Dewi Anzelina
Pendidikan Guru Sekolah Dasar, Universitas Pendidikan Ganesha, Singaraja, Indonesia

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Integration of Game-Based Learning in Interactive E-Books to Stimulate Collaborative Skills of Third Grade Elementary School Students I Made Diah Pratiwi; Putu Aditya Antara; Dewi Anzelina
Indonesian Journal of Instruction Vol. 7 No. 1 (2026): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/iji.v7i1.111719

Abstract

The background of this study was the low level of students’ collaboration skills, as indicated by a collaboration questionnaire result with an average score of 58.4% in the moderate category, as well as the limited use of digital and interactive learning media in Pancasila Education learning. This study aimed to develop an interactive E-book based on Game-Based Learning that is feasible and effective in stimulating students’ collaboration skills in the topic of rights and responsibilities for third-grade elementary school students. This study employed a Research and Development (R&D) approach using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The research subjects included content experts, instructional design experts, learning media experts, and third-grade students. Data were collected through interviews, observations, questionnaires, and tests. The data were analyzed using descriptive quantitative and inferential analysis techniques. The results showed that the interactive E-book based on Game-Based Learning was categorized as very feasible based on expert validation and the results of individual and small-group trials. Furthermore, the effectiveness test results indicated an improvement in students’ collaboration skills after using the developed media, as proven by hypothesis testing. Therefore, the interactive E-book based on Game-Based Learning is considered feasible and effective to be used as a learning medium to stimulate students’ collaboration skills in Pancasila Education for third-grade elementary school students.
Interactive PowerPoint Based on Discovery Learning for Teaching the Area of Plane Figures in Grade V Elementary School Mathematics I Kadek Dwi Arta; I Wayan Wiarta; Dewi Anzelina
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 4 (2025): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i4.103435

Abstract

Mathematics learning in elementary school still faces challenges due to the abstract nature of its concepts, particularly in the topic of plane figures area, which leads to low students’ conceptual understanding. This study aims to examine the feasibility and effectiveness of an interactive PowerPoint media based on Discovery Learning to improve students’ mathematics learning outcomes. The study employed a Research and Development approach using the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects involved elementary school students as media users, as well as experts in instructional design, instructional planning, media, and subject matter as validators. Data were collected through expert validation sheets, individual and small-group trial questionnaires, and learning achievement tests. The research instruments consisted of questionnaires, assessment rubrics, and posttest items. Data analysis was conducted using descriptive quantitative methods to assess media feasibility and a t-test to examine its effectiveness. The results showed that the developed media was considered feasible, with validation scores of 95% from instructional design experts, 80% from instructional planning experts, 91.67% from media experts, and 91.67% from subject matter experts. Individual trials obtained a score of 89%, while small-group trials reached 84%, both categorized as good. The effectiveness test indicated an average posttest score of 93, exceeding the minimum mastery criterion of 75, with a t-value of 12.449 > 2.10. The conclusion confirms that the interactive PowerPoint media based on Discovery Learning is valid, practical, and effective. These findings imply that the media can be utilized by teachers as an alternative approach to create active, engaging, and learning experiences aligned with 21st-century competency demands.