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Ketut Herya Darma Utami
Elementary School Teacher Education, Ganesha University of Education, Singaraja, Indonesia

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Card Match Circle (CMC) Media Assisted by 3D Models to Improve Fourth Grade Elementary Students’ Learning Outcomes on the Topic of Kingdoms in the Indonesian Archipelago Putu Dita Karisma Yanti; Basilius Redan Werang; Ketut Herya Darma Utami
MIMBAR PGSD Undiksha Vol. 13 No. 2 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v13i2.95578

Abstract

The low level of students' understanding of Social Studies material has a direct impact on their poor learning outcomes. One contributing factor is the limited use of engaging and contextual learning media to support the learning process. This study aims to examine the validity, practicality, and effectiveness of the Card Match Circle (CMC) media assisted by 3D models in improving students' learning outcomes on the topic of Indonesian Kingdoms. This is a development research employing the ADDIE model, involving 2 material experts, 2 media experts, 1 teacher, and 14 fourth-grade students as research subjects. Data were collected using validation questionnaires, response questionnaires, and learning outcome tests. The data were analyzed quantitatively using a correlated t-test. The results showed that the CMC media assisted by 3D models had a very high validity level, with validation scores of 0.98 from material experts and 0.93 from media experts. The practicality of the media based on teacher responses reached 97.5% and student responses 86.1%, both categorized as very practical. Furthermore, the correlated t-test produced a significance value of 0.000 (p < 0.05), indicating that the media was effective in improving students' learning outcomes. The implication of this research highlights that integrating CMC media with 3D models offers an innovative alternative for active and interactive Social Studies learning to support students' competency achievement.
Puzzle Game Learning Media Based on Bookwidgets to Improve Learning Outcomes of Fifth Grade Elementary School Students on Photosynthesis Process Material I Putu Agus Andika Putra; Basilius Redan Werang; Ketut Herya Darma Utami
MIMBAR PGSD Undiksha Vol. 13 No. 2 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v13i2.97474

Abstract

Students' learning outcomes on the topic of photosynthesis are still relatively low, partly due to the lack of engaging and interactive learning media. This study aims to develop interactive learning media in the form of a game puzzle based on BookWidgets to improve students' learning outcomes. This is a development research using the ADDIE model, involving 20 fifth-grade elementary school students and one classroom teacher. Data were collected through expert validation questionnaires, practicality questionnaires, and learning outcome tests (pre-test and post-test). The instruments included expert assessment sheets, response questionnaires, and multiple-choice test items. Data were analyzed quantitatively using descriptive statistics for validity and practicality, and paired sample t-tests to assess media effectiveness. The validation results indicated that the media were highly valid, with practicality rated at 100% by the teacher and 86.25% by the students. The t-test for effectiveness showed a significance value of 0.001 (p < 0.05), indicating that the media effectively improved student learning outcomes. Thus, the BookWidgets-based game puzzle media can serve as an attractive, interactive, and technology-integrated learning alternative that supports independent and sustainable learning.