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Improving Elementary Students’ Conceptual Understanding of Energy Transformation through a PBL-Integrated with PhET Simulations, Songs, and Gamified Quizzes Safitri, Riska Diana; Sutikno, Putri Yanuarita
Jurnal Pendidikan MIPA Vol 26, No 2 (2025): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpmipa.v26i2.pp1025-1043

Abstract

The abstract concept of energy transformation is a subject in the natural and social sciences that students frequently find difficult to comprehend. Conventional learning methods are less effective in enabling students to actively engage in the learning process and visualize energy transformation concepts. Consequently, students encounter challenges in comprehending the energy transformation process, the relationship between energy, and examples of objects. The goal of this study is to evaluate how effective problem-based learning, which includes PhET simulations, gamified quizzes, and songs, is in helping fourth-grade students at SD Negeri Losari better understand energy transformation concepts. The quasi-experimental method was employed in this study, with a nonequivalent control-group design. The experimental class IV A consisted of 21 students, while the control class IV B had 20 students. The total number of students in the sample was 41. The total sampling technique was employed in conjunction with nonprobability sampling. Teaching was conducted in the experimental class (IVA) through PhET simulation, gamification, problem-based learning, and melodies. In contrast, the control group (IV B) implemented conventional teaching methods in conjunction with instructional videos. The independent sample t-test and N-Gain test were the methods of statistical analysis. A significant improvement in learning outcomes was confirmed by the independent t-test, which yielded a p-value of less than 0.05. In contrast to the control class, which achieved an average N-Gain score of 0.2678 (low), the experiment class achieved an average N-Gain score of 0.6655 (moderate). This finding suggests that the conceptual comprehension of energy transformation is enhanced through the incorporation of gamified quizzes, songs, PhET simulations, and problem-based learning.    Keywords: PhET simulations, problem-based learning, song, quizzez, energy transformation.
Analisis Tantangan Guru Dalam Pembelajaran Ipas Berbasis Kearifan Lokal Pada Peserta Didik Kelas V Sdn Kedungpane 2 Khasanah, Uswatun; Elliza, Elliza; Siswati, Alya Novita; Pujiana, Sintiya; Ma’rufah, Aprilia Kurniawat; Asmarani, Putri; Sutikno, Putri Yanuarita
Menara Ilmu : Jurnal Penelitian dan Kajian Ilmiah Vol 19, No 2 (2025): Vol 19 No. 02 APRIL 2025
Publisher : LPPM Universitas Muhammadiyah Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31869/mi.v19i2.6629

Abstract

Guru memiliki tantangan dalam pembelajaran IPAS berbasis kearifan lokal adalah kurangnya pengetahuan awal peserta didik tentang tradisi dan budaya di lingkungan mereka Penelitian ini bertujuan menganalisis berbagai tantangan yang dihadapi guru dalam pembelajaran IPAS berbasis kearifan lokal di kelas V SD Negeri Kedungpane 02. Metode yang digunakan dalam penelitian adalah deskriptif kualitatif dengan metode analisis Teknik pengambilan data dilakukan dengan cara observasi, angket, dan wawancara. Temuan penelitian menunjukkan bahwa kendala utama dalam menyampaikan konsep kearifan lokal karena sifat dari kearifan lokal sendiri lebih aplikatif, minimnya pengalaman peserta didik dalam tradisi lokal, adanya keterbatasan waktu dalam menggunakan media berbasis kearifan lokal dan sulitnya menghilangkan stereotip bahwa budaya lokal hanya relevan bagi orang tua. Untuk mengatasi tantangan ini, disarankan penerapan metode pembelajaran berbasis proyek (Project Based Learning) yang menekankan pengalaman langsung. Kata kunci : Kurikulum Merdeka, Implementasi, Stereotip
DicMath application with songs: A solution for overcoming misconceptions in mathematics story problems in elementary schools Asyifa, Isyrak Yumna; Sutikno, Putri Yanuarita
Indonesian Journal of Science and Mathematics Education Vol. 8 No. 1 (2025): Indonesian Journal of Science and Mathematics Education
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ijsme.v8i1.26291

Abstract

Mathematical word problems are an essential part of elementary school learning. However, many students develop misconceptions when solving them, highlighting the need for innovative solutions to enhance their understanding. This study aims to develop and evaluate the feasibility and effectiveness of the DicMath (Dictionary of Mathematics) application, which incorporates songs as a learning medium to address misconceptions in mathematical word problems. The application uses the Problem-Based Learning (PBL) model for third-grade elementary school students.   This research follows the Research and Development method using the ADDIE development model. Data analysis techniques include media feasibility tests, normality tests, t-tests, and N-Gain tests to assess the application's effectiveness. The findings indicate that the DicMath application, enhanced with song-based learning, was rated as 'highly feasible,' receiving a feasibility score of 92.6% from material experts and 95% from media experts. The N-Gain test results demonstrated a high effectiveness level on a small scale (0.7383) and a moderate effectiveness level on a large scale (0.6101). Therefore, the DicMath application with song integration is considered both feasible and effective in addressing students' misconceptions about mathematical word problems. This study contributes to developing interactive, technology-based learning tools that enhance students' understanding and support more effective elementary school learning.
Song-assisted Genially-based media to improve students’ integrated science and social studies learning outcomes Tarigan, Ari Anggriani; Sutikno, Putri Yanuarita
Indonesian Journal of Science and Mathematics Education Vol. 8 No. 2 (2025): Indonesian Journal of Science and Mathematics Education
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ijsme.v8i2.26302

Abstract

Students' difficulty in understanding Science and Social Studies (IPAS) learning material is due to its nature, which tends to rely on memorisation, while students do not like to memorise. Based on these problems, research was conducted by developing Genially-based learning media assisted by songs. The study aimed to determine the developed learning media's feasibility, practicality, and effectiveness of the developed learning media. The research method used is Research and Development (R and D) based on the Borg and Gall model. This research involved eight stages: potential and problems, data collection, product design, design validation, design revision, product trial, product revision, and trial use. The results showed that song-assisted Genially-based media: (1) was feasible to use by obtaining a score of 90% from media experts and 97% from material experts, (2) practical to use by obtaining teacher response questionnaire results of 97.5% and 99.5% students, (3) quite effective to use by obtaining normality test values, t-tests, and N-gain tests of 0.6935 with medium categories. Song-assisted Genially-based media effectively improve student learning outcomes by making the material more interesting and easily understood. This research implies the need for innovation in developing song-assisted Genially-based learning media according to modern learning needs.
Efektivitas Penggunaan Aplikasi Games Edukasi Sistem Tata Surya Berbasis Android Terhadap Minat Belajar Peserta Didik Kelas VI SDN Wonolopo 02 Febriani, Dwi; Hidayati, Yeni Tri; Hidayatullah, Muchamad; Rani, Amanda Dwi Setyo; Aisyah, Diana Shafa Nur; Sutikno, Putri Yanuarita
Jurnal Ilmiah Wahana Pendidikan Vol 11 No 10.C (2025): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to determine the effectiveness of the use of Android-based educational game media on students' interest in learning solar system material in the subject of Natural and Social Sciences (IPAS) grade VI at SDN Wonolopo 02, Semarang City. This study uses a quantitative approach with a quasi-experimental method and a one-group pretest-posttest design. The sample in this study amounted to 28 students who were selected using purposive sampling techniques. The instrument used is a learning interest questionnaire with a Likert scale that has been tested for validity and reliability. Data were analyzed using a paired sample t-test with the help of SPSS version 26.0. The results of the study showed that there was a significant increase in students' interest in learning after using educational game media. This is shown by the tcal value of 50,857 > ttable 1.70562 with a significance value of 0.000 < 0.05. These findings reinforce that the use of Android-based educational games can be an innovative solution in creating more interactive, interesting, and fun learning, as well as effective in increasing students' interest in learning abstract materials such as the solar system.
Efektivitas Penggunaan Aplikasi Games Edukasi Sistem Tata Surya Berbasis Android Terhadap Minat Belajar Peserta Didik Kelas VI SDN Wonolopo 02 Febriani, Dwi; Hidayati, Yeni Tri; Hidayatullah, Muchamad; Rani, Amanda Dwi Setyo; Aisyah, Diana Shafa Nur; Sutikno, Putri Yanuarita
Jurnal Ilmiah Wahana Pendidikan Vol 11 No 10.C (2025): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to determine the effectiveness of the use of Android-based educational game media on students' interest in learning solar system material in the subject of Natural and Social Sciences (IPAS) grade VI at SDN Wonolopo 02, Semarang City. This study uses a quantitative approach with a quasi-experimental method and a one-group pretest-posttest design. The sample in this study amounted to 28 students who were selected using purposive sampling techniques. The instrument used is a learning interest questionnaire with a Likert scale that has been tested for validity and reliability. Data were analyzed using a paired sample t-test with the help of SPSS version 26.0. The results of the study showed that there was a significant increase in students' interest in learning after using educational game media. This is shown by the tcal value of 50,857 > ttable 1.70562 with a significance value of 0.000 < 0.05. These findings reinforce that the use of Android-based educational games can be an innovative solution in creating more interactive, interesting, and fun learning, as well as effective in increasing students' interest in learning abstract materials such as the solar system