I Kadek Suartama
Pendidikan Guru Sekolah Dasar, Universitas Pendidikan Ganesha, Singaraja, Indonesia

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The Effect of the Make-A-Match Cooperative Learning Model with Wordwall Educational Game on Fifth-Grade the Science Learning Outcomes: Indonesia Kadek Helin Dwi Sartika; Ni Wayan Rati; I Kadek Suartama
Mimbar Pendidikan Indonesia Vol. 6 No. 1 (2025): January
Publisher : Undiksha Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/mpi.v6i1.94071

Abstract

Learning Science and Social Sciences (IPAS) in elementary schools is still dominated by the lecture method which causes low learner involvement and learning outcomes that are not optimal. A more interactive and technology-based learning model needs to be applied to improve the effectiveness of learning. This study aims to analyze the effect of Make a Match learning model assisted by Wordwall on students' IPAS learning outcomes. This study used a pseudo-experimental method with a non-equivalent post-test only control group design. The research sample consisted of 49 students. Data were collected using multiple choice objective tests to measure learning outcomes. Data analysis techniques include descriptive statistics and t-test to determine significant differences between the two groups. The results showed that the use of Make a Match model assisted by Wordwall significantly improved students' learning outcomes compared to conventional methods. The conclusion of this study is that the Make a Match model assisted by Wordwall can be an innovative alternative in increasing the effectiveness of IPAS learning. The implication of this research is the need for teachers to apply more interactive technology-based learning strategies to improve students' concept understanding and learning motivation.
Coding-Based AR Puzzle Media to Improve Mutual Cooperation and Computational Thinking in Elementary School Students Ni Made Ayu Liyoga Sari; I Kadek Suartama; Ni Made Daini Vitri Sinta Sari
Thinking Skills and Creativity Journal Vol. 8 No. 1 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/tscj.v8i1.92907

Abstract

The limited development of students’ collaboration attitudes as part of the Pancasila Student Profile and insufficient computational thinking skills remain major challenges in elementary science and social studies (IPAS) learning. These challenges are exacerbated by the suboptimal use of interactive and technology-integrated learning media. This study aims to develop, validate, analyze user responses to, and examine the effectiveness of a coding-based augmented reality (AR) puzzle medium in enhancing students’ collaboration attitudes and computational thinking skills. This research employed a research and development design using the ADDIE model and involved 30 elementary school students as research participants. Data were collected through interviews, observations, and questionnaires, supported by expert validation sheets, student response questionnaires, computational thinking tests, and collaboration attitude observation rubrics. Data were analyzed using quantitative and qualitative techniques, with content validity assessed through the Content Validity Index (CVI), descriptive statistics used to analyze student responses, and a paired sample t-test applied to examine the effectiveness of the developed media. The findings indicate that the coding-based AR puzzle medium demonstrates high validity, receives very positive responses from students, and is conceptually effective in strengthening collaboration attitudes and improving computational thinking skills in IPAS learning. It can be concluded that the developed medium has strong potential as an innovative learning resource to foster exploratory, contextual, and interactive learning experiences while supporting meaningful technology integration in elementary education.