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Pengembangan Media Flash Card Interaktif Berbasis Augmented Reality Terhadap Hasil Belajar IPAS Kelas IVSD Hawa Ainur Rochmah; Ery Rahmawati; Satrio Wibowo
JPPSD: Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Vol 6, No 1 (2026): Juli
Publisher : Universtas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jppsd.v6i1.88724

Abstract

Permasalahan yang ditemukan adalah media pembelajaran kurang mendukung, sehingga hasil belajar siswa belum mencapai KKTP yang telah ditetapkan. Tujuan penelitian ini adalah untuk mengembangan media Flash Card interaktif berbasis Augmented Reality untuk siswa kelas IV Sekolah Dasar pada mata pelajaran IPAS. Metode Research and Development (R&D) dengan model ADDIE (Analisis, Perancangan, Pengembangan, Implementasi, and Evaluasi) digunakan pada  siswa kelas IV SDN Cemengbakalan 1 yang berjumlah 20 siswa. Instrumen penelitian ini berupa lembar validasi media dan materi, lembar tes, dan lembar angket respon siswa. Hasil validasi media mendapatkan 94,73% dan validasi materi mendapatkan 95% diklasifikasikan “Sangat Valid/Layak”. Hasil belajar memperoleh skor 0,71 diklasfikasikan “Tinggi” yang membuktikan ada peningkatan hasil belajar siswa. Dan respon siswa setelah menggunakan media Flash Card interaktif berbasis Augmented Reality memperoleh skor 89% dikelompokkan “Sangat Baik”. Sehingga dapat disimpulkan bahwa media Flash Card interaktif berbasis Augmented Reality yang dikembangkan sangat efektif  dan layak digunakan sebagai bahan ajar dalam pembelajaran.
Penerapan Games Edukatif Berbasis Wordwall terhadap Hasil Belajar Siswa Kelas IV SD Galuh Kartika Dewi; Ery Rahmawati
Journal of Creative Student Research Vol. 4 No. 4 (2026): Agustus: Journal of Creative Student Research
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jcsr-politama.v4i4.6546

Abstract

This study aims to analyze and describe the implementation of Wordwall-based educational games in improving the science learning outcomes of fourth-grade students at Sukorejo Buduran Elementary School. The study employed a Classroom Action Research (CAR) method consisting of two cycles, with 20 fourth-grade students serving as the research subjects. Each cycle included the stages of planning, implementation, observation, and reflection. Data were collected through written achievement tests and classroom observations to assess both student learning outcomes and participation during the learning process. The findings indicate that the implementation of Wordwall-based educational games significantly improved students’ learning outcomes and classroom engagement. In the first cycle, the learning mastery level reached 40% with an average score of 65.75, while in the second cycle it increased to 80% with an average score of 80. Student learning activities also showed substantial improvement, with 97.5% of observed activities categorized as “very good.” The interactive and game-based learning environment encouraged active participation, increased motivation, and facilitated a better understanding of science concepts. Therefore, it can be concluded that the implementation of Wordwall-based educational games is effective in improving students’ science learning outcomes and creating a more engaging, interactive, and student-centered learning process in elementary schools.