Susi Ratna Sari
Universitas Islam Negeri Mahmud Yunus Batusangkar

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Penerapan media pembelajaran interaktif berbasis game wordwall untuk meningkatkan keaktifan dan hasil belajar siswa kelas V SDN 16 Padang Magek Salsa Mutiara Ningsih; Sela Novsetia Prabeni; Salsabila Febrianti; Salsa Bila4 Bila; Susi Ratna Sari
Al-Azkiya: Jurnal Pendidikan MI/SD Vol. 11 No. 1 (2026): Al-Azkiya : Jurnal Pendidikan MI/SD
Publisher : the Study Program of Education for Islamic Elementary School Teachers (Undergraduate)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32505/aydcyx65

Abstract

This research is motivated by the low level of student activity and learning outcomes in social studies learning in class V UPT SDN 16 Padang Magek which is still centered on the lecture method. This research aims to increase student activeness and learning outcomes through the application of Wordwall-based interactive learning media on biological wealth materials. The method used is Classroom Action Research (PTK) with a qualitative descriptive approach which is carried out in two cycles. The research subjects consisted of 24 students. Data were collected through observation and documentation techniques. The results of the study showed that the use of Wordwall was able to increase student activity, with 80% of students in the very active category. In addition, students' understanding of the material also increased, as seen from their ability to answer questions appropriately. This game-based media creates a more interesting, interactive, and fun learning atmosphere. Thus, the use of Wordwall has been proven effective in improving student engagement and learning outcomes in social studies lessons at elementary school.  
Penggunaan Media Kahoot Dalam Pembelajaran IPS untuk Meningkatkan Minat Belajar Siswa Kelas IV SDN 16 Padang Magek Saskia Aulia Putri; Rio Armanda; Salsabila Aryunda Fitri; Selvi Amanda Putri; Susi Ratna Sari
Jurnal IKA PGSD (Ikatan Alumni PGSD) UNARS Vol 17 No 1 (2026): Edisi Juni
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Abdurachman Saleh Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36841/pgsdunars.v17i1.8356

Abstract

This study aims to improve the learning interest of fourth-grade students at SDN 16 Padang Magek in Social Studies (IPS) through the use of Kahoot, a digital game-based learning platform. The background of this research stems from the low enthusiasm of students in IPS classes, which were often monotonous and focused on memorization. To address this issue, Classroom Action Research (CAR) was conducted using the Kemmis & McTaggart model, consisting of four stages: planning, action, observation, and reflection. The research was carried out collaboratively between the researchers and the classroom teacher, employing a qualitative approach. Data were collected through observation sheets, field notes, and documentation, then analyzed descriptively to capture the dynamics of student engagement. The findings reveal that Kahoot successfully created a more interactive, enjoyable, and competitive learning environment. Students who were previously passive became more enthusiastic, confident, and actively participated in answering questions. Kahoot also strengthened teacher–student interaction, with teachers acting as facilitators during the quiz sessions. Both individual and team modes encouraged students to develop social skills such as cooperation, communication, and responsibility. Thus, Kahoot functioned not only as an evaluation tool but also as a medium to foster intrinsic motivation and meaningful learning experiences. Overall, this research confirms that innovative educational technology like Kahoot can serve as a practical strategy for teachers to enhance the quality of Social Studies learning in elementary schools. Kahoot proved effective in increasing student interest, supporting social skill development, and preparing a technologically literate generation ready to face global challenges.