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Media Kartu Bergambar untuk Anak Usia Dini: Apakah Memiliki Pengaruh terhadap Peningkatan Motivasi Belajar? Jasiah, Jasiah; Mayasari, Mayasari; Haniko, Paulus; Munisah, Eny; Pebriani, Ela; Apriza, Berta; Hita, I Putu Agus Dharma
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 7 No. 6 (2023)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v7i6.5599

Abstract

Motivasi merupakan salah satu faktor utama dalam menunjang hasil belajar siswa. Penelitian ini bertujuan untuk menganalisis penerapan media pembelajaran kartu bergambar dalam meningkatkan motivasi belajar anak usia dini. Dalam metode studi literatur, kami menyelidiki literatur yang relevan dengan topik ini dan mengidentifikasi temuan-temuan kunci. Hasilnya mengungkapkan bahwa media pembelajaran kartu bergambar memiliki potensi besar dalam meningkatkan motivasi belajar anak usia dini. Desain yang menarik, unsur interaktif, dan keterlibatan anak merupakan faktor penting. Faktor individu dan variasi dalam penggunaan media juga berdampak signifikan. Kerjasama antara orang tua dan pendidik menjadi penting, serta perlu ada evaluasi dan pengembangan berkelanjutan. Hasil penelitian ini memberikan pemahaman yang lebih mendalam tentang cara meningkatkan motivasi belajar anak usia dini melalui media pembelajaran kartu bergambar.
Pendampingan Pengembangan Bahan Ajar Berbasis Digital untuk Meningkatkan Kompetensi Guru Sekolah Dasar Yasinta Mahendra; Rohmani; Berta Apriza; Runa Iqlima Nur Azizah; Ardiansyah
Jurnal Abdimas Nusantara Vol 2 No 01 (2025): JANU Edisi Januari
Publisher : PT Ruang Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70294/chhv4f59

Abstract

Kegiatan ini bertujuan untuk meningkatkan kompetensi guru sekolah dasar dalam mengembangkan bahan ajar berbasis digital melalui program pendampingan yang komprehensif. Dalam era digitalisasi pendidikan, kemampuan guru dalam memanfaatkan teknologi menjadi sangat penting untuk menciptakan proses belajar mengajar yang lebih interaktif, efektif, dan relevan dengan kebutuhan zaman. Program ini tidak hanya fokus pada pemberian materi teknis, tetapi juga menekankan pada pemahaman mendalam mengenai manfaat dan cara mengintegrasikan teknologi ke dalam pembelajaran sehari-hari. Kegiatan pendampingan dilakukan di SDN 6 Mulang Maya Kecamatan Kotabumi Selatan, melibatkan beberapa guru sebagai peserta. Metode yang digunakan dalam program ini mencakup pelatihan intensif mengenai penggunaan perangkat lunak pengembangan bahan ajar, pendampingan personal dalam penerapan teknologi tersebut, serta evaluasi untuk mengukur kemajuan kompetensi guru. Hasil kegiatan menunjukkan adanya peningkatan signifikan dalam kemampuan guru menggunakan teknologi, terutama dalam hal pembuatan bahan ajar yang lebih menarik dan sesuai dengan kebutuhan siswa. Tidak hanya meningkatkan keterampilan teknis, program ini juga berhasil membangun kepercayaan diri guru dalam mengimplementasikan bahan ajar digital di kelas. Guru merasa lebih siap menghadapi tantangan pendidikan modern dan mampu menciptakan lingkungan belajar yang lebih menarik dan partisipatif bagi siswa. Ini juga memberikan dampak positif pada keterlibatan siswa dalam pembelajaran, yang menjadi lebih aktif berkat penggunaan bahan ajar yang interaktif.
The Effectiveness of Educational Games in Mathematics Learning in Elementary Schools: A Systematic Literature Review Dita Ayu Apriani; Yasinta Mahendra; Berta apriza
MIMBAR PGSD Undiksha Vol. 13 No. 1 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v13i1.91722

Abstract

Mathematics as one of the basic subjects, has a crucial role in students' cognitive development. However, students often find it difficult to interpret abstract mathematical concepts. The main purpose of this systematic literature review is to examine in depth the effectiveness of using educational games in mathematics learning in elementary schools. The research method used in this article is the Systematic Literature Review (SLR) with the Prisma approach. The results of the study show that during the 2020-2024 period, the integration of educational games in mathematics learning made a positive contribution to students' cognitive development. Educational games not only develop students' academic achievements in the short term, but also help them improve their critical thinking skills, collaboration, and creativity that are useful for life. Based on the results and discussion, it can be concluded that the use of educational games has proven to be effective in mathematics learning in elementary schools. Educational games are able to change the perspective of mathematics learning from being initially difficult to being easier. Therefore, it is recommended for educators to use educational games appropriately in the learning process in the classroom, especially mathematics learning. The implications of this study will provide a comprehensive synthesis of evidence and direct future research on how educational games affect mathematics learning.
The Effectiveness of Using the Make-A- Match Learning Model in Improving Mathematics Learning Outcomes in Elementary Schools: A Systematic Literature Review Hani Savitriana; Berta Apriza; Darwanto
MIMBAR PGSD Undiksha Vol. 13 No. 1 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v13i1.92313

Abstract

Mathematics learning at the elementary school level plays a crucial role in developing students’ logical thinking, analytical skills, and problem-solving abilities to prepare them for future challenges. This study aims to analyze the effectiveness of the Make a Match learning method in enhancing mathematics learning outcomes through a systematic literature review approach. The method employed is a Systematic Literature Review (SLR) that analyzes various relevant empirical studies. The results indicate that the implementation of the Make a Match model significantly improves student motivation, active participation, and academic achievement in mathematics, as reflected in the increased average scores and mastery levels. The citation distribution shows fluctuations, peaking at 55% in 2021 and declining to 7% in 2024, despite the number of publications reaching 273 articles in 2024, indicating high research productivity and potential for increased citation impact in the future. The findings suggest that the Make a Match learning model can serve as an innovative alternative to optimize mathematics learning processes in elementary schools while supporting the development of 21st-century skills among students. Therefore, the Make a Match model is recommended as an effective strategy to improve mathematics learning outcomes at the elementary education level.
The Effectiveness of Wordwall Interactive Media in Teaching Mathematics in Elementary School: A Systematic Literature Review Mirna Dewi; Berta Apriza; Karsoni Berta Dinata
MIMBAR PGSD Undiksha Vol. 13 No. 1 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v13i1.92352

Abstract

The low mathematics learning outcomes in elementary schools remain a significant issue in education, often caused by the lack of engaging and effective instructional media that can enhance students' interest and understanding. The use of interactive digital media such as Wordwall is believed to offer an innovative alternative for improving learning quality. This study aims to analyze the effectiveness of Wordwall as an interactive learning medium in enhancing elementary school students' mathematics learning outcomes and to evaluate the factors influencing its success. A systematic literature review (SLR) method was employed by examining 2,530 articles obtained through Google Scholar within the 2020–2024 period, which were narrowed down to 10 primary articles for in-depth analysis. Thematic analysis was used to identify relevant findings and patterns. The results indicate that Wordwall significantly improves students' mathematics learning outcomes, simplifies abstract concepts, and encourages active student participation through engaging learning activities. The successful implementation of this media is influenced by teachers' skills in designing Wordwall-based learning activities, students' engagement levels, and the integration of the media into various instructional strategies. This study concludes by recommending Wordwall as an effective technology-based interactive learning medium to improve mathematics learning outcomes in elementary education, while emphasizing the importance of instructional design, teachers’ digital competencies, and students' characteristics.
Integration of Game-Based Learning to Strengthen the Pedagogic Competence of Digital Literacy of PGSD Students in the Era of Digital Transformation: A Systematic Literature Review Mirdan Kurniawan; Berta Apriza; Rohmani; Yasinta Mahendra; Bunga Adelia
Journal for Lesson and Learning Studies Vol. 8 No. 3 (2025): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jlls.v8i3.103049

Abstract

The paradigm shift in education due to digital transformation requires prospective elementary school teachers to have adequate digital pedagogical competencies in order to create relevant learning experiences. However, various findings show that teacher education programs are still limited in integrating innovative approaches, resulting in a gap between graduates' abilities and the needs of 21st-century learning practices. This study aims to critically analyze, evaluate the effectiveness, and synthesize various models and strategies for integrating Game-Based Learning (GBL) in strengthening the digital literacy pedagogical competencies of elementary school teacher education students. The method used is a Systematic Literature Review (SLR) with PRISMA guidelines, through a review of ten empirical articles published in the 2020–2024 period. The results of the analysis show that GBL and gamification can increase motivation, positive attitudes, and mastery of techno-pedagogical content knowledge (TPACK) among prospective teachers. Student involvement as game designers proved to be more effective than theory-based learning alone. The main obstacles to the implementation of GBL include limited resources, infrastructure, and training. The implications of this research emphasize the need for a shift in teacher education curricula towards more practical, participatory, and design-oriented learning models, while encouraging policymakers to strengthen institutional support for teacher competency development in the digital age.
Student Participation of The Teaching Campus Program in an Effort to Increase Children's Interest in Reading Through The Reading Literacy Movement at SDN 2 Pujokerto Defri Ahmad Muhklis; Elizar Elizar; Berta Apriza
Eduvest - Journal of Universal Studies Vol. 4 No. 3 (2024): Journal Eduvest - Journal of Universal Studies
Publisher : Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/eduvest.v4i3.1094

Abstract

This research aims to analyze student participation in the Teaching Campus program in an effort to increase children's interest in reading through the reading literacy movement at SDN 2 Pujokerto. The Class 4 Teaching Campus program is a continuation of the previous classes of the Teaching Campus program, namely classes 1, 2 and 3. The background to this research arises from the phenomenon of declining interest in reading among elementary school children caused by technological developments and lack of access to interesting and age-appropriate reading books. The Teaching Campus Program is one of the initiatives launched by the government in order to improve the quality of education in remote, outermost and disadvantaged areas (3T), especially in terms of children's interest in reading. This research uses qualitative research methods with descriptive analysis and direct observation results in the field. The participants in this research included students participating in the Teaching Campus program, teachers at SDN 2 Pujokerto. The results of the research show that student participation has significantly increased students' interest in reading at SDN 2 Pujokerto. This is demonstrated through creative activities carried out such as the Reading Corner Literacy Activity, visiting the library and making school posters. In addition, there is increased access to reading books that are interesting and suitable for children. This research has the implication that collaboration between universities and schools through programs such as the Teaching Campus can be an effective solution in overcoming the problem of children's interest in reading.
Optimalisasi Pemanfaatan Aplikasi Canva dalam Pengembangan Bahan Ajar Digital di SDN 6 Mulang Maya Rohmani; Yasinta Mahendra; Berta Apriza; Runa Iqlima; Ardiasyah
Jurnal Abdimas Nusantara Vol. 2 No. 02 (2025): JANU Edisi Juli
Publisher : PT Ruang Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70294/nvtmrz64

Abstract

The rapid development of information technology requires teachers to transform from mere information providers into creative facilitators capable of designing digital learning experiences. However, teachers at SDN 6 Mulang Maya still face challenges in developing digital teaching materials due to limited technical skills and a lack of adequate training. This community service project aims to enhance teachers' competence in utilizing the Canva application as an instrument for developing interactive, engaging, and relevant digital teaching materials. The implementation method consisted of three main stages: planning (needs assessment), implementation (workshops and direct demonstrations), and evaluation and monitoring. The participants included 8 teachers from SDN 6 Mulang Maya. The results indicated a significant improvement in teachers' understanding and practical skills in operating Canva features, ranging from template utilization to interactive graphic element design. Based on the evaluation results, 80% of participants were able to independently design digital teaching materials ready for classroom implementation. In conclusion, this intensive mentoring program effectively increased teachers' confidence and digital competence, which is expected to foster a more innovative learning environment and boost students' learning motivation in the digital era.
PENERAPAN MEDIA GAME KAHOOT TERHADAP HASIL BELAJAR MATEMATIKA DiSEKOLAH DASAR: SYSTEMATIC LITERATURE REVIEW Widya Pratiwi Nawawi; Berta Apriza; Purna Bayu Nugroho
Journal for Lesson and Learning Studies Vol. 8 No. 2 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jlls.v8i2.92261

Abstract

Many students experience difficulties and show low interest in learning mathematics. One possible solution to enhance students’ motivation and engagement is the use of interactive quiz-based game media such as Kahoot. This study aims to analyze the effectiveness of Kahoot in improving elementary school students’ mathematics learning outcomes. The method employed is a systematic literature review by examining scholarly articles published between 2020 and 2024, obtained through Google Scholar searches. From a total of 18,700 articles identified, a screening process based on inclusion criteria was conducted, resulting in 10 articles selected for review. Data were analyzed using a descriptive qualitative approach. The findings indicate that Kahoot is effective in strengthening the understanding of basic mathematical concepts and increasing students’ learning motivation. However, several limitations were identified, including unequal access to technology and students’ tendency to focus more on competition rather than comprehension of the material. Overall, the implementation of Kahoot creates enjoyable and interactive learning experiences, contributing positively to the improvement of mathematics learning outcomes. The implications of this study highlight that integrating interactive digital media into the learning process can enrich teaching strategies, although challenges related to technology access need to be addressed in future implementations.
Peran Asistensi Mengajar Dalam Studi Etnografi Pelatihan Membatik: Upaya Pelestarian Budaya Lokal Di Sds Soekarno Hatta Pada Peringatan Hari Batik Nasional Berta Apriza; Sogol Rismawan; Jhovin Trio Fikas; Afifah Afifah; Diana Franikawati; Widya Lestari; Devy Aulia Saputri
Jurnal Pengabdian Masyarakat Vol. 3 No. 2 (2026): Jurnal Pengabdian Masyarakat
Publisher : Universitas Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59963/2026.v3i2/565/5/juramas

Abstract

Batik training is one of the efforts to preserve local culture, which can be introduced to elementary school students from an early age. This study aims to analyze the role of the Teaching Assistance program from Universitas Muhammadiyah Kotabumi in implementing tie-dye batik activities based on an ethnographic study at SDS Soekarno Hatta during the National Batik Day celebration. The research method used was qualitative descriptive with a case study approach, involving four sixth-grade classes, interviews with teachers and students, as well as audiovisual documentation during the activities. The results show that students were actively and enthusiastically involved in every stage of the training, from tying techniques to fabric dyeing, which enhanced their creativity and understanding of local culture. The students gained hands-on experience in teaching and applying an ethnographic approach, while teachers were inspired to integrate cultural learning into the curriculum. In conclusion, the collaboration between the university and elementary school through the teaching assistance program is effective in preserving local culture while developing students’ skills and character