Nirmayani, Heny
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PENGEMBANGAN MEDIA PEMBELAJARAN DIGITAL BERBASIS PERMAINAN JUMANJI PADA MATERI AKU DAN KEBUTUHANKU MATA PELAJARAN IPAS KELAS IV DI SEKOLAH DASAR Safitri, Adinda; Nirmayani, Heny; Adnyana, komang
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.44861

Abstract

This research is motivated by the low level of active participation and understanding among students in science learning, especially the material "Me and My Needs" in grade 4 of elementary school. The limitations of interactive and innovative learning media make the learning process less interesting and less meaningful for students. The purpose of this research is to develop a digital learning media based on the Jumanji game that is feasible and practical for use in science learning. This research applies the Research and Development (R&D) method with the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects included fourth grade students and teachers from three elementary schools in Cluster IX, Buleleng District. Data collection techniques were carried out through observation, expert validation, and practicality testing. The instruments used were validation sheets from media, material, and language experts, as well as teacher and student response questionnaires. The results showed that the developed digital learning media based on the Jumanji game obtained very high validity scores from media experts (0.95), material experts (0.94), and language experts (0.92). Furthermore, the results of the practicality test showed that the media was highly practical and capable of increasing active student participation. Therefore, the Jumanji game-based digital learning media is a viable, innovative alternative in science learning to increase student engagement and understanding.
PENGARUH MODEL PEMBELAJARAN GAME BASED LEARNING BERBANTUAN MEDIA BLOOKET TERHADAP HASIL BELAJAR PENDIDIKAN PANCASILA SISWA KELAS V SEKOLAH DASAR GUGUS V KECAMATAN GEROKGAK Widi Astuti, Kadek Siska; Nirmayani, Heny; Sastrika Ayu, Putu Eka
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02 Juni 2026 Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.53970

Abstract

The low Pancasila Education learning outcomes among fifth-grade students at SDN Gugus V, Gerokgak District, caused by lecture-dominated teaching and limited innovative media, motivated this study. This research aimed to determine significant differences in Pancasila Education learning outcomes between students taught using the Game Based Learning model assisted by Blooket media and conventional learning. A quantitative quasi-experimental approach with Pretest-Posttest Control Group Design was employed. The sample consisted of 34 students from SDN 2 Musi as the experimental group and 28 students from SDN 2 Banyupoh as the control group. Independent t-test results yielded t-value = 7.579 with significance 0.000 < 0.05. The experimental group's posttest mean of 76.85 exceeded the control group's 45.18, with an N-Gain of 61.38% categorized as moderately effective. It is concluded that the Game Based Learning model assisted by Blooket media significantly influences Pancasila Education learning outcomes among fifth-grade students at SDN Gugus V, Gerokgak District.