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Pengaruh Model Jigsaw Berbantuan Media Digital Ular Tangga terhadap Minat Belajar Matematika Kelas III Sekolah Dasar Utameiy, Icha; Supriatna, Irfan; Amaliyah, Yuli
JURIDIKDAS Vol 9 No 1 (2026)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/juridikdas.v9i1.49116

Abstract

This study aims to determine how the Jigsaw learning model assisted by digital media tables of snakes and ladders affects students' learning interest in mathematics learning in grade III at SDN Kota Bengkulu. This study is a quantitative study using a quasi-experimental method. The type of research design applied is a Control Group Pretest-Posttest Matching Only design. This study involved grade III students of SDN 38 Kota Bengkulu. Meanwhile, the sample consisted of grade IIIB students of SDN 38 Kota Bengkulu, which served as the experimental class, and grade IIIA students of SDN 38 Kota Bengkulu, which served as the control class. This sample was taken through a random sampling group. Non-test tools were used in measuring learning interest using initial and final questionnaires. The results of the hypothesis test in the experimental class show that the t-value with the assumption of the same difference = 4.675, the two-tailed sigma value is 0.027, and the distribution value is 1.967, so that the t-value is greater than the t-table (4.308 is greater than 1.697), and the two-tailed sigma is 0.037 less than 0.05. These data show that the difference in average learning interest between the experimental class and the control class is caused by the way each class is treated. Thus, it can be concluded that the Jigsaw learning model assisted by digital media snakes and ladders has an impact on students' learning interest in mathematics subjects in grade III at SDN 38 Bengkulu City.
Pengembangan Media Pembelajaran Aplikasi ICARUS Untuk Mendukung Pembelajaran Matematika Di SDN 81 Kota Bengukulu Firmansyah, Suandi; Supriatna, Irfan; Amaliyah, Yuli
JURIDIKDAS Vol 9 No 1 (2026)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/juridikdas.v9i1.49170

Abstract

This research aims to develop a learning media in the form of the ICARUS (Interactive Creative Active Relevant Understanding Shape) application for plane geometry material as an effort to support mathematics learning for fourth-grade students at State Elementary School 81 Bengkulu City. This research is a Research and Development (R&D) study using the ADDIE development model. The research was conducted in 5 stages: analysis, design, development, implementation, and evaluation, carried out through small-scale trials to measure teacher and student responses. The instruments used were product validation sheets, teacher response questionnaires, and student response questionnaires. The feasibility of the ICARUS application was obtained through validation results conducted by four competent expert validators, including material experts, language experts, and graphic design experts. The validity of the ICARUS application learning media was obtained based on Aiken's V calculation results with an average material validity value of 0.96, language 0.86, and graphic design 0.93, all of which fall into the "very valid" category. Reliability testing using Percentage Agreement (PA) showed an agreement percentage above 80% with a strong agreement level, proving the consistency of assessments among validators and the reliability of the validation instrument. The practicality percentage value of the ICARUS application through teacher responses was 97.3% and student response results were 92.96% with an overall average of 95.13%, falling into the "very practical" category. The validation and small-scale trials through teacher and student responses indicate that the ICARUS application is highly valid and suitable for use as a mathematics learning media for plane geometry material in elementary schools.