Feri Noperman
Pendidikan Guru Sekolah Dasar, Universitas Bengkulu

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Pengaruh Media Styrofoam Menggunakan Teknik Relief Print terhadap Kreativitas Siswa Kelas V Di SDN 02 Bengkulu Tengah Ahmed Syaikhu Tam; Bambang Parmadi; Feri Noperman
JURIDIKDAS Vol 9 No 2 (2026)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/juridikdas.v9i2.52513

Abstract

Creativity is an important competency that must be developed through visual arts learning in elementary schools. However, the use of conventional learning media often provides limited opportunities for students to explore creative ideas. This study aims to examine the effect of styrofoam media with a relief printing technique on the drawing creativity of fifth-grade students at SDN 02 Bengkulu Tengah. This study used a quantitative approach with a quasi-experimental method with a Post-Test Only Matched Control Group Design. The sample was selected through cluster random sampling, with Class VC as the experimental group and Class VB as the control group. Data were collected through an artwork-based assessment of students using a creativity rubric covering three dimensions: novelty, elaboration and synthesis, and resolution. The results showed that the average creativity score of the experimental group (51,88) was lower than that of the control group (59,68). Furthermore, an independent sample t-test showed that the sig. t-value (2-tailed) was 0,006, or less than 0,05, indicating a difference between the control and experimental classes. Styrofoam media with relief printing techniques had a statistically significant effect on students' drawing creativity. Although the control class's average score was higher, this finding suggests that introducing new artistic media and techniques may require a longer adaptation period before students can fully engage in creative exploration. Keywords: Styrofoam, Relief Print, Drawing Creativity, Visual Arts Education, Elementary School
Pengaruh Permainan Lenggaru (Lempar Tangga Seru) Berbantuan QR Code Terhadap Minat Belajar IPAS Siswa Kelas V SDN Se-Kota Bengkulu Intan Larasati; Feri Noperman; Neza Agusdianita
JURIDIKDAS Vol 9 No 2 (2026)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/juridikdas.v9i2.52607

Abstract

Low student interest in learning IPAS (Integrated Science and Social Studies) poses challenges in education, including low student engagement, less attractive teaching methods, the dominance of digital games, and limited integration of learning media. This study aims to analyze the effect of the Lenggaru (Lempar Tangga Seru) game, assisted by a QR Code, on learning interest in IPAS among fifth-grade students at SDN in Bengkulu City. The research method was quantitative, using a quasi-experimental design and the Matching Only Pre-test-Post-test technique. The research sample consisted of an experimental group that used the Lenggaru (Lempar Tangga Seru) game with QR Code assistance, and a control group that used conventional teaching methods. The results showed that the mean scores of the control and experimental groups were relatively similar on the pre-test, whereas the post-test scores differed significantly. The mean post-test score of the control group was 53.38, while the mean post-test score of the experimental group was 61.12. The independent-samples t-test for the pre-test showed no significant difference between the two groups. However, the independent-samples t-test for the post-test showed that the calculated t-value (tcount) was 5.146, which was greater than the t-table value (ttable) of 2.015 (df = 44, α = 0.05), with a Sig. (2-tailed) value of 0.000 < 0.05, indicating a significant difference between the two groups in the post-test. Therefore, it can be concluded that integrating the traditional ring toss game with QR Code digital media is effective in increasing students' interest in learning. Thus, the use of the Lenggaru (Lempar Tangga Seru) game assisted by a QR Code is recommended as an innovation in IPAS learning in elementary schools. Keywords: Learning Interest, Traditional Games, Digital Media, QR Code, Lenggaru.