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Journal : PAEDAGOGIE

Pengembangan Media Pembelajaran IPAS Ludo Game sebagai Upaya Meningkatkan Hasil Belajar Siswa Kelas III Sekolah Dasar Aurora, Ainnur Ratri; Isdaryanti, Barokah
Paedagogie Vol 21 No 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16295

Abstract

This research was conducted with the aim of developing a science learning media in the form of a Ludo Game that raises the topic of natural and artificial phenomena, while also assessing its feasibility and effectiveness in improving the learning outcomes of third-grade elementary school students. The method applied was Research and Development (R&D) with the ADDIE development model that includes five stages, namely analysis, design, development, implementation, and evaluation. Data were obtained through validation questionnaires from media experts and material experts, teacher and student response questionnaires, and learning outcome tests in the form of pretests and posttests. Data analysis was carried out through product feasibility tests, Shapiro Wilk normality tests, paired sample t-tests, and N-Gain calculations using SPSS version 25. The results showed that the media was 93% feasibility from media experts and 85% from material experts with a very feasible category. The t-test obtained a significance of 0.000 (<0.05) and an average N-Gain value of 0.3310 and 0.3406 in the moderate category. Thus, the media was declared feasible and effective in improving student learning outcomes.
Pengembangan Media Crossword Puzzle Berbasis Problem-Based Learning untuk Meningkatkan Hasil Belajar IPAS Siswa Kelas V Sekolah Dasar Oktavianingrum, Berliana Aurora; Isdaryanti, Barokah
Paedagogie Vol 21 No 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16255

Abstract

This study aims to develop a Crossword Puzzle learning media based on Problem-Based Learning (PBL) integrated with the Family 100 game and to test its feasibility and effectiveness in improving the learning outcomes of fifth-grade students of SD Negeri Tugurejo 02, Semarang City. The method used is Research and Development (R&D) with the Borg & Gall model simplified into eight stages. The research subjects were 27 students. Data were collected through tests (pre-test and post-test) and non-tests in the form of observation, interviews, documentation, and questionnaires. Data analysis was carried out using the Shapiro–Wilk normality test, paired t-test, and n-gain test. The results showed that the developed media was categorized as very feasible based on the assessment of material experts (92.5%) and media experts (87%), and received very adequate responses from teachers (96.42%) and students (94%). The effectiveness of the media was seen from the increase in learning outcomes with an n-gain value of 0.8585 on a small scale and 0.7944 on a large scale which is included in the high category. Thus, the Crossword Puzzle learning media based on Problem-Based Learning (PBL) which is integrated with the Family 100 game on the material of Cultural Heritage, My Regional Wealth is suitable and effective for use to improve students' science learning outcomes.