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Penerapan Media Pembelajaran Interaktif Berbasis Canva dalam Meningkatkan Minat Belajar Siswa pada Mata Pelajaran IPAS Materi Bagian Tubuh Tumbuhan Kelas IV di SD Negeri Pohsangit Kidul 1 Khoirunnisa Rahmatillah; Ribut Prastiwi Sriwijayanti; Shofia Hattarina
Kalam Cendekia: Jurnal Ilmiah Kependidikan Vol 13, No 2 (2025): Kalam Cendekia: Jurnal Ilmiah Kependidikan
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jkc.v13i2.102177

Abstract

Penelitian ini berfokus pada banyaknya siswa yang kesulitan memahami materi dasar pelajaran IPAS hal ini disebabkan oleh metode pembelajaran konvensional yang sering menggunakan ceramah, sehingga siswa menjadi kurang tertarik dan tidak aktif dalam belajar. Tujuan penelitian ini (1) untuk mengetahui penerapan media pembelajaran interaktif di kelas (2)  sejauh mana media berbasis Canva dapat meningkatkan minat belajar siswa pada pelajaran IPAS di kelas IV SDN Pohsangit Kidul I. Metode yang digunakan adalah Penelitian Tindakan Kelas (PTK) dengan dua siklus yang terdiri dari perencanaan, tindakan, pengamatan, dan refleksi. Data dikumpulkan dengan menggunakan hasil observasi guru dan siswa serta angket minat belajar siswa. Hasil penelitian menunjukkan peningkatan minat belajar siswa dari 43,75% pada siklus I menjadi 90,62% pada siklus II. Terdapat beberapa kendala saat pembelajaran sehingga diperlukan tindakan dan perbaikan agar pembelajaran dapat berjalan dengan baik. Hal ini menyimpulkan bahwa media interaktif berbasis canva dapat meningkatkan minat belajar siswa.
Implementasi Kurikulum Merdeka Dalam Meningkatkan Minat Belajar Siswa pada Pelajaran PPKn Mihbub Alam; Uswatun Hasanah; Ani Sulianti; Ribut Prastiwi Sriwijayanti
Jurnal Pendidikan Sosial Dan Konseling Vol. 2 No. 1 (2024): April - Juni
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpdsk.v2i1.942

Abstract

The research aims to provide implications in the independent curriculum-based learning process for students' interest in learning in Civics subjects, to find out the extent to which the independent learning curriculum system influences students' interest in learning because it can indirectly be a benchmark for the world of education. This research was carried out at MTs Wali Songo 1 Maron, in February-March 2024. The research method uses a descriptive qualitative approach to find out more deeply about the implementation of the independent curriculum on students' learning interests. Data collection was obtained through interviews, observation and documentation with informants, Head of Madrasah, Deputy Head of Curriculum, Civic Education Teacher and representatives of 2 students at MTs Wali Songo 1 Maron. The results of the research show that the implementation of the independent curriculum at MTs Wali Songo 1 Maron has only been running for the 2023/2024 academic year for less than 1 year, the implementation of the independent curriculum has not been optimal, the Madrasah has not yet received a decree from the Government, but has implemented several IKM points, although not all. and the impact of implementing the independent curriculum on students' interest in learning has increased as evidenced by the fulfillment of indicators of student interest in learning, especially in Civics learning. Among them, students are happy in class, the learning process is going well. Student involvement is active in asking questions, expressing opinions, answering, discussing and even making projects or final assignments and their learning outcomes have increased significantly.
Penerapan Model Pembelajaran Teams Games Tournament (TGT) Berbasis Quizlet Untuk Meningkatkan Hasil Belajar Kognitif “Materi Imbuhan Me-” Kelas V SDN Maron Kidul 1 Galu Kusuma Dewi Ramadani; Ribut Prastiwi Sriwijayanti; Ani Anjarwati
Kalam Cendekia: Jurnal Ilmiah Kependidikan Vol 13, No 2 (2025): Kalam Cendekia: Jurnal Ilmiah Kependidikan
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jkc.v13i2.102274

Abstract

Pemilihan model dan media pembelajaran yang kurang tepat mempengaruhi keberhasilan belajar siswa. Penelitian ini bertujuan untuk mengetahui penerapan dan peningkatan hasil belajar kognitif  “Materi Imbuhan Me-” kelas V SDN Maron Kidul 1 dengan penerapan model pembelajaran Teams Games Tournament (TGT) berbasis Quizlet. Jenis penelitian ini menggunakan metode Penelitian Tindakan Kelas. Penelitian ini mengadopsi model yang dikembangkan oleh Kemmis dan MC Taggart. Hasil belajar kognitif siswa meningkat dari nilai rata-rata 75,47 pada siklus I menjadi 88,80 pada siklus II. Ketuntasan persentase hasil belajar siswa meningkat dari 85,71% pada siklus I menjadi 95,23% pada siklus II. Hal ini menunjukkan bahwa pemahaman konsep siswa meningkat dan membuat hasil belajar kognitif siswa juga meningkat. Kesimpulannya adalah melalui penerapan model pembelajaran Teams Games Tournament (TGT) Berbasis Quizlet dapat meningkatkan hasil belajar kognitif “materi Imbuhan Me-” kelas V SDN Maron Kidul 1.
Pengaruh Model Pembelajaran TGT (Teams Games Tournament) Terhadap Hasil Belajar Matematika kelas III SDN Pohsangit Kidul 1 Siti Romla; Ribut Prastiwi Sriwijayanti; Shofia Hattarina
Kalam Cendekia: Jurnal Ilmiah Kependidikan Vol 13, No 2 (2025): Kalam Cendekia: Jurnal Ilmiah Kependidikan
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jkc.v13i2.102132

Abstract

Latar belakang dari penelitian ini yaitu guru lebih menggunakan metode ceramah dan tidak ada model pembelajaran yang menarik perhatian siswa yang menimbulkan kebosanan dan mengakibatkan siswa kurang memahami mata pelajaran, terutama pada pelajaran matematika. Tujuan peneliti ingin mengetahui pengaruh model pembelajaran TGT (teams games tournament) terhadap hasil belajar matematika siswa kelas III di SDN Pohsangit Kidul 1. Jenis penelitian ini adalah penelitian kuantitatif menggunakan metode eksperimen dengan desain One Group Pretest-Postest Design yang dilaksanakan di kelas III dengan materi bilangan cacah. Hasil dari analisis statistik deskriptif menggunakan uji T Hasil uji Paired Sample T-Test menunjukkan nilai signifikansi sebesar 0,000, yang berarti lebih kecil dari 0,05. Oleh karena itu, H0 di tolak dan H1 diterima. Maka hasil penelitian menunjukkan bahwa penggunaan model pembelajaran TGT (teams games tournament) memiliki pengaruh signifikan terhadap peningkatan hasil belajar matematika siswa kelas III di SDN Pohsangit Kidul tahun ajaran 2024/2025.
PENERAPAN MODEL PEMBELAJARAN PROBLEM BASED LEARNING (PBL) BERBANTUAN MEDIA POP UP BOOK UNTUK MENINGKATKAN HASIL BELAJAR IPAS MATERI RANTAI MAKANAN PADA SISWA KELAS V SDN TAMANSARI 1 Fatimatus Zahra; Didit Yulian Kadriyanto; Ribut Prastiwi Sriwijayanti
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 3 (2026): Volume 12 No. 3, September 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i3.16642

Abstract

Based on the preliminary analysis, low student learning outcomes on the food chain topic were caused by the use of less varied learning models and teacher-centered learning. This condition resulted in low student participation during the learning process, leading to unsatisfactory learning outcomes. Therefore, this study aimed to improve the learning outcomes of fifth-grade students on the food chain topic through the implementation of the Problem Based Learning (PBL) model assisted by Pop Up Book media. This study employed the Classroom Action Research (CAR) method, which was conducted in two cycles. Each cycle consisted of two meetings involving the stages of planning, action, observation, and reflection. The subjects of this study were 17 fifth-grade students of SDN Tamansari 1. Data were collected through learning outcome tests administered in each cycle to determine students’ improvement after the implementation of the action. The results showed a continuous improvement in students’ learning outcomes in each cycle. In the pre-test, only 3 students (17.65%) achieved mastery learning, while 14 students (82.35%) did not meet the minimum mastery criteria. In Cycle I, the number of students who achieved mastery increased to 8 students (47.06%), while 9 students (52.94%) had not yet achieved mastery. These results had not met the classical mastery criterion of 75% set by the school. In Cycle II, learning outcomes improved significantly, with 16 students (94.12%) achieving mastery and only 1 student (5.88%) not yet achieving mastery. Based on these findings, it can be concluded that the implementation of the Problem Based Learning (PBL) model assisted by Pop Up Book media effectively improved the learning outcomes of fifth-grade students on the food chain topic at SDN Tamansari 1.
PENERAPAN MODEL PEMBELAJARAN PROBLEM BASED LEARNING (PBL) BERBANTUAN MEDIA PAPAN NILAI TEMPAT UNTUK MENINGKATKAN HASIL BELAJAR MATEMATIKA PADA MATERI NILAI TEMPAT SISWA KELAS II SDN BULANG 1 Rahmaudina Rizkiyah; Ribut Prastiwi Sriwijayanti; Lia Ardiansari
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 03, September 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.17394

Abstract

ABSTRACT This study was conducted to improve the mathematics learning outcomes of second-grade students on the topic of place value through the implementation of the Problem-Based Learning (PBL) model assisted by place value board media at SDN Bulang 1. The research was motivated by the low student achievement caused by teacher-centered instructional practices and the limited use of interactive learning media, resulting in many students failing to meet the minimum mastery criteria. This research employed Classroom Action Research (CAR) consisting of two cycles, with each cycle comprising planning, implementation, observation, and reflection stages. The participants were 16 second-grade students. Data were collected through observation and learning outcome tests and analyzed descriptively to evaluate improvements across the cycles. The findings demonstrated that the application of the Problem-Based Learning model supported by place value board media effectively enhanced students’ mathematics learning outcomes. In the pre-test, only 5 students (31.25%) achieved mastery, while 11 students (68.75%) did not. After the implementation of Cycle I, the number of students achieving mastery increased to 10 (62.5%). Further improvement was observed in Cycle II, where 15 students (93.75%) met the mastery criteria and only 1 student (6.25%) remained below the expected standard. These results indicate that integrating the Problem-Based Learning model with place value board media creates a more active and meaningful learning environment and significantly improves students’ understanding and achievement in learning place value concepts. Keywords: Problem Based Learning, Scoreboard, Learning Outcomes
The Implementation of the Educaplay Interactive Digital Media Application via the Problem-Based Learning Model to Improve Learning Outcomes in Mathematics (Whole Number Multiplication) for Grade III Students Ayatullah Jaya Kusuma; Ribut Prastiwi Sriwijayanti; Didit Yulian Kasdriyanto
International Journal of Educational Evaluation and Policy Analysis Vol. 3 No. 3 (2026): July: International Journal of Educational Evaluation and Policy Analysis
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/ijeepa.v3i3.514

Abstract

This study examines the academic performance and motivation of third-grade students at SDN Ban-jarsawah 2 with respect to their comprehension of abstract mathematical concepts, particularly whole numbers, as demonstrated by the considerable proportion of students who do not meet the Minimum Mastery Criteria (KKM) score of 75. The predominance of traditional teaching approaches and a lack of diversity in educational methods are the causes of this predicament. The study is to analyse student learning results and explain the use of the Problem Based Learning (PBL) paradigm, which is supported by the interactive digital media application Edu-caplay. Two phases of a Classroom Action Research (CAR) methodology were used, each of which included preparation, execution, reflection, and observation. The research subjects were fifteen third-graders from SDN Banjarsawah 2. Data collection techniques included observation, learning achievement tests, and recording; data analysis techniques included both qualitative and quantitative descriptive approaches. The results showed that relatively few students met the learning requirements in the initial condition (pre-intervention), indicating low student learning achievement. After the intervention was implemented in Cycle I, the class-wide learning attainment rate reached 60% (9 out of 15 students), and the teacher activity implementation rate was 62.5% (rated "Fair"). In Cycle II, student learning results significantly increased following reflection and approach modification.
The Application of Wordwall-Based Digital Media Through the Problem-Based Learning Model to Improve Learning Outcomes in the Pancasila Education Course for Third Grade Students Chaterine Angel Anugrah Natalia; Ribut Prastiwi Sriwijayanti; Didit Yulian Kasdriyanto
International Journal of Educational Evaluation and Policy Analysis Vol. 3 No. 3 (2026): July: International Journal of Educational Evaluation and Policy Analysis
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The poor levels of student engagement and learning accomplishment among third-grade students at SDN Banjarsawah 2 in Probolinggo in the topic of Pancasila, which were brought on by the employment of dull lecture-based approaches, served as the impetus for this two stage classroom action research (CAR). The minimal accomplishment level (CCC), which is 75, had not yet been attained by many students. The goal of this study was to employ the digital tool Wordwall in the context of problem-based learning (PBL) to enhance student engagement and learning outcomes in the “following rules” curriculum. Fifteen students served as the study's subjects. Tests, documentation, and observation were used to gather data, which were then subjected to quantitative, qualitative, and descriptive analysis. The analysis's findings indicated a notable rise at every level. Just 20% of pupils in the pre-cycle demonstrated mastery of the standard curriculum (3 individuals). Following the intervention, the proportion rose to 60% (9 students) in the first cycle and 86.67% (13 students) in the second. As a result, student learning activities increased from the first cycle's "adequate" category (63.3%) to the second cycle's "very good" category (100%). In conclusion, third-grade elementary school students' engagement and learning outcomes have improved when the Wordwall digital media is used in conjunction with problem-based learning (PBL).
Implementation of The Problem Based Learning Model Using The "Pancasila Smart Board" Medium to Improve Student Learning Outcomes in The Pancasila Education Subject Topic: Pancasila Values for Grade Iii at Sdn Ta-mansari 1 Delfi Riski Anjana; Ribut Prastiwi Sriwijayanti; Shofia Hattarina
International Journal of Educational Evaluation and Policy Analysis Vol. 3 No. 3 (2026): July: International Journal of Educational Evaluation and Policy Analysis
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/ijeepa.v3i3.518

Abstract

This study examines the implementation of the Problem-Based Learning model using the "Pancasila Smart Board" medium to improve student learning outcomes in the Pancasila Education subject—specifically regarding Pancasila values—for third-grade students at SDN Tamansari 1. The study was motivated by low student learning outcomes regarding Pancasila material at the elementary level and a teaching process dominated by the lecture method, which resulted in low student engagement. The objective of the study was to describe the implementation of the instructional medium and to improve student learning outcomes. A classroom action research method was employed, conducted over two cycles with 16 students as subjects. The results demonstrated an improvement in learning outcomes, with the average rising from 37.5% in the pre-cycle stage to 56.25% in Cycle 1, ultimately reaching 93.75%. It can be concluded that implementing the Problem-Based Learning model using the Pancasila Smart Board medium effectively improves the learning outcomes of third-grade students at SDN Tamansari 1.
Development of A Mixed-Materials-Based Three-Dimensional Diorama Learning Media for The Sci-ence Subject on The Metamorphosis of Living Things for Third-Grade Students at SDN Andungsari III Madinatul Hasanah; Ribut Prastiwi Sriwijayanti; Shofia Hattarina
International Journal of Educational Evaluation and Policy Analysis Vol. 3 No. 3 (2026): July: International Journal of Educational Evaluation and Policy Analysis
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/ijeepa.v3i3.520

Abstract

This study aims to develop a 3-Dimensional Diorama Learning Medium based on mixed materials for the Science subject of Metamorphosis of Living Creatures for third-grade students at Andungsari III Elementary School. The identified problem is that students have difficulty imagining the metamorphosis process through images and text. Furthermore, students may have never seen or directly observed the natural metamorphosis process. Therefore, this study aims to develop engaging learning media to increase student interest and understanding. This study employed the Research and Development (R&D) method using the ADDIE model, which consists of five stages: (1) Analysis of the problem and learning media needs; (2) Design, in the form of storyboard design; (3) Development of a 3-dimensional diorama product using mixed materials; (4) Implementation through trials with third-grade students at Andungsari III Elementary School; and (5) Evaluation based on validator feedback to assess the media validity. The results showed that the mixed-materials-based 3-dimensional diorama received a score of 88.46% from media experts, 93.18% from material experts, and 87.50% from classroom teachers, all of which were considered very appropriate. The student response questionnaire received a score of 90.67%, indicating that this medium was highly effective. Student trials showed an increase in material comprehension, with an average pretest score of 76.67 and a posttest score of 91.33. Based on these results, it can be concluded that the mixed-materials-based 3-dimensional diorama effectively improves student comprehension and motivation and is suitable for use as an innovative learning medium in science subjects in elementary schools.