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Development of a STEM-Based E-Module Assisted by Kvisoft Flipbook Maker Through the PBL Model on Energy Transformation Material to Improve Critical Thinking of Fourth Grade Students at UPT SDN Nglegok 2, Blitar Regency Amanda Ekowati; Mohamad fatih; Ragil Tri Oktaviani
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.719

Abstract

This study aims to develop and validate a STEM-based E-Module utilizing Kvisoft Flipbook Maker integrated with the Problem-Based Learning (PBL) model, focusing on the topic of energy transformation to enhance critical thinking skills among fourth-grade students at UPT SDN Nglegok 2, Blitar. The research employed Borg and Gall’s development model consisting of seven stages: identification of potential and problems, data collection, product design, expert validation, design revision, product trial, and final revision. Validation from experts in content, media, and language indicated that the E-Module is valid and appropriate for classroom use. The module's practicality and effectiveness were tested through quasi-experimental research involving experimental and control groups. The experimental group using the developed E-Module showed a moderate improvement in critical thinking skills based on N-Gain analysis. Statistical tests, including independent sample t-test and ANOVA, confirmed significant differences and interactions between groups, demonstrating the E Module's effectiveness in promoting critical thinking. The findings suggest that the developed EModule is a valuable and feasible instructional media to enrich learning experiences in science-social studies integrated curriculum (IPAS). It supports teachers in delivering content more interactively and encourages students to engage in higher-order thinking processes.
Pengembangan Card Sort Berbasis Wordwall Materi Siklus Hidup Hewan Meningkatkan Self Esteem dan Literasi Sains Siswa Kelas 3 Khoiril Mutoharoh; Mohamad Fatih; Ragil Tri Oktaviani
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.721

Abstract

This research aims to develop IT-based learning media. Learning media has not been maximally appliedfor effectiveness during the learning process. The researcher develops a card sort learning media basedon Wordwall with the topic of animal life cycles. This research aims to improve students' self-esteemand science literacy. In designing the card sort based on Wordwall, the Research and Developmentmethod is applied. The development process follows the ASSURE model, which consists of six stages:student analysis, target determination, method selection, media and material selection, media andmaterial application, encouraging student participation, and finally evaluation and revision. The topicand source of this research are 3rd-grade students at SDN Tumpang 02 in Blitar Regency. Data collectiontechniques consist of observation, interviews, documentation, questionnaires, and tests. Data analysistechniques use normality tests, homogeneity tests, paired sample t-tests, N-gain tests, and MANOVAtests assisted by SPSS 25. The results of the hypothesis test are obtained from the paired sample t-testwith a sig value (2-tailed) of 0.000 < 0.05 with a t-count of -5.671. The N-gain test result is 0.68, and theMANOVA test result is 0.999 > 0.096. Interviews, recordings, and surveys from experts in the media,material, and language sectors are used to collect information. Validation of self-esteem and scienceliteracy improvement is crucial. The validation process in this development involves three validatorsrepresenting the three fields, resulting in a media expert validator with a percentage result of 87%, amaterial expert validator with a percentage result of 97%, and a language expert validator with apercentage result of 90%. All three results fall into the "very valid" category.
PENGARUH MODEL TGT DENGAN MEDIA SNAKE AND LADDER GAME BERBANTUAN APLIKASI QUIZ WORDWALL MATERI PERUBAHAN BENTUK ENERGI MENINGKATKAN LITERASI SAINS DAN SELF AUTHENTICITY SISWA KELAS IV SD IT AL MUBAROK KABUPATEN KEDIRI Siti Anisy Kurlia Sa’adah; Mohamad Fatih; Khoirul Wafa
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.725

Abstract

This study aims to determine the effect of the Teams Games Tournament (TGT) learning modelcombined with the snake and ladder game and the Quiz Wordwall application on improving elementary school students' scientific literacy and self-authenticity in the topic of energy transformations. The research method used was quantitative, with a quasi-experimental design using a pretest-posttest control group design. The study subjects consisted of fourth-grade students at an elementary school in [fill in the appropriate location] Regency, divided into an experimental group and a control group. The instruments used included a science literacy test and a self-authenticity questionnaire. Data analysis showed a significant difference between the pretest and posttest results in the experimental group compared to the control group. The application of the TGT model with the snake and ladder game and the Quiz Wordwall application proved effective in improving scientific literacy and building student self-authenticity. Therefore, this model and media are recommended as an innovative alternative in thematic learning, particularly in science and science topics related to energy transformations.
Desian Digital Crossword Puzzle Berbasis STEM Materi Pencernaan Manusia Untuk Meningkatkan Literasi Sains Siswa Kelas 5 SDN Kepanjenkidul 2 Kota Blitar Mohamad Fatih
BRILIANT: Jurnal Riset dan Konseptual Vol 11 No 2 (2026): Volume 11 Nomor 2, Mei 2026
Publisher : Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/briliant.v11i2.2299

Abstract

This study aimed to develop a STEM-based digital crossword puzzle learning media, assess its validity and feasibility, and determine its effectiveness in enhancing scientific literacy among fifth-grade elementary school students studying the human digestive system. The research adopted the ADDIE development framework, encompassing the stages of Analysis, Design, Development, Implementation, and Evaluation. Validation and practicality assessments involved media experts, content experts, teachers, and students. Data were collected using structured questionnaires and analyzed descriptively. The results indicated that the developed media achieved a validity score of 94% from media experts and 98% from content experts, both categorized as highly valid. Teacher evaluations yielded a feasibility score of 96%, demonstrating excellent practicality. In addition, the N-Gain score of 0.97 obtained from student responses reflected a high level of improvement in scientific literacy. These findings suggest that the STEM-based digital crossword puzzle is a valid, practical, and effective learning medium for fostering scientific literacy in elementary school education.
PENGEMBANGAN MEDIA COMIC STRIP DENGAN MODEL GUIDED WRITING UNTUK MENINGKATKAN BERPIKIR KREATIF DALAM PEMBELAJARAN MENULIS NARASI SEDERHANA DI KELAS V SD KOTA BLITAR Lailia Nur Azizah; Isna Khuni Mu'alimah; Mohamad Fatih
TANDA Vol 6 No 04 (2026): BAHASA DAN BUDAYA
Publisher : COMMUNITY OF RESEARCH LABORATORY SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69957/tanda.v6i04.2805

Abstract

Penelitian ini bertujuan untuk mengembangkan, menguji kelayakan, dan efektivitas penggunaan media comic strip dengan metode guided writing untuk meningkatkan kemampuan berpikir kreatif siswa kelas 5 SD di Kota Blitar dalam menulis cerita narasi. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation), data dikumpulkan melalui observasi, wawancara, dokumentasi, uji validasi, dan tes. Temuan penelitian membuktikan bahwa media yang dikembangkan masuk dalam kategori sangat valid, dibuktikan dengan perolehan skor 96% dari tim ahli dan 86% dari guru kelas. Di samping itu, kemampuan siswa mengalami peningkatan nyata, terlihat dari lonjakan rata-rata nilai dari 79 saat pretest menjadi 88 pada posttest, dengan indeks N-Gain sebesar 0,4574 (kategori sedang). Dengan demikian, dapat disimpulkan bahwa integrasi media comic strip dan metode guided writing teruji layak serta efektif dalam mengoptimalkan kemampuan berpikir kreatif siswa untuk menulis narasi.