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PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF GAME BERBASIS POWER POINT PADA MUATAN IPA KELAS IV SD NEGERI TANJUNGTIRTO II BERBAH Ficsnata Mauri Setyaputri; Retno Utaminingsih
TRIHAYU: Jurnal Pendidikan Ke-SD-an Vol 9 No 1 (2022): Trihayu: Jurnal Pendidikan Ke-SD-an
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/trihayu.v9i1.13540

Abstract

The purpose of this study was to develop interactive learning media based on PowerPoint games for the fourth-grade science content at SD Negeri Tanjungtirto II Berbah. In addition, to determine the feasibility of the product produced and it has been validated by several experts to determine the responses and responses of students regarding the use of interactive learning media based on PowerPoint Games on science content carried out in class IV SD Negeri Tanjungtirto II Berbah. This research is a research and development research following the procedure of the Borg and Gall development model which is modified into seven steps. The data analysis technique used is qualitative and quantitative data analysis techniques. the results of material expert validation from all aspects obtained an average percentage of 96% including in the Very Good (BS) category. The results of media expert validation from all aspects obtained an average score percentage of 94% included in the Very Good (BS) category then the validation results from the fourth-grade homeroom teacher obtained an average percentage of 93.3% included in the Very Good (BS) category. The results of product trials with fourth-grade students obtained an average percentage score of 96.8% which was included in the Very Good (BS) category. Based on the data obtained, the interactive learning media based on PowerPoint Games is feasible to use.
Peningkatan Hasil Belajar IPA melalui Model Pembelajaran Quantum Teaching pada Peserta Didik Kelas V SD Negeri Gedongtengen Yogyakarta: Bahasa Indonesia Sheren Viona; Retno Utaminingsih; Ana Fitrotun Nisa
TRIHAYU: Jurnal Pendidikan Ke-SD-an Vol 10 No 1 (2023): Trihayu: Jurnal Pendidikan Ke-SD-an
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/trihayu.v10i1.14668

Abstract

This study aims to improve science learning outcomes through the Quantum Teaching learning model for fifth-grade students at SD Negeri Gedongtengen, Yogyakarta.  This research subject were class fifth grade totaling 26 students. This research is Classroom Action Research with the research model from Kemmis and Taggart, the process of implementing class action includes: the planning, implementation, observation, and reflection stages. The data collection technique used documentation techniques, observation techniques, and test techniques. The instruments used are test questions and observation sheets. The validity of the items was tested with SPSS 25 software, product moment correlation in cycle I obtained 23 valid questions, 7 items failed and while in cycle II, 24 items were valid, 6 items failed. Instrument reliability with SPSS 25 KR-20 software, cycle I item items obtained a reliability coefficient value of 0.876, and cycle II item items obtained a reliability coefficient value of 0.942. The results show that the Quantum model of teaching can improve science learning outcome TANDUR implemented with this steps; growing through by giving apperception, doing through direct experience, labelling through doing some exercises, demonstrate through presenting, repeat frequently through question and answer, and celebrating by giving songs and reward. The results of pre-action research showed that students' learning outcomes in science were low. The average value of the new class reached 61.1, while the percentage of completeness was 15.4%. After learning using the Quantum Teaching model which varied various learning methods in cycle I, the class average score increased to 63.71, while the percentage of completeness increased to 50%. Likewise, after improving Quantum Teaching learning in cycle I, which was accompanied by encouragement from researchers and guidance in groups to actively ask questions, provide feedback, strengthen, and distribute groups evenly in cycle II actions, further improving the science learning outcomes of class VA students. The class average value increased to 83.49, while the percentage of completeness increased to 84.6%.  
Upaya meningkatkan kreativitas siswa menggunakan model project-based learning pada mata pelajaran IPAS kelas V SD Negeri Kanigoro 1 Gunungkidul Rahmadhita Pramesti; Retno Utaminingsih; Elyas Djufri
Science Education and Development Journal Archives Vol. 4 No. 1 (2026): Science Education and Development Journal Archives
Publisher : Yayasan Insan Mulia Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59923/sendja.v4i1.753

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya kreativitas dan keaktifan siswa dalam proses pembelajaran di kelas. Tujuan dilaksanakannya penelitian ini adalah sebagai upaya meningkatkan kreativitas siswa menggunakan model Project Based Learning (PjBL) pada mata pelajaran IPAS kelas V SD Negeri Kanigoro 1 Gunungkidul. Desain penelitian menggunakan metode Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus. Penelitian ini dilakukan di kelas V SD Negeri Kanigoro 1 Gunungkidul dengan jumlah subjek sebanyak 23 siswa. Teknik dan instrumen pengumpulan data dalam penelitian ini meliputi observasi, wawancara, serta dokumentasi dengan lembar observasi tingkat kreativitas siswa dan lembar wawancara. Aspek kreativitas siswa yang diamati yaitu: 1) rasa ingin tahu yang tinggi, 2) mampu menghasilkan gagasan baru berdasarkan pikiran sendiri, 3) berani menyampaikan pendapat, 4) mempunyai rasa percaya diri yang tinggi, dan 5) mempunyai sifat mandiri. Hasil penelitian menunjukkan persentase kreativitas siswa pada siklus I pembelajaran I sebesar 64,34% dan pembelajaran II meningkat menjadi 70,65%. Pada siklus II pembelajaran I, persentase naik signifikan menjadi 82,39% dan mencapai puncaknya pada pembelajaran II sebesar 92,39%. Dampak dari penelitian ini membuktikan bahwa model PjBL secara efektif dapat memperbaiki kualitas pembelajaran, meningkatkan antusiasme, serta sukses meningkatkan kreativitas siswa kelas V SD Negeri Kanigoro 1 Gunungkidul.
Efektivitas Evaluasi Pembelajaran Menggunakan Quizizz Pada Pembelajaran Biologi (Studi Kasus Mahasiswa PGSD) Tiara Yuliarsih; Sabarudin; Retno Utaminingsih
Synergy: Journal of Collaborative Sciences Vol. 1 No. 1 (2025): Governance, Education, and Socio-Political Dynamics in Contemporary Society
Publisher : Yayasan Penelitian dan Pengabdian Masyarakat Sisi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69836/synergy.v1i1.25

Abstract

Evaluasi pembelajaran yang monoton dan konvensional sering membuat peserta didik kurang termotivasi, terutama dalam pembelajaran Biologi yang memerlukan pemehaman konsep mendalam. Quizizz sebagai platform game-based learning hadir sebagai solusi evaluasi yang interaktif dan menyenangkan. Penelitian ini bertujuan untuk mengetahui efektivitas penggunaan aplikasi Quizizz sebagai alat evaluasi pembelajaran Biologi pada mahasiswa PGSD Semester 2B di Universitas Sarjana wiyata Taman siswa Yogyakarta. Penelitian menggunakan pendekatan kuantitatif dengan desain Pre-Experimental berupa One-Group Pretest-Posttest yang melibatkan 20 mahasiswa. Data dikumpulkan melalui tes pilihan ganda pada pretest dan posttest untuk mengukur hasil belajar sebelum dan setelah penerapan Quizizz sebagai media evaluasi. Hasil penelitian menunjukkan peningkatan signifikan pada performa akademik mahasiswa, dengan rata-rata nilai meningkat dari 64 pada pre-test menjadi 85,5 pada post-test. Tingkat ketuntasan belajar juga mengalami peningkatan dari 20% menjadi 75%. Quizizz terbukti efektif karena menyediakan lingkungan pembelajaran interaktif melalui elemen gamifikasi seperti avatar, meme, musik, dan papan peringkat yang meningkatkan motivasi intrinsik mahasiswa. Penelitian ini menunjukkan bahwa penggunaan media pembelajaran inovatif seperti Quizizz berkorelasi positif dengan peningkatan partisipasi aktif, pemahaman konseptual, dan akurasi mahasiswa dalam proses pembelajaran Biologi.
Pengembangan game edukasi pokpok: grab the garbage untuk menanamkan nilai peduli lingkungan peserta didik SD Negeri Kotagede 4 Yogyakarta Atika Puspita Dewi; Retno Utaminingsih; Murniningsih Murniningsih
Trihayu: Jurnal Pendidikan Ke-SD-an Vol 12 No 2 (2026): Trihayu: Jurnal Pendidikan Ke-SD-an
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/trihayu.v12i2.21086

Abstract

The issue found in the field shows that students still litter and do not understand how to properly sort waste. This study aims to (1) develop an educational game “PokPok: Grab the Garbage” to instill environmental care values in students of SD Negeri Kotagede 4 Yogyakarta, (2) test the feasibility of the game, and (3) describe the responses of teachers and students to the game. The research employed a Research and Development (R&D) method using the ADDIE model which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. Data were collected through structured interviews, questionnaires, and documentation. Instruments included interview guides, expert validation sheets, and user response questionnaires. The subjects were fourth-grade students, and the object of research was the “PokPok: Grab the Garbage” educational game. Quantitative data and interview results were analyzed descriptively. The results show that the game was developed through all five ADDIE stages. Media and material experts gave average feasibility scores of 4.42 and 4.54, categorized as very good. User responses averaged 4.19 (teachers) and 4.66 (students). These findings indicate that the game is feasible and effective for instilling environmental care values in an interactive and fun way.