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Sugiyanto Sugiyanto
Pendidikan Geografi, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Sebelas Maret

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Efektivitas Penggunaan Aplikasi Kahoot berbasis Problem Based Learning Terhadap Hasil Belajar Geografi Siswa Kelas X SMA Negeri 2 Bantul Tahun Ajaran 2021/2022 Rahayu Okta Viani; Sugiyanto Sugiyanto; Lintang Ronggowulan
GEADIDAKTIKA Vol 5, No 2 (2025): Geadidaktika Agustus 2025
Publisher : Universitas Sebelas Maret (UNS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/gea.v5i2.66611

Abstract

This study aims to: (1) analyze the differences in student learning outcomes between the use of Google Form with the lecture and question and answer method, the use of Kahoot with the same method, and the use of Kahoot through a problem-based learning model in class X students of SMA Negeri 2 Bantul; (2) determine the learning outcomes of students who use Kahoot and Google Form through the lecture and question and answer method; and (3) compare the learning outcomes of students who utilize Kahoot through problem-based learning with the lecture and question and answer method. The study used a quasi-experimental design. The results showed that: (1) there were differences in learning outcomes between the three treatments, with a significance of 0.000 < 0.05 so that H0 was rejected; (2) Kahoot through the lecture and question and answer method was more effective than Google Form, as evidenced by a significance value of 0.023 < 0.05; and (3) Kahoot with a problem-based learning model was more effective than the lecture and question and answer method, with a significance value of 0.006 < 0.05.
Pengembangan Media Augmented Reality dengan Unity 3D dan Vuforia Untuk Meningkatkan Kemampuan Berpikir Kreatif Peserta Didik Kelas X IPS SMA Negeri 7 Surakarta Mawaddah Arrahmah; Singgih Prihadi; Sugiyanto Sugiyanto
GEADIDAKTIKA Vol 5, No 2 (2025): Geadidaktika Agustus 2025
Publisher : Universitas Sebelas Maret (UNS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/gea.v5i2.63503

Abstract

This study aims to: (1) identify the level of students’ needs for Augmented Reality (AR) learning media on the topic of Potential, Distribution, and Utilization of Inland Waters in Class X Social Science students of SMA Negeri 7 Surakarta; (2) determine the feasibility of AR-based media development for the same topic; and (3) assess the effectiveness of AR media in improving students’ creative thinking skills. The research employed a Research and Development (R&D) approach using the Four-D (4D) model, which includes the stages of Define, Design, Develop, and Disseminate. Data were collected through questionnaires, interviews, documentation, and tests, while data analysis was conducted by comparing pretest and posttest results. The findings reveal that: (1) students’ need for AR media was identified through a needs analysis that examined indicators such as creative thinking ability, learning media preferences, and learning styles; (2) AR media was deemed feasible for classroom use, supported by high validation scores from material and media experts, as well as positive responses from small- and large-group trials; and (3) AR-based learning effectively enhanced students’ creative thinking, demonstrated by a significant increase in average posttest scores compared to pretest results.
Analisis Efektivitas Pembelajaran Creative Problem Solving dalam Meningkatkan Kreativitas Berpikir dan Kemampuan Komunikasi Peserta Didik pada Mata Pelajaran Geografi Kelas X IPS SMAN 1 Kartasura Anisatun Nuzula Fitriani; Sugiyanto Sugiyanto; Sarwono Sarwono
GEADIDAKTIKA Vol 5, No 2 (2025): Geadidaktika Agustus 2025
Publisher : Universitas Sebelas Maret (UNS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/gea.v5i2.65036

Abstract

This study aims to examine the differences in effectiveness between the Creative Problem Solving learning model and the expository learning model in improving students' creative thinking skills and communication skills in Geography subjects for class X IPS at SMA Negeri 1 Kartasura in the 2021/2022 academic year. The method used is a quasi-experiment with data analysis techniques including normality tests, variance homogeneity tests, Mann-Whitney tests, and N-Gain Score calculations to determine the level of effectiveness of each model. Based on the results of the analysis, it was found that the application of the Creative Problem Solving model was more effective in improving students' creative thinking skills than the expository model, as evidenced by the results of the Mann-Whitney test.
Pengaruh Model Pembelajaran Somatic, Auditory, Visualization, Intellectual (SAVI) Terhadap Spatial Thinking Peserta Didik Pada Mata Pelajaran Geografi Kelas XI IPS SMA Islam 1 Surakarta Tahun 2021/2022 Siti Murwani; Sugiyanto Sugiyanto; Gentur Adi Tjahjono
GEADIDAKTIKA Vol 5, No 2 (2025): Geadidaktika Agustus 2025
Publisher : Universitas Sebelas Maret (UNS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/gea.v5i2.106273

Abstract

This study stems from the problem of students' low spatial thinking skills in geography learning, particularly on the topic of natural disaster mitigation. The main objective of this study is to analyze the effect of implementing the Somatic, Auditory, Visualization, and Intellectual (SAVI) learning model on improving spatial thinking skills. The study used a quasi-experimental method with a nonequivalent control group design. The sample consisted of two eleventh grade social studies classes at SMA Islam 1 Surakarta, where the experimental class implemented the SAVI model, while the control class used expository learning. Data were obtained through pre-tests and post-tests as well as observation sheets. The results showed that SAVI learning combined with the use of maps significantly improved spatial thinking skills based on five indicators: comparison, aura, region, hierarchy, and association. Overall, this study demonstrates that the SAVI approach can develop students' spatial skills through the use of various sensory stimuli and direct learning experiences an approach previously rarely used in natural disaster mitigation materials. Based on these findings, the SAVI model is recommended as an alternative to active and contextual learning in geography education.