Claim Missing Document
Check
Articles

Found 26 Documents
Search

The Effect of Gimkit Media on Elementary Students’ Critical Thinking Skills in Science Learning Putri, Azlia Anugerah; Sari, Prima Mutia
Lectura : Jurnal Pendidikan Vol. 16 No. 2 (2025): Lectura: Jurnal Pendidikan
Publisher : Fakultas Keguruan dan Ilmu Pendidikan (FKIP), Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/6a57bp05

Abstract

This study examines the effectiveness of Gimkit, a game-based interactive learning platform, in enhancing the critical thinking skills of fourth-grade elementary students within the context of science education. Addressing the limited development of higher-order thinking skills at the elementary level, this research aimed to determine whether integrating digital media such as Gimkit can significantly improve students’ critical thinking performance. Utilizing a quantitative approach and a quasi-experimental design with a nonequivalent control group, the study involved 54 students divided evenly between experimental and control classes. The experimental group received instruction supported by Gimkit, while the control group followed conventional teaching methods. Critical thinking skills were measured using a validated test instrument encompassing four key indicators: analyzing information, formulating problems, drawing conclusions, and evaluating data. Data were analyzed using an independent samples t-test, which revealed a statistically significant difference between the post-test scores of the two groups (p < .001). The effect size, as measured by Cohen’s d = 2.118, reflects a very large impact. Students in the experimental group showed substantial gains across all critical thinking indicators. These results highlight the potential of structured, game-based digital tools to foster cognitive engagement and skill development in elementary science instruction. In short, the findings carry practical implications for the design of instructional strategies that incorporate educational technology to support critical thinking from an early age.
Developing BoardWise : A Digital Board Game for Enhancing Elementary Science Education Ali, Fathan Faqih; Sari, Prima Mutia
Jurnal Paedagogy Vol. 12 No. 4 (2025): October
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v12i4.16930

Abstract

This study aims to develop and determine the feasibility of a digital board game, "BoardWise," based on Fun Learning principles to enhance the quality of Science Education. Employing a Research and Development (R&D) method, the study progresses through iterative cycles of needs analysis, design, validation, and testing. Data collection involves questionnaires and observations with media experts, material experts, an educator, and fourth-grade students. Data analysis uses descriptive percentages to determine product feasibility. The research results show that the "BoardWise" digital board game is "Very Feasible." The product validation achieves an overall feasibility score of 85.13%, with detailed assessments from a media expert (90.0%), a material expert (83.0%), and an educator (86.0%). Student trials also yield a "Very Feasible" rating with an average score of 81.5%, indicating that the game is highly engaging and practical for classroom use. The study concludes that the "BoardWise" digital board game is a valid, practical, and effective instructional medium. It successfully integrates curriculum content with engaging, customizable game mechanics, fostering an active and enjoyable learning environment that overcomes challenges associated with abstract scientific topics and improves student participation in elementary education.
Development of Augmented Reality Learning Media Based on Assemblr Edu to Improve Students' Creativity Abilities Sari, Naila Nurhana; Sari, Prima Mutia
Jurnal Paedagogy Vol. 12 No. 4 (2025): October
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v12i4.16817

Abstract

The purpose of this study is to design digital learning media that utilize Augmented Reality (AR) technology through the Assemblr Edu platform on the topic of Earth’s Rotation and Revolution to enhance students’ creativity. This research employed a Research and Development (R&D) method using the ADDIE model, which consists of five main stages: analysis, design, development, implementation, and evaluation. Data were collected through interviews and questionnaires administered to subject matter experts, media experts, teachers, and students. Both qualitative and quantitative techniques were used for data analysis. The validation results showed that the developed learning media achieved a feasibility score of 86% from material experts and 95% from media experts, both of which are categorized as very feasible. Meanwhile, responses from teachers and students obtained scores of 95% and 84%, respectively, classified as very good. Overall, these findings indicate that Assemblr Edu–based AR learning media are suitable for use in science learning and have strong potential to enhance students’ creativity and understanding of abstract concepts.
IDENTIFIKASI KETERAMPILAN BERPIKIR KRITIS SISWA PADA PEMBELAJARAN IPA DI SDN GUGUS 1 KECAMATAN DUREN SAWIT Tri Wahyuni, Ida; Sari, Prima Mutia; Kowiyah , Kowiyah
Jurnal Pendidikan Dasar Vol. 12 No. 01 (2021): JPD - Jurnal Pendidikan Dasar
Publisher : Pendidikan Dasar - Pascasarjana Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (444.911 KB) | DOI: 10.21009/jpd.v12i01.17461

Abstract

Abstrack: This study aims to determine the identification of students’ critical thinking skills in science learning at SDN Gugus 1 Duren Sawit District. This study used a quantitative descriptive research method using survey method. The research population was SDN Gugus 1 Duren Sawit District and the sample was SDN Duren Sawit 02, 10 and 14 Pagi. The sampling technique was cluster random sampling. The data was collected by using critical thinking skills tests, interviews and documentation. The results showed that the average of critical thinking skills in SDN Gugus 1 students Duren Sawit District was 35,14 in the moderate category. The average score of critical thinking in SDN Duren Sawit 02 Pagi was 39,74 in the moderate category, SDN Duren Sawit 10 Pagi was 34,91 in the low category, and SDN Duren Sawit 14 Pagi was 30,78 in the low category. The highest furthemore indicator of critical thinking in SDN Gugus 1 Duren Sawit District, namely SDN Duren Sawit 02 Pagi the average score was 39, 74 in the moderate category, SDN Duren Sawit 10 Pagi got an average score of 34,91 with the low category and SDN Duren Sawit 14 Pagi have an average value of 30,78 in the low category, while the results of the study on the average of each indicator show that the highest indicator in SDN Gugus 1 Duren Sawit District on the indicator provides further explanation with an average score 38 and the lowest indicator in SDN Gugus 1 Duren Sawit District on indicators og managing strategies and tactics with an average score of 31.
ANALISIS PENERAPAN EVALUASI BERBASIS KETERAMPILAN ABAD 21 PADA PEMBELAJARAN IPA di SDN KAPUK 08 PETANG Adawiyah, Rabbiah Al; Syahla, Ranggita Dwi; Prastika, Silfa Ayu; Arefanda, Vera; Sari, Prima Mutia
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, Nomor 04, Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.19700

Abstract

Latar Belakang : Penelitian ini bertujuan untuk menganalisis penerapan evaluasi berbasis keterampilanabad 21 dalam pembelajaran IPA di SDN Kapuk 08 Petang, dengan fokus pada pengembanganketerampilan berpikir kritis, kolaborasi, komunikasi, dan kreativitas (4C). Metode penelitian yangdigunakan adalah kualitatif dengan pendekatan deskriptif, di mana data diperoleh melalui observasi danwawancara mendalam dengan guru dan siswa. Hasil penelitian menunjukkan bahwa guru di SDN Kapuk08 Petang secara aktif menerapkan keterampilan 4C dalam pembelajaran IPA, menggunakan berbagaimetode evaluasi, seperti proyek kelompok, diskusi, dan presentasi. Siswa menunjukkan keterlibatan tinggidalam pembelajaran dan merespons positif evaluasi berbasis keterampilan abad 21 ini. Penerapan evaluasiberbasis keterampilan abad 21 terbukti memberikan dampak positif terhadap motivasi dan pemahamansiswa dalam belajar IPA. Guru juga mencatat bahwa pendekatan ini mendukung pengembanganketerampilan sosial dan kemampuan berpikir kritis siswa, terutama ketika mereka bekerja dalam kelompokdan menyelesaikan tugas proyek. Meskipun terdapat tantangan, seperti menyesuaikan evaluasi untuk siswadengan berbagai tingkat kemampuan, guru mengatasi kendala ini dengan metode pembelajaranberdiferensiasi. Secara keseluruhan, penelitian ini menunjukkan bahwa evaluasi berbasis keterampilan abad21 dapat meningkatkan kualitas pembelajaran IPA di sekolah dasar, membekali siswa dengan keterampilanpenting yang relevan untuk kehidupan di masa depan.
PENGEMBANGAN MEDIA INTERAKTIF SCRATCH PADA MATERI EKOSISTEM UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS PESERTA DIDIK KELAS V Yarnas, Syrly; Sari, Prima Mutia
EDUPROXIMA : Jurnal Ilmiah Pendidikan IPA Vol 8, No 1 (2026)
Publisher : Universitas Bhinneka PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/.v8i1.8285

Abstract

Penelitian ini bertujuan untuk mengembangkan media Scracth untuk meningkatkan keterampilan berpikir kritis, khususnya pada jenjang pendidikan dasar. Metode penelitian yang diterapkan adalah Research Development (RD) dengan memakai model ADDIE yang mempunyai 5 tahapan yaitu Analyze, Design, Development, Implementation, Evaluation. Instrumen penelitian meliputi lembar validasi yang dibagikan kepada validator ahli media dan materi serta angket respon uji coba kelayakan yang dibagikan kepada seorang pendidik dan 29 peserta didik. Hasil uji validasi ahli materi dengan rerata skor persentase sebesar 92% dengan kategori sangat layak dan hasil validasi ahli media dengan rerata skor persentase sebesar 88% dengan kategori sangat layak. Berdasarkan hasil penilaian respon pendidik terhadap media ini mendapatkan rerata skor persentase 95% dan hasil penilaian respon peserta didik memperoleh dengan rerata persentase 85,52% dengan kategori sangat baik yang didapatkan dari respon pendidik maupun peserta didik serta pelaksanaan dengan menggunakan pre-test dengan rerata 56,2% dan post-test setelah menggunakan media dengan rerata sebesar 81,4% dengan kategori sangat baik. Dapat disimpulkan bahwa media ajar interaktif Scratch layak diterapkan pada saat pembelajaran.