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Application of Wordwall-Assisted Game Based Learning to Improve Science Learning Outcomes in Elementary Schools Yudiono, Udik; Patmawati, Devi; Pratiwi, Wahyu
Pijar : Jurnal Penelitian Bidang Pendidikan dan Pembelajaran Vol. 5 No. 1 (2025): Volume 5 Nomor 1 Tahun 2025
Publisher : Actual Insight : Lembaga Penelitian Pengembangan, Penerbitan dan Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56393/pijar.v5i1.3282

Abstract

The low mathematics learning outcomes at State Elementary School Tanjungrejo 3 Malang are a concern in an effort to improve the quality of learning. One of the reasons is the lack of variety of learning models that are interesting and able to motivate students to actively engage in the learning process. To overcome this, this study aims to improve the mathematics learning outcomes of grade V students through the application  of the Game Based Learning model  assisted by Wordwall media. Wordwall is a digital platform that provides various types of interactive educational games that can be accessed online and offline. The research method used is Class Action Research (PTK) with two cycles, each consisting of planning, implementation, observation, and reflection stages. Data was collected through learning outcome tests and student activity observation sheets, then analyzed descriptively, quantitatively, and qualitatively. The results showed a significant increase in student learning outcomes, with the average score increasing from 69.63 in the pre-cycle to 88.89 in the second cycle. The percentage of student learning completeness has also increased from 41% to 93%. In addition, student involvement in learning also increases with the use of  interactive Wordwall game media  . These findings show that the application of the Wordwall-assisted Game Based Learning model  is effective in improving students' mathematics learning outcomes.
Permen Susu: Rintisan Usaha Kelompok Peternak di Desa Blendongan Affandi, Ahmad Rizal; Rahaju, Rahaju; Murniasih, Tatik Retno; Yuwono, Timbul; Suastika, I Ketut; Hariyani, Sri; Yudiono, Udik
Jurnal Pengabdian Masyarakat Bangsa Vol. 3 No. 9 (2025): November
Publisher : Amirul Bangun Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59837/jpmba.v3i9.3377

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk mengolah susu segar yang kurang berkualitas menjadi permen susu. Pengolahan ini dimaksudkan untuk meningkatkan nilai jual dan masa simpan susu yang tidak diterima oleh tempat penampungan. Peserta kegiatan adalah kelompok peternak sapi perah “Sri Rejeki” di Dusun Blendongan, Desa Sidoluhur, Kabupaten Malang. Kegiatan dilakukan melalui pendampingan pengolahan susu segar menjadi adonan permen dan pengemasan permen hingga siap jual. Permen yang dihasilkan mempunyai rasa yang enak tetapi kurang rapi dalam pengemasan. Para peserta kegiatan sangat antusias dan mudah memahami cara pembuatan permen susu. Pengembangan produk permen susu terkendala kurangnya peralatan, belum ada merek, belum memahami manajemen keuangan, dan manajemen pemasaran, Karena itu, kegiatan ini akan ditindaklanjuti dengan pelatihan dan pendampingan.  
Efektivitas Elemen Gamifikasi dalam Virtual Economy Simulation Model (VESM) terhadap Motivasi Belajar Mahasiswa Rulita Nurfaizana, Della; Andayani, Endah; Yudiono, Udik; Anam, Choirul
Jurnal Riset Pendidikan Ekonomi Vol. 10 No. 2 (2025): OKTOBER 2025
Publisher : Fakultas Ekonomika dan Bisnis, Universitas Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/jrpe.v10i2.13199

Abstract

The advancement of digital technology in higher education has driven a transformation in learning methods that demand active participation and intrinsic motivation among students. This study aims to analyze the effectiveness of gamification elements in the Virtual Economy Simulation Model (VESM) on the learning motivation of university students majoring in Office Administration Educationin Universitas Negeri Malang. The VESM model was developed with four main gamification components: points, badges, leaderboards, and real-time feedback. A quantitative approach was employed using Partial Least Squares Structural Equation Modeling (PLS-SEM). The sample involved 70 students (Offerings A and E) enrolled in the Introduction to Economics course. The analysis results showed that all indicators were valid (loading factor > 0.70), with high reliability (α = 0.91; CR = 0.94) and an R² value of 0.742, indicating that 74.2% of the variance in learning motivation was explained by the gamification elements. The path coefficient (β = 0.861, t = 19.432, p < 0.001) demonstrated a significant effect. The feedback element contributed most dominantly (β = 0.699), followed by points (β = 0.642), leaderboard (β = 0.613), and badges (β = 0.571). These findings confirm that the implementation of gamification in VESM effectively enhances university students’ learning motivation and has the potential to become an innovative interactive learning model in economics education.
DIKLAT PENYUSUNAN PERANGKAT PEMBELAJARAN BERBASIS KURIKULUM 2013 MAPEL IPS DAN PENGENALAN MODEL PEMBELAJARAN INOVATIF Andayani, Endah; Yudiono, Udik
Jurnal Pemberdayaan Masyarakat Vol 2 No 1 (2017): Mei
Publisher : Direktorat Penelitian dan Pengabdian kepada Masyarakat (DPPM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (54.543 KB) | DOI: 10.21067/jpm.v2i1.1750

Abstract

SMP Islam Terpadu di Pakis Kabupaten Malang merupakan sekolah yang sedang berkembang, memiliki permasalahan kompleks mulai dari sumberdaya manusia, peserta didik sebagai santri sekaligus siswa, sarana dan prasarana, kurikulum, dan pembelajaran. Khusus permasalahan pembelajaran, meski sudah menggunakan kurikulum 2013, tetapi dalam implementasimya masih mengacu pada Kurikulum 2006. Solusi yang dilakukan adalah dengan mengadakan pendidikan, pelatihan, praktik dalam memahami konsep, dan menyusun perangkat pembelajaran. Tujuan program kegiatan ini untuk memberikan pemahaman konsep kurikulum 2013, meningkatkan kompetensi cara penyusunan perangkat pembelajaran, memberikan pengalaman dan keterampilan dalam melaksanakan penilaian autentik, menganalisis model pembelajaran kurikulum 2013 melalui video pembelajaran. Luaran yang dihasilkan dalam kegiatan pengabdian masyarakat ini adalah perangkat pembelajaran dan artikel yang dimuat dalam publikasi sebagai referensi bagi pihak lain yang memiliki permasalahan serupa. Hasil kegiatan menunjukkan bahwa evaluasi pemahaman model rata-rata 83%, peserta pelatihan 50% mampu membuat perangkat pembelajaran, dan nilai ketuntasan peserta dalam diklat sebesar 30%. Saran ke depan perlu diadakan diklat lanjutan tentang kurikulum 2013 edisi revisi. Kata Kunci : Perangkat pembelajaran, Kurikulum 2013, Mapel IPS