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Pengembangan Video Pembelajaran Berbasis Pemecahan Masalah Soal Cerita pada Materi Pecahan Kelas VI SD Putri, Qorina Cantika; Pratiwi, Rahmi; Rahmi, Ulfia; Masnur, Alkadri
Afeksi: Jurnal Penelitian dan Evaluasi Pendidikan Vol 6, No 6 (2025)
Publisher : Pusat Studi Penelitian dan Evaluasi Pembelajaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59698/afeksi.v6i6.645

Abstract

Penelitian ini bertujuan untuk mengembangkan video pembelajaran berbasis pemecahan masalah sebagai solusi untuk mengatasi rendahnya pemahaman siswa kelas VI SD dalam menyelesaikan soal cerita pada materi pecahan. Permasalahan ini ditandai oleh banyaknya siswa yang memperoleh nilai di bawah Kriteria Ketuntasan Minimal (KKM), disebabkan oleh kesulitan dalam memahami konteks soal cerita, mengonversinya ke bentuk matematis, serta menerapkan konsep operasi pecahan. Metode yang digunakan dalam penelitian ini adalah Research and Development (RD) dengan model pengembangan 4D (Define, Design, Develop, Disseminate). Produk dikembangkan menggunakan aplikasi Canva dan CapCut, kemudian divalidasi oleh ahli materi dan ahli media. Uji kepraktisan dan efektivitas dilakukan kepada 14 siswa kelas VI di SDN 28 Rambatan. Hasil validasi menunjukkan bahwa video pembelajaran yang dikembangkan masuk dalam kategori sangat valid, dengan skor rata-rata 4,63 dari ahli media dan 4,83 dari ahli materi. Kepraktisan media dinilai sangat baik dengan skor rata-rata 4,89 dari siswa, sedangkan uji efektivitas menunjukkan nilai gain score sebesar 0,78 yang termasuk dalam kategori tinggi. Berdasarkan hasil tersebut, dapat disimpulkan bahwa video pembelajaran berbasis pemecahan masalah ini memenuhi kriteria valid, praktis, dan efektif, serta layak digunakan sebagai media bantu pembelajaran untuk meningkatkan pemahaman siswa dalam materi pecahan melalui soal cerita. Penelitian ini juga memberikan kontribusi dalam pemanfaatan teknologi pendidikan di tingkat sekolah dasar.
Mathematic Games as an Educational Technology Strategy to Improve Motivation and Learning Outcomes of Elementary School Students Hartati, Serni Mulia; Rahmi, Ulfia; Jasrial; Ridwan
Jurnal Penelitian Pendidikan IPA Vol 11 No 7 (2025): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i7.12253

Abstract

This study investigated the effect of Mathematics Games and learning motivation on the mathematics achievement of fifth-grade students at SDN 03 Koto Kaciak. Using a quantitative approach with a 2×2 factorial quasi-experimental design, students were assigned to experimental and control groups. Data were collected through pre- and post-tests and a learning motivation questionnaire. Two-way ANOVA was used for analysis. The results showed that the Mathematics Games method did not significantly affect learning outcomes (p > 0.05), although the experimental group demonstrated slightly higher mean scores than the control group. In contrast, learning motivation significantly influenced students’ mathematics achievement (p < 0.05), with high-motivation students outperforming their peers. No significant interaction was found between teaching method and motivation level. These findings suggest that while the Mathematics Games method did not produce statistically significant gains, learning motivation remains a key factor in academic success. The study’s contribution lies in its contextual application of Mathematics Games as an instructional strategy in a rural elementary school setting, highlighting the importance of implementation quality and learner characteristics. Further research with longer treatment duration and larger samples is recommended to assess long-term effects and refine the integration of educational games in elementary mathematics instruction.
Development of Smart Apps Creator-Based Interactive Learning Media to Support 21st Century Skills in Pancasila Education for Elementary Schools Anggraeni, Aisyah; Erita, Yeni; Nora, Desri; Rahmi, Ulfia
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 11 No. 2 (2025): June
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v11i2.15136

Abstract

Abstract: This research aims to develop interactive learning media based on Smart Apps Creator to support 21st-century skills in Pancasila education for elementary school students that are feasible, practical, and effective. This study employed a Research and Development (R&D) method using the ADDIE development model, which consists of five stages: analysis, design, development, implementation, and evaluation. The research subjects included fifth-grade teachers and students from selected elementary schools in Padang, West Sumatra. The selection of research subjects was conducted purposively, considering factors such as implementing the Merdeka Curriculum, availability of technological infrastructure, and the schools’ willingness to collaborate. Data were collected through observations, interviews, questionnaires, and learning outcome tests. Both qualitative and quantitative data analyses were used, including n-gain score analysis. The development resulted in an interactive media product for Pancasila education using Smart Apps Creator, which was declared feasible, practical, and effective. The feasibility assessment by material, linguistic, and media experts obtained an average score of 91.67%, categorized as very feasible. The practicality aspect, evaluated through teacher 90%, indicating a very practical product, and student responses achieved an average score of 96,6%, indicating a very practical product. The average N-gain score in the experimental class was 85.11 (high category), while the control class scored 44.57 (moderate category). These findings indicate that the developed interactive media effectively supports the enhancement of 21st-century skills, particularly in Pancasila learning for elementary students.
Identifikasi Flow Experience Siswa dalam Menggunakan Media E- Komik Edukatif pada Mata Pelajaran IPAS di Kelas V SD N 34 Kinali Putri, Maidiya; Rayendra, Rayendra; Rahmi, Ulfia; Masnur, Alkadri
Afeksi: Jurnal Penelitian dan Evaluasi Pendidikan Vol 6, No 6 (2025)
Publisher : Pusat Studi Penelitian dan Evaluasi Pembelajaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59698/afeksi.v6i6.658

Abstract

Penelitian ini bertujuan untuk mengidentifikasi tingkat flow experience siswa pada pembelajaran Ilmu Pengetahuan Alam dan Sosial (IPAS) dengan menggunakan media e-komik edukatif. Flow experience merupakan kondisi psikologis ketika individu sepenuhnya terlibat dalam aktivitas yang menantang dan menyenangkan, sehingga merasa fokus, termotivasi, dan kehilangan rasa waktu. Penelitian ini menggunakan pendekatan kuantitatif deskriptif dengan instrumen berupa angket flow experience berjumlah 12 item skala Likert yang dibagikan kepada 30 siswa kelas V SD Negeri 34 Kinali setelah pembelajaran menggunakan media e-komik. Data dianalisis menggunakan statistik deskriptif melalui bantuan SPSS. Hasil penelitian menunjukkan rata-rata skor flow experience sebesar 47,37 yang berada pada kategori tinggi. Sebanyak 66,7% siswa berada dalam kategori tinggi, dan 33,3% dalam kategori sedang, tanpa ada siswa yang berada dalam kategori rendah. Analisis per aspek menunjukkan bahwa aspek absorption (ketertarikan dan fokus) dan enjoyment (kesenangan) memperoleh skor rata-rata lebih tinggi dibandingkan aspek motivasi intrinsik. Rendahnya motivasi intrinsik kemungkinan dipengaruhi oleh faktor eksternal seperti kebiasaan belajar yang belum mandiri atau lingkungan belajar yang kurang mendukung. Temuan ini mengindikasikan bahwa media e-komik edukatif efektif dalam menciptakan keterlibatan belajar yang bermakna, namun perlu strategi tambahan untuk meningkatkan motivasi belajar siswa.
Development of LKPD IPAS Using QR-Code with Discovery Learning Model to Improve Students' Critical Thinking Class V Elementary School Yupika, Retna; J, Fetri Yeni; Hidayati, Abna; Rahmi, Ulfia
Jurnal Penelitian Pendidikan IPA Vol 11 No 7 (2025): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i7.11419

Abstract

This study aims to develop a Science Student Worksheet (LKPD) based on QR-Code using the Discovery Learning model to enhance elementary students’ critical thinking skills. The research employed a Research and Development (R&D) approach using the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The developed LKPD was validated by material, media, and language experts, resulting in an average validity score of 92%, indicating it is “very valid.” Practicality testing involved teachers and students, yielding scores of 93% and 95%, respectively, which fall under the “very practical” category. The effectiveness of the LKPD was assessed through pre-test and post-test results on students’ critical thinking skills. The average post-test score reached 85.8, showing the LKPD effectively improved students' critical thinking. In addition, students showed high engagement when using the QR-Code feature, which provided easy access to additional digital learning resources. Overall, the QR-Code-based LKPD with the Discovery Learning model is valid, practical, and effective, making it a relevant instructional tool to support active learning and improve the quality of science education in elementary schools.
Development Learning Management System Utilizing Google Workspace Integrated with Wordwall Based on Gamification in Non-Formal Education Elvirawaty; Bentri, Alwen; Hidayati, Abna; Rahmi, Ulfia
Jurnal Penelitian Pendidikan IPA Vol 11 No 7 (2025): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i7.11729

Abstract

This research aims to develop and validate a Google Workspace-based Learning Management System (LMS) integrated with gamification-based Wordwall for science learning in non-formal education at the junior high school level. The method used is R&D research with the ADDIE model, limited to the implementation stage. At the analysis stage, it was found that students need flexible, interactive, and enjoyable learning media. The design stage produced a learning flow and an intuitive LMS interface. The development stage resulted in an LMS validated by three experts with very valid results (media 87.0%, material 90.0%, language 92.0%). The implementation stage was conducted through practical tests by teachers and students, with average scores of 95.48% and 91.67%, categorized as very practical. In conclusion, the developed LMS is declared valid and practical, and has the potential to become an innovative, interactive, and relevant science learning solution in the context of non-formal education.
Development of E-Modules Based on Differentiated Learning in IPAS Subjects at SMK Yani, Fitri; Bentri, Alwen; Jasrial; Rahmi, Ulfia
Jurnal Penelitian Pendidikan IPA Vol 11 No 9 (2025): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i9.12061

Abstract

Education in Vocational High Schools (SMK) faces significant challenges in improving the quality of learning, particularly in Social Sciences (IPAS) subjects that involve abstract concepts, such as Earth and Space. Based on daily test data, only 33.33% of students achieved the Learning Objective Completion Criteria (KKTP), indicating that the majority of students have not yet fully understood the material. This study aims to develop a differentiated learning-based E-Module for the Earth and Space Science material in the IPAS subject at SMKN 8 Padang. The research follows the Research and Development (R&D) method using the Four-D model, consisting of Define, Design, Development, and Disseminate stages. The E-Module was evaluated for validity, practicality, and effectiveness. Results showed that the E-Module achieved high validity, with media receiving 90%, material 81%, and language 100%. The practicality test, conducted with small and large groups, showed scores of 96 and 95%, respectively, while the teachers' evaluation scored 94%. Furthermore, the effectiveness of the E-Module was confirmed with a t-value of 16.293, exceeding the critical value of 2.045, indicating significant improvement in student learning outcomes. The average pretest score was 57.73, which increased to 81.73 after using the E-Module, with a moderate N-Gain score of 57%. These results demonstrate that the E-Module significantly enhances student motivation, understanding, and learning outcomes, making it a viable tool for IPAS instruction in SMK.
The Effect of the Teams Game Tournament Learning Mode Assisted by Quizz Paper Mode on High Order Thinking Skills and Learning Outcomes in the Subject of Science in Grade V Elementary School Kurnia, Suci; Montessori, Maria; Muhammadi; Rahmi, Ulfia
Jurnal Penelitian Pendidikan IPA Vol 11 No 9 (2025): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i9.12361

Abstract

This research is motivated by the low HOTS and learning outcomes of students in science learning. The purpose of this study is to determine the effect of the Teams Game Tournament (TGT) learning model on HOTS and Learning Outcomes of fifth grade elementary school. This study uses a quantitative approach with a quasi-experimental method (quasi-experimental design) and a pre-action and post-action design. The results of the study show that: the t test is known to be tcount 1857> ttable 3160 and the sig. value. (2-tailed) <0.05. on significant differences between students who learn using the Teams Game Tournament (TGT) learning model and students who learn with conventional models on HOTS in science learning in fifth grade elementary school; the t test is known to be tcount 4.838> ttable 3.160 and the sig. value. (2-tailed) <0.05. there is a significant difference between students who learn using the Teams Game Tournament (TGT) learning model and students who learn with conventional models on student learning outcomes in science learning in grade V of elementary school; Manova test shows a sig. (2-tailed) value <0.05. there is a significant difference simultaneously or simultaneously between students who learn using the Teams Game Tournament learning model and students who learn with conventional models on HOTS and science learning outcomes in grade V of elementary school. Thus, it can be concluded that the Teams Game Tournament (TGT) learning model has a significant and effective effect in improving HOTS and learning outcomes.
Educational Technology Approach in Developing a Mind Mapping Based E-Module for Fifth Grade Students at SDN 05 Batu Taba Sofiati; Yeni, Fetri; Jasrial; Rahmi, Ulfia
Jurnal Penelitian Pendidikan IPA Vol 11 No 9 (2025): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i9.12506

Abstract

This study developed and evaluated a Mind Mapping-based e-module as an interactive digital teaching material for the hajj subject in fifth-grade Islamic Religious Education. Using the Research and Development (R&D) method with the ADDIE model, the e-module was designed, produced, and tested for feasibility, practicality, and effectiveness. Expert validation indicated that the product met high feasibility standards, while teacher and student feedback confirmed its practicality in classroom use. Implementation results showed that the e-module effectively enhanced students’ learning motivation and outcomes, supporting active and enjoyable learning in line with the Merdeka Curriculum principles. The findings suggest that the Mind Mapping-based e-module can serve as an innovative solution for integrating technology in elementary Islamic Religious Education, offering a model for developing engaging and student-centered digital teaching materials.
Interactive Learning Media Development Based on Google Sites in Subjects Science Junior High School Wulandari, Citra; Yeni, Fetri; Hidayati, Abna; Rahmi, Ulfia
Jurnal Penelitian Pendidikan IPA Vol 11 No 8 (2025): August
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i8.11498

Abstract

This research is motivated by the need for digital-based interactive learning media that supports junior high school students' understanding of science concepts. The purpose of this study is to develop Google Sites-based learning media and measure its validity, practicality, and effectiveness in improving learning outcomes. The study uses a Research and Development (R&D) approach with the ADDIE model, including the stages of analysis, design, development, implementation, and evaluation. The research subjects were teachers and eighth-grade students. The instruments used included expert validation sheets, teacher and student practicality questionnaires, and learning outcome tests. Data were analyzed descriptively for validity and practicality, and used a Paired Sample T-Test to test effectiveness. The results showed that the media obtained a validity score of 87%, teacher practicality 90%, and student practicality 92%. Learning outcomes increased from 55.7% (pretest) to 78.6% (posttest) with a significance value of 0.032 (p < 0.05). In conclusion, this Google Sites-based learning media is valid, practical, and effective, and is suitable for use to improve junior high school students' understanding of science concepts in an interactive and interesting manner.
Co-Authors Abna Hidayati Adree Octova Adrias Adrias ajis, yovie As Sami Aliffia, Viona Alkadri Masnur Alora, Jean Vicky Amali Putra Amilia, Winanda Anggraeni, Aisyah Anugrah, Septriyan Arini, Fitri Dwi Astari, Sovia Ayubi, Thariq Al Azrul, Azrul Benzito, Vico DARMANSYAH . Defsry, Bagus Delmira Syafrini Delvia, Riri Desyandri Desyandri Dhinda Tiarani, Siti Eldarni Eldarni Elvirawaty Fetri Yeni J Fitra Fitri Yani Fitria, Yanti Handayani, Elsa Hartati, Serni Mulia hendri, nofri Hidayat, Maimon Ivandri Ravayadi Jasrial Kadri, Hanif Al Kiki Amelia, Kiki Kurnia, Reni Kurnia, Suci Kurnia, Ulil Lestari, Ayu Indra Lubis, Maysaroh Maharani Maharani, Maharani Maharani, Wury Maria Montessori Marta, Armen Meldi Ade Kurnia yusri Muhammadi Muhammadi, Muhammadi Mutiara Felicita Amsal Muzaki, Akbar Ningsih, Tri Zahra Nora, Desri Nora. AN, Desri Novrianti Nurhalizah, Sry Sherly Ofianto, Ofianto Padrius Pertiwi, Wilanda Intan Putra, Donal Andika Putri, Lidya Indah Putri, Maidiya Putri, Qorina Cantika Raden Mohamad Herdian Bhakti Rahmadini, Silvia Rahman, Awani Rahmi Pratiwi, Rahmi Rahmi, Azizu Ramayanti, Elsa Rayendra, Rayendra Ridwan Sadita, Syofia Engla Safitri, Novia Irna Sandria, Detriana Sanjaya, Wiwit Sofiati Solly Aryza Syafira Yudha, Nurul Syafril Syafril Taufina Taufina, Taufina Ummul Khaira, Ummul Usman, Shelby Valensi, Bunga Wahyu Ningsih, Siska Wulandari, Citra Yalvema Miaz Yani, Meri Yeni Erita Yeni, Fetri Yoserizal Yoserizal Yulistina, Nova Yupika, Retna Zainil, Melva Zen, Zelhendri Zuleni, Eva Zuliarni Zuliarni Zuwirna