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Suhartono, H. Edi
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Development of spin card question media based on the canva website that is suitable for use in Pancasila education learning Kurniawati, Vanny Dwi; Suhartono, H. Edi; Rochmadi, Nur Wahyu
Jurnal Pendidikan PKN (Pancasila dan Kewarganegaraan) Vol. 7 No. 1 (2026): Juni 2026
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jppkn.v7i1.103098

Abstract

Website-based spin card question media displays smart cards and quiz cards. Smart cards contain barcodes connected to the website, quiz cards contain questions related to learning materials. Development of learning media as a solution to the problem of low intrinsic motivation of students towards the material. Research on the development of website-based spin card question media was developed using the Borg & Gall research model with 9 stages. This research on the development of website-based Spin Card Question media at SMPN 1 Sambeng is very suitable for use in learning activities, especially in Pancasila Education subjects. The results of the feasibility assessment from material experts got a score of 75, media experts got a score of 92, language experts got a score of 90, users (teachers) got a score of 90 with, and trials on 30 students showed a significant increase in learning outcomes. The average pretest result was 63.20 to posttest 84.23 and p-value
Development of race of games teamwork (roger) learning model mediated by quizalize games for Pancasila education learning Novita, Ima; Rochmadi, Nur Wahyu; Suhartono, H. Edi
Jurnal Pendidikan PKN (Pancasila dan Kewarganegaraan) Vol. 7 No. 1 (2026): Juni 2026
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jppkn.v7i1.103232

Abstract

This development research aims to produce a Race of Games Teamwork (ROGER) learning model mediated by quizalize games that is suitable for learning Pancasila Education. The development in this study uses the 4D Model procedure. The feasibility assessment of the learning model was carried out through a t-test on several syntax of the Race of Games Teamwork (ROGER) learning model mediated by quizalize games, namely the self-assessment stage obtained the results of t count 7.131 and t table was 1.699, the race stage obtained the result of t count of 9.394 and t table was 2.015, and the final stage of t calculation was 19,000 and t table was 6.313 based on these results, it can be concluded that the learning model The Race of Games Teamwork (ROGER) mediated by Quizalize Games is suitable for learning Pancasila Education.