata-rata skor N-Gain sebesar 0,622 termasuk pada kategori sedang yang mengindikasikan peningkatan hasil belajar yang tergolong cukup efektif. Hasilnya menunjukkan bahwa hasil belajar siswa kelas 2 SDN Banyuajuh 5 tentang materi simbol dan sila Pancasila dipengaruhi oleh penggunaan puzzle Pancasila.
Pengembangan Multimedia Interaktif Pada Materi Gaya di Sekitar Kita untuk Siswa Kelas IV di SDS Islam Al-Furqon Pamekasan Reskiya Ramadani; Ika Dian Rahmawati
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2532

Abstract

This study was motivated by the low level of students' interest and attention during the learning process, which was attributed to the use of learning media that were insufficiently engaging, lacked interactivity, and supported predominantly teacher-centered instruction, causing students to become easily bored and less actively involved in classroom learning. Therefore, this study employed a Research and Development (R&D) approach to develop interactive multimedia on the topic of Forces in Our Surroundings for fourth-grade students at SDS Islam Al-Furqon Pamekasan. The development process adopted the 4D model, consisting of the Define, Design, Develop, and Disseminate stages. The resulting product was an interactive multimedia application integrating learning materials, visualizations, and formative assessments to support the learning process. The feasibility of the product was determined through expert validation. The validation results indicated that the interactive multimedia achieved valid to highly valid categories, with scores of 92% from the instructional design expert, 83% from the material expert, 78% from the language expert, and 96% from the media expert. The effectiveness of the multimedia was demonstrated through teacher and student activities during the learning process. In the limited trial, teacher activity reached 96.15% and student activity reached 88.70%, while in the implementation trial, teacher activity remained at 96.15% and student activity increased to 94.40%. In addition, student learning outcomes showed a 100% mastery rate. The attractiveness of the multimedia also received highly positive responses. Student response questionnaire results reached 88.93% in the limited trial and increased to 97.49% in the implementation trial. These findings indicate that the developed interactive multimedia is feasible, effective, and attractive for use in teaching the topic of Forces in Our Surroundings in elementary schools.
Pengembangan Laboratorium Virtual untuk Mata Pelajaran IPAS Materi Gaya Kelas IV SDN Wonokusumo IV/43 Surabaya Frissenda Septrianur Marinda Karno Putri; Ika Dian Rahmawati
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2685

Abstract

This study aims to: (1) determine ”he validity of the Virtual Laboratory media; (2) Determine the effectiveness of the Virtual Laboratory media; and (3) determine the Attractiveness of the Virtual Laboratory media. This research is a type of R&D (Research and Development) whichh consists of 5 stages, namely analysis, design, Development, implementation, and evaluation. Based on expert assessments, the Average validity percentage obtained Is highly valid. The effectiveness of the virtual Laboratory media is obtained from the student learning mastery results, which Reached 100%. The attractiveness of the virtual laboratory media is obtained from The teacher’s response questionnaire results at 97.5% and the students’ response Questionnaire at 93.75%, placing It in the highly attractive category. Based on the Research results, the virtual laboratory media Is feasible to be used In IPAS learning For 4th-grade students at SDN Wonokusumo IV/43 Surabaya, specifically for Chapter 2 “Force Around Us," with highly vali”, effective, and highly attractive Categories. Many elementary schools face limitations in laboratory facilities and learning media, making it difficult for students to understand abstract science concepts such as force through direct experimentation. Therefore, a virtual laboratory was developed to provide interactive learning experiences and support students in understanding force concepts more effectively. This study aims to: (1) determine the validity of the Virtual Laboratory media; (2) determine the effectiveness of the Virtual Laboratory media; and (3) determine the attractiveness of the Virtual Laboratory media. This research is a type of R&D (Research and Development) which consists of five stages, namely analysis, design, development, implementation, and evaluation.
Pengembangan Multimedia Interaktif Berbasis Aplikasi Superzat pada Siswa Kelas IV di SDN Sidodadi 1/153 Surabaya Yossy Novita Surya Rahmawati; Ika Dian Rahmawati
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2688

Abstract

This study was motivated by students' low understanding and learning outcomes in the topic of the states of matter and their changes, which were attributed to teacher-centered instruction dominated by lecture methods and the limited use of technology-based interactive learning media. As a result, students tended to be less actively engaged and easily became bored during the learning process. This study aimed to develop Superzat, an application-based interactive multimedia learning medium that is valid, effective, and practical. The study employed a Research and Development (R&D) approach using the ADDIE development model, which consists of five stages: analysis, design, development, implementation, and evaluation. The development process included: (1) analysis of learning outcomes, student characteristics, and learning media needs; (2) design of the multimedia product; (3) development of the product followed by expert validation and empirical validation of the test instruments. The validation results showed scores of 81% from the media expert, 89% from the subject matter expert, 90% from the instructional design expert, and 93% from the language expert, indicating that the product was highly feasible. During the implementation stage, the multimedia was evaluated for its effectiveness and practicality. The results showed that teacher activity reached 100%, while student activity reached 95.87%. In addition, the Superzat interactive multimedia was categorized as highly practical, with teacher and student response rates of 96.25% and 93.33%, respectively. The improvement in students' learning outcomes was demonstrated by an average N-Gain score of 87%, which falls into the high category. Therefore, the Superzat application-based interactive multimedia is considered suitable for use as an elementary science (IPAS) learning medium for teaching the topic of the states of matter and their changes.
ANALISIS HASIL BELAJAR SISWA DALAM PEMBELAJARAN MATEMATIKA BERBASIS MEDIA WORDWALL PADA ERA GLOBALISASI DI KELAS II SDN SOCAH 2 Dewi Febriyanti; Muttaqina Mafaza; Dwi Maulidia Suciati; Ika Dian Rahmawati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.15807

Abstract

In the fast-moving digital era shaped by globalization, education has increasingly shifted toward technology-based learning tools. Wordwall is one such interactive platform that transforms educational content into engaging digital activities. This research explored how Wordwall influences the mathematics performance of second-grade students at SDN Socah 2, particularly in addition and subtraction operations within 20. The study adopted a quantitative pre-experimental design with a One Group Pretest-Posttest approach. All 27 students in the class were included using a saturated sampling method. Data were gathered through a 12-question multiple-choice test and analyzed using descriptive statistics, the Shapiro-Wilk test, and Paired Sample t-Test via SPSS 26. Results revealed a noticeable rise in average scores from 55 before treatment to 80 afterward. The statistical test also showed a significance value of 0.000 (<0.05), confirming a meaningful difference after implementing Wordwall. Overall, the platform proved to be effective in improving mathematics learning outcomes while making the learning process more engaging.
Pengaruh Educaplay dalam Meningkatkan Hasil Belajar Pada Pembelajaran IPAS Siswa Kelas III SDN Tanjung Jati 2 di Era Globalisasi Mid’hat Hidayat; Mufida Sasi Devi; Nita Maulita; Ika Dian Rahmawati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.16020

Abstract

Perkembangan teknologi pendidikan mendorong guru untuk memanfaatkan media pembelajaran digital yang mampu meningkatkan hasil belajar siswa. Salah satu media pembelajaran interaktif yang dapat digunakan adalah Educaplay. Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan Educaplay terhadap hasil belajar siswa kelas III SDN Tanjung Jati 2. Penelitian menggunakan pendekatan kuantitatif dengan metode pre-eksperimen melalui desain One Group Pretest-Posttest Design. Subjek penelitian terdiri atas 13 siswa kelas III. Pengumpulan data dilakukan melalui tes hasil belajar yang dianalisis menggunakan uji Paired Sample t-Test berbantuan SPSS. Hasil penelitian menunjukkan bahwa rata-rata nilai siswa sebelum penggunaan Educaplay sebesar 5,46, sedangkan rata-rata nilai setelah penggunaan Educaplay meningkat menjadi 6,23. Hasil uji Paired Sample t-Test menunjukkan nilai signifikansi sebesar 0,002 (p < 0,05) yang menunjukkan adanya perbedaan yang signifikan antara nilai sebelum dan sesudah penggunaan Educaplay. Dengan demikian, penggunaan Educaplay berpengaruh positif dan signifikan terhadap hasil belajar siswa. Temuan penelitian ini menunjukkan bahwa Educaplay dapat digunakan sebagai media pembelajaran inovatif dan interaktif untuk mendukung proses pembelajaran di sekolah dasar.