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Analysis of Content Creator-Based Learning Among PGSD’ Students on Public Speaking Ability Syaiful Hidayat; Karmila Risa Rahmawati; Dela Maulana; Indri; Fitriani
Madako Elementary School Vol. 4 No. 1 (2025): JUNE
Publisher : Program Studi PGSD Universitas Madako Tolitoli

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56630/mes.v4i1.293

Abstract

In today's era of rapid technological advancement and widespread information flow, there remains a gap in individuals' ability to communicate effectively through digital platforms, particularly among university students both in text and video formats. This indicates that technological progress does not necessarily equate to improved digital public speaking skills. Therefore, this study aims to analyze the implementation of content creator-based digital learning on the public speaking abilities of elementary teacher education students at Universitas Madako Tolitoli. Using a qualitative method with a phenomenological approach, the research involved ten sixth-semester students. Data were collected through direct observation, in-depth interviews, and documentation of the produced content. The data were then analyzed through reduction, presentation, and conclusion drawing. The findings reveal that content creator-based learning significantly enhanced students’ average confidence (4.57), fluency (5.00), structured delivery (4.76), and creativity (4.72). This study contributes to the development of digital learning models by demonstrating that the integration of content creator-based approaches effectively improves students' public speaking skills while also identifying technical constraints that must be addressed to optimize the use of technology in higher education.
A Sentimental Study of Learning: Does Gamification in Learning Support Elementary School Students’ Autonomy? Arpiani; Rahmadani; Indri; Zaenal Abdul Jaelani
Madako Elementary School Vol. 4 No. 2 (2025): DECEMBER
Publisher : Program Studi PGSD Universitas Madako Tolitoli

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56630/mes.v4i2.334

Abstract

Gamification is expected to enhance students’ motivation, engagement, and understanding in the process of self-directed learning in the digital era. This study aims to analyze students’ sentiments toward the use of gamification-based learning platforms in supporting independent learning at the elementary school level. The research was conducted at SDN 1 Sibaluton, involving 20 sixth-grade students as subjects. The methods employed included observation, questionnaires, interviews, and student worksheets, while data analysis was carried out using the Miles and Huberman model through stages of data collection, reduction, presentation, and conclusion drawing. The results indicate that approximately more than 85% of students held positive sentiments toward the gamification platform, reflecting high acceptance of its interactive features, reward system, and ease of understanding the material. These findings demonstrate increased motivation, interest, and learning engagement among students, as well as affirming the effectiveness of gamification in supporting selfdirected learning. This study provides valuable insights for educators and platform developers in designing more engaging and effective learning experiences, while also emphasizing the importance of considering student feedback in improving learning strategies.  
CTL-Based “Lelempa Bokayong” Game Improves Addition Concept Understanding in Elementary School Students Indri; Muh. Khaerul Ummah BK; Moh. Rudini
Madako Elementary School Vol. 5 No. 2 (2026): Publishing in Press
Publisher : Program Studi PGSD Universitas Madako Tolitoli

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56630/mes.v5i2.371

Abstract

The low understanding of the concept of summation in elementary school students is still a fundamental problem in mathematics learning, especially due to approaches that tend to be abstract and do not relate to students' real experiences. This requires more contextual learning innovations, one of which is through the integration of traditional games in the CTL approach. This study aims to test the effectiveness of the integration of the traditional game “Lelempa Bokayong” in improving the understanding of the concept of summation in students of SDN 3 Dadakitan. The study used a pre-experimental design with a pre-test and post-test one group model, involving 7 class I students who were selected purposively from a total of 65 students. Data was collected through learning outcome tests and observations, then analyzed using the Wilcoxon Signed Rank Test. The results showed an increase in the average score from 48.71 to 66.42. The hypothesis test yielded a significance value of 0.043 (<0.05), which indicates a significant influence. These findings suggest that traditional game-based CTL approaches are effective in improving understanding of the concept of summation. The implications of the study confirm the importance of utilizing local wisdom to create meaningful and interesting learning.