Ludfi Arya Wardana
Pendidikan Guru Sekolah Dasar, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Panca Marga

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Pengembangan Media Pembelajaran Interaktif Digital untuk Meningkatkan Keterampilan Proses Sains Siswa Kelas V dalam Pembelajaran IPAS di SDN Resongo 1 Muhammat Mubin; Ludfi Arya Wardana; Didit Yulian Kasdriyanto; Ryzca Siti Qomariah
Jurnal Pendidikan, Sains Dan Teknologi Vol. 5 No. 3 (2026): Juli-September
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpst.v5i3.5001

Abstract

    This study aims to develop valid, practical, and effective Canva-based interactive digital learning media to improve the science process skills of fifth-grade students in the Natural and Social Sciences (IPAS) course at SDN Resongo I. The development of this learning material was undertaken in response to the low level of students’ science process skills—which are still largely shaped by conventional teaching methods—as well as the limited use of interactive digital media that aligns with the characteristics of the Merdeka Curriculum. The study employed the Research and Development (R&D) method using the ADDIE model, which comprises the stages of Analysis, Design, Development, Implementation, and Evaluation. The research subjects consisted of one subject matter expert, one media expert, one fifth-grade teacher, and 31 fifth-grade students at SDN Resongo I. Data were collected through observation, interviews, validation sheets, teacher and student response questionnaires, as well as pretest and posttest assessments. The results showed that the media received a feasibility rating of 97% from the media expert and 95% from the subject matter expert, both falling into the “highly valid” category. The teacher response rate reached 100%, while the student response rate was 90%, both falling into the “highly practical” category. The effectiveness test results showed an N-Gain value of 0.63, which falls into the “moderate” category, indicating that the media was able to significantly improve students’ science process skills. Thus, the Canva-based interactive learning media is suitable for use as a
Implementasi Metode Scamper Berbantuan Media Audiovisual untuk Meningkatkan Keterampilan Berpikir Kreatif Siswa dalam Pembelajaran Bahasa Indonesia Di Kelas V SDN Curahsawo Nabiylah Nuri Masruroh; Ludfi Arya Wardana; Ribut Prastiwi Sriwijayanti
Jurnal Pendidikan, Sains Dan Teknologi Vol. 5 No. 3 (2026): Juli-September
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpst.v5i3.5085

Abstract

This study was motivated by the low level of creative thinking skills among fifth-grade students at SDN Curahsawo in Indonesian language learning, as reflected in their limited ability to generate ideas, express opinions, and produce creative and original stories. This condition was influenced by the use of conventional teaching methods that provided limited opportunities for students to explore and develop their ideas actively. Therefore, this study aimed to describe the implementation of the Scamper method assisted by audiovisual media and to examine its effectiveness in improving students' creative thinking skills. The study employed a Classroom Action Research (CAR) design conducted in two cycles, each consisting of planning, action, observation, and reflection stages. The participants were 13 fifth-grade students of SDN Curahsawo. Data were collected through observation, tests, and documentation and were analyzed using descriptive qualitative and quantitative techniques. The findings revealed that the implementation of the Scamper method assisted by audiovisual media successfully improved students' creative thinking skills. Learning mastery increased from 23.08% in the pre-cycle to 38.46% in Cycle I and reached 100% in Cycle II. The students' mean score also improved from 55.85 in Cycle I to 92.38 in Cycle II. Furthermore, improvements were observed in the four dimensions of creative thinking, namely fluency, flexibility, originality, and elaboration, indicating students' enhanced ability to generate diverse, original, and well-developed ideas. These findings suggest that integrating the Scamper method with audiovisual media creates a more active, engaging, and meaningful learning environment and can serve as an effective instructional strategy for enhancing elementary school students' creative thinking skills in Indonesian language learning.