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Development of Edutainment and Problem Solving Based Student Worksheet on Magnet Concept for Elementary Science Aeni, Dewi Nur; Fatmaryanti, Siska Desy; Ngazizah, Nur
Jurnal Paedagogy Vol. 13 No. 1 (2026): January
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v13i1.19015

Abstract

This study aims to develop a student worksheet integrating edutainment and problem solving approaches to improve fifth grade students’ understanding of magnetism. The research employed a Research and Development (R&D) method with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) and was conducted over four meetings at Muhammadiyah I Elementary School Purworejo, involving limited and large scale trials with 10 and 21–22 students. The data analysis technique used in this study was quantitative descriptive analysis, which included product validity analysis, practicality analysis, effectiveness analysis, and analysis of the improvement in conceptual understanding. The developed student worksheet was validated by a media expert and two material experts, yielding an average validation score of 86.3% (highly valid). The practicality assessment reached 95.2%, categorized as very practical. Pretest and posttest results showed improved student understanding with an average increase of 80.61%. Its effectiveness was further supported by an N-Gain score of 0.8 (high category). These findings indicate that the edutainment and problem solving based student worksheet has strong potential as an effective learning medium for enhancing students’ understanding of magnetic concepts and addressing misconceptions in Integrated Natural and Social Sciences learning at the elementary level.
Development of Interactive Puzzle Media Based on Critical Reasoning Games for Fine Arts Material for Grade 5 Elementary School Suryono, Krisna Trijati; Ngazizah, Nur; Suyoto, Suyoto
Integrated Science Education Journal Vol 7 No 2 (2026): March
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/isej.v7i2.2823

Abstract

Purpose of the study: This study aims to develop and evaluate the feasibility of a game-based interactive puzzle learning media designed to foster critical thinking skills in fifth-grade elementary students. The media are used in the instructional topic “Creating Artworks from Household Waste Materials” to enhance students’ critical reasoning abilities. Methodology: This research employed a Research and Development (R&D) approach based on the ADDIE framework, comprising analysis, design, development, implementation, and evaluation stages. The participants were 20 fifth-grade students. Data were gathered through expert validation forms, teacher and student questionnaires, and pretest–posttest instruments, and then analyzed using Likert-scale scoring and N-Gain testing. Main Findings: The validation results indicated an average score of 4.56 from the material expert, 4.57 from the media expert, and 4.46 from the practitioner, all categorized as highly feasible. Teacher responses reached 97%, while student responses in the limited trial and field trial were 100% and 99%, respectively, indicating a very high level of practicality. The effectiveness of the media was demonstrated by N-Gain scores of 81.90% in the limited trial and 79.28% in the field trial, both of which were classified as high. Novelty/Originality of this study: This study introduces a game-based interactive puzzle media integrated with critical thinking indicators in elementary school visual arts instruction. The media emphasizes not only creativity but also the development of students’ critical thinking skills through contextual problem-solving activities that use household waste materials.
Five Senses Windmill: An Innovative Edutainment Learning Media Integrating Local Wisdom to Enhance Conceptual Understanding in Students with Intellectual Disabilities Azmi, Vina Fitria; Fatmaryanti, Siska Desy; Ngazizah, Nur
Integrated Science Education Journal Vol 7 No 1 (2026): January
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/isej.v7i1.2364

Abstract

Purpose of the study: This study develops and validates the Five Senses Windmill, an innovative edutainment-based learning media integrating local wisdom, designed to enhance conceptual understanding and active engagement among students with intellectual disabilities in Special Needs Schools. Methodology: Employing Research and Development (R&D) with the ADDIE model, this study systematically developed the media through five phases: Analysis, Design, Development, Implementation, and Evaluation. Media and content validity were assessed using Aiken's V (≥0.80), with instrument reliability reaching 0.87 (Cronbach's Alpha). Three fourth-grade students with mild intellectual disabilities participated in purposive sampling trials. Data collection involved expert validation, pre-post testing, structured observations, and teacher interviews. Quantitative analysis measured validity and effectiveness through N-gain calculations, while qualitative analysis explored learning dynamics and engagement patterns. Main Findings: The Five Senses Windmill demonstrated high validity (Aiken's V = 0.91) and proved effective in improving students' conceptual understanding with moderate-to-high effectiveness (N-Gain = 64.5%). Students showed significant improvement in identifying sensory functions, increased from passive dependency to active participation, and demonstrated enhanced confidence in applying concepts to daily life. The bamboo-based media successfully integrated visual, kinesthetic, and cultural elements, creating meaningful learning experiences. Positive teacher responses confirmed the media's practicality and ease of implementation. Novelty/Originality of this study: This study uniquely combines edutainment pedagogy with Indonesian local wisdom through sustainable bamboo materials, addressing the gap in holistic, multisensory, culturally-responsive learning media for students with intellectual disabilities. The windmill's interactive design simultaneously develops cognitive, affective, and psychomotor domains while fostering cultural identity and environmental awareness.
Development of STEAM learning media-based on coding scratch game on the material of the characteristics of living things for elementary school Qomatfian, Livvia Khusnul; Ngazizah, Nur; Pangestika, Rintis Rizkia
DWIJA CENDEKIA: Jurnal Riset Pedagogik Vol 8, No 2 (2024): September 2024
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jdc.v8i2.90168

Abstract

This research aims to (1) Produce digital learning media from several STEAM (Science, Technology, Engineering, Art, and Math) disciplines based on scratch in the form of coding games on the material characteristics of living things for elementary schools, and (2) Knowing the feasibility of digital learning media STEAM based on scratch game coding on the material characteristics of living things for elementary schools. The type of research used is Research and Development (R&D) with the ADDIE model (analysis, design, development, implementation, and evaluation). The trial was conducted on 30 students of Muhammadiyah Purworejo University. The sampling technique of this research is purposive random sampling. Data collection used observation, interview, and questionnaire techniques. Data analysis techniques using quantitative descriptive statistical processing. The results of this study, namely: (1) STEAM learning media based on coding scratch games on the material of the characteristics of living things for elementary school. (2) The feasibility of STEAM learning media based on coding scratch games on the material characteristics of living things for elementary schools obtained a value in the aspect of ideas with a percentage of 95.83% very feasible category, the aspect of usefulness with a percentage of 95.00% very feasible category, the aspect of creativity with a percentage of 92.50% very feasible category, and the display aspect with a percentage of 93.33% very feasible category. Based on the results of the assessment of the aspects of ideas, usefulness, creativity, and appearance of STEAM learning media based on coding scratch games on the material of the characteristics of living things for elementary schools, it is declared feasible to apply with very feasible criteria. In addition, digital learning media can harmonize existing technological developments in accordance with the times.
Pendampingan Pengembangan Media Quizizz Berbasis Critical Thinking pada Guru SD/MI Muhammadiyah/Aisyiyah se Purworejo Ngazizah, Nur; Choirunnisa, Heny Amalia; Rodiyah, Aminatur; Rahayu, Kiswari Puji; Hidayati, Femi
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 7, No 3 (2024): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v7i3.92673

Abstract

Dunia pendidikan mengalami perubahan akibat perkembangan teknologi yang pesat. Pendidikan di Indonesia sudah mulai menerapkan teknologi sehingga guru dituntut untuk bisa beradaptasi. Media pembelajaran berbasis digital menjadi solusi guru dalam mengajar agar peserta didik dapat mengenal teknologi sebagai sarana belajar. Fakta di lapangan menunjukkan bahwa sebagian besar guru SD/MI Muhammadiyah/Aisyiyah se Purworejo belum memaksimalkan penggunaan media pembelajaran berbasis digital. Berdasarkan permasalahan tersebut, diadakan kegiatan pengabdian masyarakat dengan tujuan untuk memberikan pelatihan serta pendampingan pengembangan media quizizz berbasis critical thinking agar diimplementasikan pada siswa. Target pengabdian ini, yaitu kemampuan guru dalam menciptakan media pembelajaran online berupa quizizz melalui pembuatan kuis interaktif. Kegiatan pengabdian masyarakat yang telah dilaksanakan pada guru SD/MI Muhammadiyah/Aisyiyah se Purworejo menggunakan metode ceramah, diskusi, dengan tahap persiapan, pelaksanaan, dan evalusi. Setelah diadakan kegiatan pendampingan terdapat peningkatan dan pemahaman guru mengenai pembuatan media quizizz berbasis critical thinking sebagai penunjang pembelajaran. Guru merasa sangat terbantu dengan adanya kegiatan pendampingan media pembelajaran digital yang mudah diterapkan. Selain itu, tersedia media digital untuk bahan ajar guru di kelas sebagai langkah awal guru memberi keadaan yang kondusif serta tidak membosankan.
Analisis Keaktifan Siswa Pada Model Pembelajaran Project-Based Learning Berbasis STEAM Kelas V Robikho, Alif; Ngazizah, Nur; Muttaqin, Hendra Pratisnojati Sholeh
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 7, No 3 (2024): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v7i3.91512

Abstract

Penelitian ini bertujuan untuk mengevaluasi tingkat keaktifan siswa pada materi Magnet, Listrik, dan Teknologi bagi Kehidupan dengan menerapkan model Project Based Learning (PjBL) dengan berbasis STEAM (Sains, Technology, Engineering, Art, and Mathematics). Penelitian dilakukan di kelas V SDN Sokoharjo, Purworejo. Metode yang digunakan adalah kualitatif dengan pengumpulan data melalui observasi, wawancara, dan dokumentasi. Model pembelajaran Project Based Learning memberikan peran penting pada keaktifan siswa selama pembelajaran. Dengan berbasis STEAM mendorong pembelajaran menjadi lebih bermakna. Hasil penelitian ini memberikan dukungan terhadap efektivitas pendekatan pembelajaran yang menekankan pada penerapan pengetahuan lintas disiplin (STEAM) dan pembelajaran berbasis proyek (PjBL) dalam meningkatkan keterlibatan dan keaktifan siswa dalam proses pembelajaran. Model pembelajaran PjBL berbasis STEAM meningkatkan keaktifan siswa kelas V SDN Sokoharjo dalam belajar materi Magnet, Listrik, dan Teknologi. Proyek miniatur lampu lalu lintas melibatkan konsep STEAM: Sains, Teknologi, Teknik, Seni, dan Matematika. Dengan menggunakan alat seperti gunting, cutter, dan penggaris, siswa belajar merangkai kabel dan memahami prinsip listrik paralel. Pendekatan ini juga meningkatkan keterampilan 4C: communication (komunikasi), collaborative (kolaborasi), critical thinking (berpikir kritis), and creative (kreatif).
Telaah Buku Sains Kurikulum Cambridge dan Marshall Cavendish Jenjang Sekolah Dasar untuk Melatih Merancang Soal HOTS pada Mahasiswa PGSD Ngazizah, Nur; Hidayatulloh, Mukhlis
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 7, No 3 (2024): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v7i3.91981

Abstract

Berdasarkan diskusi analisis kebutuhan bersama responden, dibutuhkan suatu inspirasi dalam menyusun soal sains HOTS karena rendahnya kemampuan literasi sains siswa di Indonesia berdasarkan hasil PISA OECD 2022. Tujuan penelitian ini adalah melatihkan pembuatan soal HOTS melalui metode telaah buku sains Cambridge dan Marshall Cavendish pada mata pelajaran sains untuk siswa Sekolah Dasar dengan responden 32 mahasiswa PGSD serta mendeskripsikan kelayakan metode tersebut. Penelitian dilakukan dengan cara menelaah buku sains Cambridge dan Marshall Cavendish untuk jenjang SD pada mata pelajaran sains, kemudian responden membuat 15 soal HOTS untuk dinilai oleh validator dan responden mengisi angket mengenai metode telaah. Hasil penelitian menunjukkan soal yang dikembangkan dari hasil pelatihan kategori Sangat Layak dan pelatihan pembuatan soal sains HOTS melalui metode telaah buku Cambridge dan Marshall Cavendish diperoleh kategori Sangat Layak. Telaah buku sains Cambridge dan Marshall Cavendish mampu memberikan inspirasi dan hasil yang nyata dalam pengembangan soal sains HOTS.
Analisis Keterampilan Proses Sains Murid Kelas V Materi Magnet Pembelajaran IPAS SD Muhammadiyah Purworejo Septiana, Dwi; Ngazizah, Nur; Ratnaningsih, Arum
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 7, No 3 (2024): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v7i3.91613

Abstract

Keterampilan proses sains merupakan suatu keterampilan dalam pembelajaran, untuk murid dapat mengembangkan pengetahuanya. Penelitian ini bertujuan untuk menganalisis keterampilan proses saisn murid kelas V materi magnet pada pembelajaran IPAS di SD Muhammadiyah Purworejo. Jenis penelitian ini menggunakan penelitian kualitatif dengan metode deskrptif. Teknik pengumpulan data dalam penelitian ini menggunakan observasi, wawancara, dan angket. Hasil penelitian memperoleh bahwa kategori murid dikelompokan tinggi, sedang, dan rendah dengan menggunakan 6 sampel murid.  Hasil penelitian keterampilan proses sains ada 6 yaitu indikator mengamati, memprediksi, memgklasifikasi, menafsirkan, menyimpulkan, dan mengkomunikasikan. Murid dengan kategori tinggi berkriteria mahir dan cakap. Murid dengan  kategori sedang mampu berkategori mahir, cakap, dan layak. Salah satu murid dengan kategori rendah mampu mencapai kriteria mahir dan layak, sedangkan satu murid kategori rendah tetap masih berkriteria belum berkembang. Simpulan dari analisis yang diperoleh murid kelas V sudah memiliki keterampilan proses sains yang baik.
Pinhole Camera Project: Implementasi Pembelajaran STEAM Berbasis Proyek di Sekolah Dasar Rahayu, Kiswari Puji; Ngazizah, Nur; Muttaqin, Hendra Pratisnojati Shoheh
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 7, No 3 (2024): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v7i3.91779

Abstract

Pelaksanaan pembelajaran STEAM berbasis proyek masih terbatas dikarenakan masih relatif baru dan seringkali menemui tantangan, seperti kurangnya konteks dalam kehidupan nyata sehingga kurang relevan dan menarik bagi peserta didik. Penelitian ini bertujuan untuk mengetahui pelaksanaan dan respon peserta didik terhadap pembelajaran STEAM berbasis proyek di sekolah dasar. Penelitian ini merupakan penelitian deskriptif kualitatif dengan sampel peserta didik kelas V berjumlah 32 yang diambil dengan teknik sampling jenuh. Teknik pengumpulan data melalui observasi, angket, dan dokumentasi. Teknik analisis data menggunakan reduksi, sajian, dan verifikasi data. Pelaksanaan pembelajaran STEAM berbasis proyek di SD Negeri 1 Cangkrep Lor Kab. Purworejo dilakukan melalui tahapan: mengidentifikasi masalah (Ask), membayangkan solusi (Imagine), merancang produk (Plan), membuat produk (Create), menguji produk (Improve), dengan mengintegrasikan aspek STEAM. Diperoleh hasil penelitian (1) Penerapan pembelajaran STEAM berbasis proyek memperoleh nilai dengan kategori sangat baik, (2) Berdasarkan respon peserta didik, pembelajaran yang dilakukan bermakna dan menyenangkan. Disimpulkan pembelajaran STEAM berbasis proyek dapat menciptakan lingkungan belajar yang efektif dan menarik bagi peserta didik.
Keterampilan Proses Sains Murid Kelas V Pada Materi Magnet Yulianty, Risma; Ngazizah, Nur; Ratnaningsih, Arum
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 7, No 3 (2024): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v7i3.92127

Abstract

Kurangnya metode pembelajaran yang tepat menjadikan murid tidak aktif dan kreatif dalam proses pembelajaran. Penelitian ini bertujuan untuk mengetahui dan menganalisis keterampilan proses sains murid kelas V pada materi magnet. Metode dalam penelitian ini dengan menggunakan metode deskriptif kualitatif dan desain historis. Sampel dalam penelitian ini dengan sampel purposive yaitu murid yang memiliki nilai tinggi, sedang dan rendah, teknik pengumpulan data dengan observasi, angket, wawancara dan dokumentasi. Hasil dari penelitian ini yaitu Terdapat 3 kategori yakni murid termasuk ke dalam kategori tinggi, sedang dan rendah dan melalui 3 kategori tersebut akan dilihat dengan 4 kriteria yaitu mahir, cakap, layak dan mulai berkembang. Keterampilan proses sains materi magnet yang dilakukan pada murid kelas V yaitu dalam mengamati sudah cakap, memprediksi termasuk ke kriteria layak, mengklasifikasi termasuk ke dalam kriteria cakap karena dalam mengklasifikasi cukup mudah bagi murid, menafsikan termasuk ke dalam kriteria layak, menyimpulkan termasuk ke dalam kriteria layak dan mengomunikasikan termasuk ke dalam kriteria layak.
Co-Authors 'Aini, Ninin Nun Adhaeni, Winda Aeni, Dewi Nur Aini’i, Indah Nur Alyada Rahma, Fadilla Shafa Andini, Regita Ayu Anjarini, Titi Annisa, Catur Arum Ratnaningsih Arum*, Rr Frizka Puspitha Ashari Ashari Asrofah, Zauharatul Auliya Asti, Nur Riya Atikhah, Laila Miftakhul Ayu, Retno Ayuningrum, Nita Dwi Azmi, Vina Fitria Azzah, Aslikhatul Isti B, Bagiya Bernika, Bernika Nafa Dimiati Choirunnisa, Heny Amalia Diyah Puspitarini Diyanati, Vina Dwi Septiana Eviyanti Eviyanti, Eviyanti Fadhillah, Zahdinny Mucharina Fakhrina, Aulia Fatwasrie, Arina Febriyanti, Retno Fitri, Nova Juwita Gumelar, Setyo Hadi, Arif Syaiful Harayo, Recika Ranna Hastono, Widi Hidayati, Dwi Nuril Hidayati, Femi Hidayatulloh, Mukhlis Karimah, Nur Khasanah, Fitrotul Kurniasari, Siska Giyan Kusumaningtyas, Akhadiyah Dwi Kusumawati, Indah Linda, Rizky Fadjar Choirrul Linda, Rizky Fadjar Choirul Lismayanti, Anggi Lukman Hakim Muflikhul Khaq Muttaqin, Hendra Pratisnojati Shoheh Muttaqin, Hendra Pratisnojati Sholeh Nabila, Charisma Ningsih, Anissa Fitri Noviyani, Vika Nugraini, Dwi Nur Adilah, Nur Nurhayati, Nurhayati Nurhidayati Nurhidayati Nurlaelasari, Fenny Nursanti, Dwi Oktasari, Murni Pangestika, Rintis Rizkia Piraseto, Anggit Wulung Prahasdita, Inggrit Nada Prasetyp, Joni Dwi Pratama, Kurnia Yoga Pratiwi, Rakhmah Purwoko, Riawan Yudhi Pusporini, Ira Herawati Widyasari Qomatfian, Livvia Khusnul Rahayu, Kiswari Puji Rahma, Wahdaniyah Sekar Rahmawati, Rahmawati Ridwan, Moh. Fajar Annur Robikho, Alif Rodiyah, Aminatur Sabela, Ikne Safitri, Dhiana Saidah, Ika Nurul Afifatus Sanjivani, Sekar Elvira Putri Saputri, Dyna Ade Rawan Setyanto Setyanto Siska Desy Fatmaryanti Siti Helmyati Slamet Widodo Solly Aryza Suprayitno Suprayitno Supriyono Supriyono Suryono, Krisna Trijati Suyatno, Dyah Purwaningsih Suyoto Suyoto Syarivah, Khalimatus Utami, Ragil Wanandi, Achmat Iwan Wibowo, Deni Hari Widanti, Widanti Widoyoko, Sugeng Eko Putro Wijaya, Kusuma Ardi Yansaputra, Galih Yulianty, Risma Zulaikha, Qomairoh Dinda Eva Zulfa, Farah Naila