Ericka Chris Syanti
Universitas PGRI Semarang

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Pengaruh Media Congkremat (Congklak Kreasi Matematika) Terhadap Hasil Belajar dan Motivasi Siswa Materi KPK dan FPB Suryani Yani; Suyadi; Ericka Chris Syanti
Edukatika Vol. 3 No. 2 (2025): Desember
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/aj1xb439

Abstract

Tujuan dari penelitian ini yaitu untuk mengetahui pengaruh penggunaan media permainan Congkremat (Congklak Kreasi Matematika) terhadap hasil belajar dan motivasi siswa kelas V SD pada materi KPK dan FPB. Latar belakang penelitian ini didasari oleh rendahnya hasil belajar dan motivasi siswa dalam kegiatan belajar matematika yang dianggap sulit dan abstrak, serta minimnya penggunaan media pembelajaran konkret. Pendekatan yang digunakan dalam penelitian ini adalah pendekatan kuantitatif menggunakan metode quasi-experimental dengan desain one group pretest-posttest. Sampel penelitian berjumlah 13 siswa di SD Negeri 1 Temengeng. Teknik pengumpulan data yang digunakan berupa tes kognitif untuk hasil belajar dan angket untuk motivasi. Diperoleh hasil penelitian adanya peningkatan signifikan nilai rata-rata siswa, dari rentang pretest 10–40 menjadi rentang posttest 60–90. Sebanyak 12 dari 13 siswa berhasil mencapai KKM. Rata-rata N-gain score sebesar 0,3299 atau 32,99%, termasuk kategori sedang namun cenderung tidak efektif. Hasil angket menunjukkan bahwa siswa berpartisipasi aktif dan merasa senang sehingga menumbuhkan motivasi belajar mereka. Dapat disimpulkan bahwa penerapan media Congkremat (Congklak Kreasi Matematika) memberikan pengaruh positif dan signifikan terhadap peningkatan hasil belajar serta motivasi siswa karena mampu mengubah konsep abstrak menjadi konkret dan menyenangkan.
Enhancing motivation and mathematics achievement using AI-based Canva tug-of-war game media in deep learning Ericka Chris Syanti; Dini Rakhmawati; Joko Sulianto
Indonesian Journal of Educational Development (IJED) Vol. 7 No. 2 (2026): August 2026
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59672/ijed.v7i2.6886

Abstract

Low learning motivation and limited conceptual understanding of multiplication and division remain persistent challenges in elementary mathematics education, highlighting the need for innovative and engaging instructional approaches. This study examined the effect of Canva AI-based Mathematics Tug-of-War Media integrated with the Deep Learning approach on elementary students' learning motivation and mathematics achievement. The study employed a quasi-experimental pretest–posttest nonequivalent control group design because intact classes could not be randomly assigned. The population comprised all fifth-grade students of SDN 1 Nglanjuk and SDN Sumberpitu. Using total sampling, all 50 students participated in the study: 26 in the experimental group and 24 in the control group. Data were collected using a mathematics achievement test and a learning motivation questionnaire and analyzed using descriptive statistics, N-Gain, ANOVA, and MANOVA. The experimental group achieved a higher mean N-Gain (0.61 ± 0.08) than the control group (0.35 ± 0.09). MANOVA revealed a significant multivariate effect with a very large effect size (Pillai's Trace = 0.810, F(2,47) = 100.257, p < .001, Partial Eta Squared = 0.810). This study contributes to mathematics education by introducing an instructional model that integrates AI-assisted Canva media, a traditional Tug-of-War educational game, and a deep learning approach to improve elementary students' learning motivation and mathematics achievement simultaneously. Future research should examine the long-term effectiveness of this instructional model across different mathematics topics, educational levels, and more diverse educational settings.