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PENGEMBANGAN MEDIA INTERAKTIF GAMSUYA BERBASIS WORDWALL DAN CANVA MAPEL IPAS DI SD Yulianti Yulianti; Mustamiroh Mustamiroh; Iksam Iksam; Tri Wahyuningsih
JURNAL EDUCATION AND DEVELOPMENT Vol 12 No 3 (2024): Vol 12 No 3 September 2024
Publisher : Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/ed.v12i3.6341

Abstract

Perkembangan teknologi di era society 5.0 khususnya dalam proses pembelajaran guru dapat memvariasikan dengan memanfaatkan permainan namun tidak menghilangkan tujuan belajar. Penelitian ini bertujuan untuk menjelaskan proses pengembangan media, kelayakan media, dan keefektifan dari media interaktif GAMSUYA berbasis wordwall dan canva. Penelitian ini menggunakan jenis penelitian Research & Development (R&D) dengan model pengembangan 4D yang terdiri dari empat tahap, yaitu pendefinisian (define), perancangan (design), pengembangan (development), dan penyebarluasan (dissemination). Subjek penelitian adalah siswa kelas IV SDN 004 Samarinda Ulu dan objeknya adalah media interaktif GAMSUYA yang dikembangkan. Teknik pengumpulan data menggunakan observasi, wawancara, dan angket. Teknik analisis data menggunakan analisis data deskriptif kuantitatif. Temuan penelitian adalah sebagai berikut: (1) menghasilkan produk yang bernama GAMSUYA, yakni permainan wordwall yang dikombinasikan dengan canva dan disajikan dalam bentuk link; (2) media interaktif GAMSUYA telah memenuhi kriteria kelayakan (kelayakan ahli materi sebesar 93% dan kelayakan ahli media sebesar 89%); (3) media interaktif GAMSUYA telah memenuhi kriteria keefektifan (keefektifan respon peserta didik sebesar 90% dan keefektifan respon guru sebesar 89%). Media interaktif GAMSUYA yang dikembangkan telah memenuhi aspek kelayakan dan keefektifan yang diperuntukkan bagi guru untuk menggunakan media ini untuk siswa kelas IV SDN 004 Samarinda Ulu pada materi keberagaman suku dan budaya di Indonesia.
The Effect of Contextual Teaching and Learning Model on Students’ Critical Thinking Skills in Class V Science and Technology Subjects Mustamiroh Mustamiroh; Nur Isnania; Tri Wahyuningsih; Iksam Iksam; Ramli Buhari
Edumaspul: Jurnal Pendidikan Vol 9 No 2 (2025): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v9i2.8773

Abstract

This study is based on the lack of critical thinking skills of class V students of SDN 004 Samarinda Ilir. One of the skills needed by students is the ability to think critically in learning. However, the learning model in schools that is less varied is still often applied by teachers, so that students' abilities are not optimally developed, especially in the subject of science and natural sciences. The purpose of this study was to determine the effect of the Contextual Teaching and Learning (CTL) learning model on students' critical thinking skills in the subject of science and natural sciences of Class V SDN 004 Samarinda Ilir in the 2024/2025 academic year. This type of research uses a quantitative method with an experimental research type. The design used is Quasi Experimental with the Nonequivalent Control Group Design model. The study population consisted of all class V students of SDN 004 Samarinda Ilir, with a sample size of 56 people divided into control classes and experimental classes. The instruments used included 16 multiple-choice questions as test instruments, as well as documentation of learning activities as non-test instruments. The data analysis techniques applied include normality test, homogeneity test, and hypothesis test with Independent Sample t-test, because the research data is normally distributed and homogeneous, and N-Gain Test. The results of the hypothesis test research using the Independent Sample t-test showed a Sig. (2-tailed) value of 0.000 for the experimental and control classes. Based on the Independent Sample t-test decision-making criteria, if the Sig. (2-tailed) value <0.05 then H0 is rejected and H1 is accepted, so there is an influence of the Contextual Teaching and Learning (CTL) learning model on students' critical thinking skills in the science subject of class V SDN 004 Samarinda Ilir in the 2024/2025 academic year. The increase in critical thinking skills in the experimental group was 0.36 and was included in the moderate category.
Peningkatan Hasil Belajar Pendidikan Pancasila Materi Keragaman Budaya Menggunakan Media Baamboozle pada Siswa Kelas IV di Sekolah Dasar Wahyuni Agustin; Iksam Iksam; Rosita Putri Rahmi Haerani; Mustamiroh Mustamiroh
Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Vol. 5 No. 3 (2025): Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 2025 (3)
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jppi.v5i3.1780

Abstract

Rendahnya nilai yang diperoleh siswa kelas IV SDN 008 Sungai Kunjang dalam pelajaran Pendidikan Pancasila dikarenakan minimnya pemanfaatan media pembelajaran yang efektif. Penelitian ini bertujuan untuk menilai seberapa efektif penggunaan media Baamboozle dalam meningkatkan hasil belajar siswa pada pelajaran Pendidikan Pancasila khususnya materi keragaman budaya. Metode yang digunakan adalah penelitian tindakan kelas (PTK). Pengumpulan data melalui observasi, tes dan dokumentasi. Indikator keberhasilan ditunjukkan dari peningkatan hasil tes formatif pada setiap akhir pertemuan. Teknik analisis data menggunakan rata-rata, persentase dan grafik. Penelitian dilakukan dalam dua siklus, dimana setiap siklus terdiri dari empat tahap: perencanaan, pelaksanaan, pengamatan dan refleksi. Hasil penelitian menunjukkan adanya peningkatan nilai rata-rata siswa dari 66,80 pada kondisi awal menjadi 74,46 di siklus pertama, dengan peningkatan hasil belajar sebesar 11,47% dan tingkat ketuntasan sebesar 71,43%. Pada siklus kedua, rata-rata nilai meningkat menjadi 82,14, dengan peningkatan hasil belajar sebesar 22,96% dan tingkat ketuntasan mencapai 85,71%. Dengan demikian dapat disimpulkan bahwa penggunaan media Baamboozle secara signifikan efektif dalam meningkatkan hasil belajar siswa pada pelajaran Pendidikan Pancasila khususnya materi keragaman budaya.
PENGEMBANGAN MENIMBA (MEDIA INTERAKTIF IMBUHAN BAHASA) MATERI IMBUHAN KELAS V SD Sheyla Tiara; Hety Diana Septika; Erna Suhartini; Mustamiroh Mustamiroh
Jurnal Basataka (JBT) Vol. 8 No. 2 (2025): Desember 2025
Publisher : Prodi Pendidikan Bahasa dan Sastra Indonesia, Universitas Balikpapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36277/basataka.v8i2.956

Abstract

Bahasa Indonesia merupakan alat komunikasi utama masyarakat Indonesia yang sebaiknya digunakan sesuai kaidah kebahasaan, termasuk penggunaan imbuhan. Namun, peserta didik masih mengalami kesulitan dalam memahami imbuhan karena menganggap pembelajaran imbuhan tidak menarik dan membosankan. Hal ini disebabkan oleh kurangnya pemanfaatan media pembelajaran. Oleh karena itu, diperlukan media pembelajaran interaktif yang dapat meningkatkan minat dan keterlibatan aktif peserta didik dalam belajar imbuhan. Tujuan dari penelitian ini adalah untuk mengetahui proses pengembangan, tingkat kelayakan, dan tingkat kepraktisan MENIMBA di kelas V SD. Metode penelitian yang digunakan yaitu Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Penelitian ini melibatkan 1 pendidik dan 22 peserta didik kelas V A SD Negeri 018 Samarinda Ulu. Teknik pengumpulan data dilakukan melalui wawancara dan angket. Hasil validasi menunjukkan bahwa MENIMBA termasuk dalam kategori “Sangat Layak” dengan tingkat kelayakan 94% dari validasi ahli media dan 92,85% dari validasi ahli materi. Respon peserta didik termasuk dalam kategori “sangat praktis” dengan persentase sebesar 96% dari uji coba skala kecil dan 91,02% dari uji coba skala besar. Selain itu, hasil uji coba guru mendapat persentase sebesar 100%. Dengan demikian MENIMBA dinyatakan layak dan praktis digunakan dalam pembelajaran imbuhan.
The Effect of Problem-Based Learning (PBL) through a Deep Learning Approach on Cognitive Learning Outcomes in Science and Social Studies (IPAS) at Elementary School Putri Ferinda; Mustamiroh Mustamiroh; Taufik Hidayat; Iksam Iksam
Edunesia : Jurnal Ilmiah Pendidikan Vol. 7 No. 2 (2026)
Publisher : Research, Training and Philanthropy Institution Natural Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51276/edu.v7i2.1653

Abstract

The low optimization of science and social studies (IPAS) learning outcomes in elementary schools indicates the need for more meaningful and contextual learning models. This study aimed to analyze the effect of the Problem-Based Learning (PBL) model, using a Deep Learning approach, on fourth-grade students' cognitive learning outcomes. A quantitative, quasi-experimental design was employed. The research subjects comprised 54 students, divided into experimental and control groups. Data were collected using validated and reliable pretest and posttest instruments and analyzed using descriptive statistics, normality and homogeneity tests, N-Gain calculations, and an Independent Samples t-test. The results showed that the experimental class mean score increased from 42.41 to 66.39, while the control class improved from 45.00 to 63.15. The N-Gain score of 0.29 was categorized as low to moderate. Hypothesis testing yielded a p-value of 0.498 (>0.05), indicating no significant difference between the groups. However, the Deep Learning-based PBL model demonstrated a tendency to improve cognitive learning outcomes and has potential for sustainable classroom implementation.
DESIGNING AN ESD-INTEGRATED DIGITAL LEARNING ENVIRONMENT FOR ENHANCING SUSTAINABILITY CONSCIOUSNESS IN ELEMENTARY SCIENCE EDUCATION Miar Zakira; Erna Suhartini; Mustamiroh Mustamiroh; Muhlis Muhlis
JURNAL NALAR PENDIDIKAN Vol 13, No 2 (2025): JURNAL NALAR PENDIDIKAN
Publisher : Lembaga Penelitian Mahasiswa Penalaran UNM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jnp.v13i2.76525

Abstract

The current digital era demands that education continually keep pace with technological advances. One area that can be developed is a digital module, also known as an e-module. A digital module is a collection of non-printed, computer-based learning resources designed and used efficiently for classroom teaching. Differentiated learning is urgently needed to support current learning in accordance with sustainable education, which aligns with the 2030 SDGs agenda related to Education for Sustainable Development (ESD). This study employs a Research and Development (R&D) approach, utilizing the ADDIE model of development. The research subjects consisted of 78 fifth-grade students from SDN 011 in Samarinda City. Data collection techniques were carried out through observation and questionnaires. Data were collected through needs analysis questionnaire sheets, student characteristics analysis questionnaire sheets, needs analysis observation sheets, media expert questionnaire sheets, material expert questionnaire sheets, student response questionnaire sheets, teacher response questionnaire sheets, and sustainable awareness questionnaire sheets. Validation results showed the media was highly suitable, with scores of 93.2% from material experts, 87.8% from media experts, 88.82% from teacher responses, and 93.3% from student responses. Researchers recommend that module developers consider Canva's various features when developing digital modules to make them more engaging and innovative. Future researchers are expected to integrate ESD with other learning materials and media
DESIGN AND EVALUATION OF A CONSTRUCT 3-BASED EDUCATIONAL GAME TO PROMOTE LEARNING ON SDG 7: AFFORDABLE AND CLEAN ENERGY Julietta Tsuraya Puspa Rannie; Erna Suhartini; Mustamiroh Mustamiroh; Muhlis Muhlis
JURNAL NALAR PENDIDIKAN Vol 13, No 2 (2025): JURNAL NALAR PENDIDIKAN
Publisher : Lembaga Penelitian Mahasiswa Penalaran UNM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jnp.v13i2.76639

Abstract

This research develops a Construct 3-based educational game integrated with Sustainable Development Goal 7 (Affordable and Clean Energy) for fourth-grade elementary students, with a focus on energy materials. Employing Research and Development methodology with the ADDIE model, the study involved 27 students and one teacher at SDN 007 Samarinda Ilir. The research instruments consisted of interview sheets, needs questionnaires, expert validation forms, and user response questionnaires. Expert validation yielded 92% feasibility ratings from media specialists and 89.3% from material experts, both of which were rated as "highly feasible." Small-scale trials achieved a 97% acceptance rate, while large-scale implementation scored 94% from students and 96% from teachers, confirming excellent usability and educational value. Results demonstrate the game's effectiveness in enhancing student engagement and conceptual understanding of energy topics. The media successfully bridges theoretical learning with practical sustainability awareness, fostering students' commitment to clean energy practices. This innovation provides educators with a validated tool that simultaneously achieves curriculum objectives and fosters global citizenship values through interactive learning. The game's design provides a replicable framework for integrating other SDG targets into elementary science education, addressing critical gaps in current pedagogical approaches to sustainable development education.