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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.