Neza Agusdianita
Pascasarjana Pendidikan Dasar, Universitas Bengkulu

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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.
Strategi Guru Menanamkan Rasa Hormat Siswa dalam Interaksi Pembelajaran Kelas V SDN 09 Kota Bengkulu Firda Anisya; Neza Agusdianita; Ike Kurniawati
JURIDIKDAS Vol 9 No 2 (2026)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/juridikdas.v9i2.52609

Abstract

This study aims to describe teacher strategies in instilling respect in class VA students of SD Negeri 09 Kota Bengkulu. This type of research is qualitative with descriptive study methods. The research subjects included class VA teachers and 5 class VA students. Data were collected through observation, interviews, and documentation and analyzed through triangulation and member check. There are 2 respect strategies and 4 indicators of respect. The results of the study indicate that teacher strategies in instilling respect in class VA students of SD Negeri 09 Kota Bengkulu are carried out through two approaches, namely integration in daily life and programmed integration. The strategy in daily life appears more dominant and effective, where teachers provide role models, educational reprimands, and emotional approaches to students. Meanwhile, the programmed strategy has not been running optimally because it has not consistently linked the value of respect to the learning material. The study also found that family background greatly influences student behavior, especially those who receive less attention at home. In general, the strategies used by teachers are quite good in shaping student character, but learning innovation and support from families are still needed for more optimal results. Keywords: Teacher Strategy, Respect, learning interactions