Suyato Kusumaryono
Institut Pendidikan Indonesia Garut

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Assessing the Need for Google Sites-Based Learning Media to Enhance Elementary Students’ Conceptual Understanding in Science Learning Indra Budiman; Ayu Puji Rahayu; Suyato Kusumaryono; Fitri Eka Silviani; Mukhtiar Hussain Ibupoto
Education and Sociedad Journal Vol. 4 No. 1 (2026)
Publisher : Al-Qalam Institue

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61987/edsojou.v4i1.2270

Abstract

This study aims to analyze the need for developing Google Sites-based learning media integrated with the Discovery Learning approach to improve elementary school students' problem-solving skills in science learning. This paper is important because science learning practices in elementary schools are still dominated by teachers and rely on limited interactive learning media, resulting in low conceptual understanding and limited opportunities for students to develop higher-order thinking and problem-solving skills. This study uses a descriptive mixed-methods approach by combining qualitative and quantitative data. Data were collected through classroom observations, interviews with teachers and students, student needs questionnaires, and analysis of learning documents and analyzed using a thematic approach. The research findings revealed that students experience difficulties in understanding abstract science concepts, especially photosynthesis, and tend to rely on memorization rather than conceptual understanding. Existing learning media are still limited, less interactive, and do not optimally facilitate student-centered learning. Quantitative results indicate that most students need digital learning media that are interactive, visual, easily accessible, and able to support the process of independent exploration and discovery. This study provides an empirical basis for designing innovative digital learning media using Google Sites to support the implementation of the Independent Curriculum and improve the quality of elementary science education.
User Requirements Analysis for Developing a Web-Based Intelligent Attendance System in Vocational Schools Encep Rafli Adi Putra Pratama; Ayu Puji Rahayu; Suyato Kusumaryono
Education and Sociedad Journal Vol. 3 No. 2 (2025): July - December
Publisher : Al-Qalam Institue

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61987/edsojou.v3i2.2718

Abstract

The student attendance process is an administrative activity that plays a crucial role in supporting attendance data management and fostering student discipline. However, manual attendance management still presents various challenges, such as relatively time-consuming recording, administrative errors, delays in information delivery, and the lack of integration of attendance data. This study aims to analyze the need for a Web-Based Intelligent Attendance System and to develop system specifications that meet user needs. The study employed a descriptive qualitative approach using observation, semi-structured interviews, and document analysis. The informants were teachers, students, and parents at SMK PK Nurussalam in Tasikmalaya Regency. Data were analyzed using the interactive analysis model of Miles, Huberman, and Saldaña, through the stages of data condensation, data presentation, and conclusion drawing. The results indicate that the manual attendance process results in low administrative efficiency, limited data integration, weak information security, and suboptimal student attendance monitoring. Based on the analysis, 15 functional requirements were identified, including user authentication, digital attendance, time-stamping, automatic recapitulation, attendance dashboard, reports, parent notifications, and centralized data management. Furthermore, fifteen non-functional requirements were identified, including ease of use, data security, response speed, device compatibility, system reliability, and data backup mechanisms. The results of this needs analysis formed the basis for developing the specifications for a Web-Based Intelligent Attendance System, which is expected to support effective, efficient, and secure attendance management, while also orienting toward improving student attendance discipline.
Interactive Gamification Media Promotes English Vocabulary Acquisition For Secondary School Students: Media Gamifikasi Interaktif Mempromosikan Akuisisi Kosakata Bahasa Inggris Untuk Siswa Menengah Dina Lisdiani; Din wahyudin; Suyato Kusumaryono
Academia Open Vol. 11 No. 2 (2026): December
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/acopen.11.2026.14187

Abstract

General Background Lexicon comprehension acts as a fundamental component in language instruction, serving as the basis for effective verbal and written communication. Specific Background However, secondary school learners frequently struggle to acquire new words due to monotonous conventional memorization methods that fail to stimulate active participation. Knowledge Gap Although digital game-based environments offer interactive solutions, empirical investigations explicitly evaluating specific real-time virtual platforms for lexicon instruction remain scarce. Aims This quasi-experimental study investigates the application of an interactive digital medium to facilitate word comprehension and retention among adolescents. Results Statistical analysis of 64 participants revealed that the experimental group utilizing the virtual platform achieved a significantly higher post-test mean score of 82.40 compared to the control group's 70.15, alongside a high N-Gain score of 0.72 and a large Cohen’s d effect size of 1.75. Novelty This research uniquely demonstrates that integrating real-time virtual world elements, such as competitive challenges and instant feedback, transforms passive memorization into a highly engaging cognitive and affective experience. Implications Educators should integrate interactive digital platforms into their pedagogical frameworks to stimulate learner motivation and accommodate modern technological learning demands. Highlights Interactive digital platforms significantly elevate secondary learner test scores and active classroom participation. Experimental groups utilizing virtual challenges achieved a substantial 0.72 N-Gain calculation. Integrating competitive elements and immediate feedback successfully transforms monotonous language memorization routines. Keywords ZEP Quiz; Gamification; Vocabulary Mastery; Educational Media; Interactive Learning