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Journal : Indo-MathEdu Intellectuals Journal

Efektivitas Media Pembelajaran Interaktif Berbasis Augmented Reality Terhadap Motivasi Belajar Siswa pada Mata Pelajaran IPAS Kelas IV SD Negeri 3 Purwawinangun Auliah, Fitri; Suryaman, Oman
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3889

Abstract

This study aims to determine the effectiveness of interactive learning media based on Augmented Reality (AR) in increasing students' learning motivation in Natural and Social Sciences (IPAS) subjects for grade IV of SD Negeri 3 Purwawinangun. The research method used is a quantitative experiment with a one-group pretest-posttest design. The population was 34 grade IV students. The sampling technique used total sampling. The research sample was all 34 grade IV students. The research instruments used in this study were interviews, observations, documentation, and questionnaires. The data analysis techniques used in this study were normality tests, hypothesis tests, and n-gain tests. The results showed that there was an increase in students' learning motivation after using Augmented Reality (AR) media, as indicated by an increase in motivation scores from pretest to posttest, and an N-Gain value of 0.690 which is included in the fairly effective category. Therefore, it can be concluded that interactive learning media based on augmented reality is quite effective in increasing students' learning motivation in IPAS learning for grade IV of SD Negeri 3 Purwawinangun.
Pengaruh Model Role Playing Berbantuan Media Augment Reality Assemblr Edu Terhadap Hasil Belajar Kognitif Siswa Mata Pelajaran Pendidikan Pancasila di Kelas III SDN 1 Cigadung Aryanti, Dewi; Suryaman, Oman
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3950

Abstract

This research aims to determine the effect of the role-playing model assisted by augmented reality media assemblr edu on the cognitive learning outcomes of students in the Pancasila education subject in grade III of SD Negeri 1 Cigadung before and after the implementation of the role-playing model assisted by augmented reality media assemblr edu. This research uses a quantitative method, this type of research is a Quasi-Experiment with a non-equivalent control group design. The sampling technique in this study is purposive random sampling. This research involves 42 students from grade III of SD Negeri 1 Cigadung. The samples studied consist of 42 students from classes III A and III B. Data collection was conducted through pre-tests and post-tests consisting of ten questions, observations, interviews, and documentation. The data analysis technique used is the t-test. The results of the study indicate that the role playing model assisted by the media augmented reality assembler edu can improve students' cognitive learning outcomes. Statistical tests show a two-sided significance level of 0.000, below 0.05. If the two-sided significance value is less than 0.05, then the null hypothesis (H0) is rejected and the alternative hypothesis (Ha) is accepted. This shows that the role-playing model assisted by the augmented reality media assembly edu affects students' cognitive learning outcomes.
Pengaruh Penggunaan Media WAFEL (Wayang Flanel) Terhadap Kemampuan Menyimak Siswa Kelas II SDN Cikupa Rachmah, Elsa Siti; Suryaman, Oman
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3986

Abstract

The purpose of this study was to determine how the influence of Wayang Flannel media (WAFFLES) on the ability to listen to stories of Cikupa State Elementary School students before and after the application of flannel puppet media (Waffles). This research method is quantitative, this type of research is Quasi Experiment with Nonequivalent Control Design. Sampling in this study used probability sampling techniques. This study involved 59 students, grade II of Cikupa State Elementary School. The sample studied was 59 students of grades IIA and IIB. Data collection was carried out with initial and final tests of six questions, observation, interviews, and documentation. Data were analyzed descriptively quantitatively. The results of the study showed that WAFEL (Wayang Flannel) media can improve students' listening skills if given WAFEL (Wayang Flannel) media entitled ants and grasshoppers. From the results of the hypothesis test with the testing criteria if the value of Sig. (2-tailed) <0.05, then Ho is rejected and Ha is accepted with a significance level = 0.05, obtained a value of 0.005 so it can be concluded that Ho can be rejected and Ha is accepted, and the level of effectiveness is proven by the n-gain score test of 66.57 which is included in the criteria for being quite effective. This shows that WAFFLE media affects students' listening skills.