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EFEKTIVITAS PENGGUNAAN MEDIA WEB EDUCAPLAY BERBASIS COOPERATIVE SCRIPT PADA MATERI KERAGAMAN BUDAYA UNTUK MENINGKATKAN HASIL BELAJAR DAN MOTIVASI BELAJAR SISWA SEKOLAH DASAR Muhammad Afif Musthofa; Alfi Laila; Dilla Ananda Putri Sriadi
Jurnal Media Akademik (JMA) Vol. 3 No. 11 (2025): JURNAL MEDIA AKADEMIK Edisi November
Publisher : PT. Media Akademik Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62281/2ff8fe06

Abstract

Rendahnya hasil belajar dan motivasi siswa sekolah dasar dalam memahami materi keragaman budaya masih menjadi tantangan dalam pembelajaran tematik. Salah satu solusi yang ditawarkan adalah penggunaan media web Educaplay berbasis Cooperative Script untuk menciptakan pembelajaran yang interaktif, kolaboratif, dan bermakna. Penelitian ini bertujuan untuk mendeskripsikan proses pengembangan media web Educaplay berbasis Cooperative Script pada materi keragaman budaya untuk siswa sekolah dasar, dan menganalisis kelayakan media tersebut ditinjau dari aspek validitas, praktikalitas, dan efektivitas serta dampaknya terhadap peningkatan hasil belajar siswa. Penelitian ini menggunakan metode Systematic Literature Review (SLR) dengan menganalisis 32 artikel ilmiah yang relevan dan terpublikasi antara tahun 2015–2025. Teknik analisis dilakukan secara deskriptif kualitatif dan kuantitatif melalui proses identifikasi, seleksi, dan sintesis temuan dari berbagai sumber penelitian. Hasil penelitian menunjukkan bahwa proses pengembangan media umumnya mengikuti model ADDIE dan 4D, dengan fokus pada integrasi aktivitas kolaboratif dalam pembelajaran berbasis web. Dari aspek kelayakan, media Educaplay berbasis Cooperative Script memperoleh kategori sangat valid dan praktis, serta terbukti efektif meningkatkan hasil belajar siswa sebesar 20–35%. Secara keseluruhan, penerapan media ini mampu meningkatkan partisipasi aktif, pemahaman konsep budaya, serta sikap kerja sama dan toleransi antar siswa.
Efektivitas Game Edukatif Sebagai Media Pembelajaran untuk Meningkatkan Literasi Budaya dan Numerasi Siswa Sekolah Dasar Nur Aulia Rahmawati; Alfi Laila; Novia Rosyidatud Dalalah
Journal Scientific of Mandalika (JSM) e-ISSN 2745-5955 | p-ISSN 2809-0543 Vol. 6 No. 12 (2025)
Publisher : Institut Penelitian dan Pengembangan Mandalika Indonesia (IP2MI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/10.36312/vol6iss12pp4435-4449

Abstract

This study aims to examine the effectiveness of educational games as learning media to enhance cultural literacy and numeracy among elementary school students through a Systematic Literature Review (SLR). The review followed the PRISMA 2020 protocol and identified 21 studies that met the inclusion criteria. Using the PREC framework, the analysis mapped the population, research context, empirical evidence, and comparisons across studies. The results indicate that educational games consistently improve numeracy skills, including number sense, arithmetic operations, and problem-solving abilities. Furthermore, the integration of local cultural elements into game design enhances cultural literacy by strengthening students’ understanding of cultural symbols, local values, and contextual learning experiences. The findings also reveal several factors influencing successful implementation, such as game design quality, teacher readiness, technological infrastructure, and institutional support. Challenges arise from limited teacher competence, inadequate facilities, and technological disparities among regions. Overall, educational games demonstrate strong effectiveness as interactive and contextual learning tools aligned with 21st-century education demands.
PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS ANDROID PADA MATERI KERAGAMAN BUDAYA DI INDONESIA UNTUK PESERTA DIDIK KELAS IV SD NEGERI 1 BAJULAN Lusi Andriani; Kharisma Eka Putri; Alfi Laila
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 2025.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i4.31199

Abstract

This study was motivated by the results of observations and interviews with fourth-grade teachers, as well as survey results from teachers and students in the fourth grade, which indicated that there were issues with the use of learning media in the classroom. In the learning process, teachers primarily employed lecture-based methods and tended to rely on textbooks as teaching tools. The consequence of this issue was that most students struggled to comprehend the learning material, particularly regarding cultural diversity in Indonesia. The researcher used the Research and Development (R&D) method with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The data analysis techniques used were qualitative and quantitative methods. The product developed is an Android-based interactive multimedia. Based on expert validation, the material received a score of 96%, while the media received a score of 91% in the “Very Valid” criteria. The practicality test results from the teacher response questionnaire received a score of 94%, while the student response questionnaire received a score of 91.66%, thus meeting the “Very Practical” criteria. The results of the effectiveness test of the students' post-test scores with classical learning completeness obtained 94.44% of all students achieving scores above the minimum passing grade, with 17 students successfully obtaining a passing score, indicating that the media was “Very Effective”. The conclusion from this study is that the development of interactive multimedia based on Android for cultural diversity material in Indonesia for fourth-grade students at SD Negeri 1 Bajulan meets the criteria of validity, practicality, and effectiveness for use.
PENGEMBANGAN MULTIMEDIA INTERAKTIF DENGAN PERMAINAN ULAR TANGGA BERBANTUAN WEBSITE GENIALLY PADA MATERI OPERASI HITUNG PERKALIAN SISWA KELAS III SD NEGERI 4 BAJULAN Riska Melati; Kharisma Eka Putri; Alfi Laila
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 2025.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i4.31279

Abstract

This research is motivated by the results of a needs assessment questionnaire from a third-grade teacher at SD Negeri 4 Bajulan, which showed problems in learning mathematics on multiplication and the lack of use of interactive learning media. The purpose of this study was to determine the validity, practicality, and effectiveness of interactive multimedia with the snakes and ladders game assisted by the Genially website on the multiplication arithmetic operation material for third-grade students at SD Negeri 4 Bajulan. This development research produced an interactive multimedia product with the snakes and ladders game assisted by the Genially website. The method used for this research is R&D with the ADDIE model which consists of 5 stages, namely (1) Analysis, (2) Design, (3) Development, (4) Implementation, (5) Evaluation. Data collection techniques use questionnaires, interviews, and tests. The data analysis technique used is a Likert scale. The source of validity data is obtained from media expert questionnaires and material expert questionnaires. The source of effectiveness data is obtained from the results of the evaluation which is compared with the KKM and then sought for classical completeness. And the practicality of the media is obtained from the teacher and student practicality questionnaire. The results of the research on the Development of Interactive Multimedia with the Snakes and Ladders Game Assisted by the Genially Website are as follows: (1) Interactive Multimedia with the Snakes and Ladders Game Assisted by the Genially Website obtained a percentage score of material validation results of 100% and the results of media validation obtained a percentage score of 86% meaning it is included in the "Very Valid" criteria. (2) Interactive Multimedia with the Snakes and Ladders Game Assisted by the Genially Website is stated to be very practical and can be used directly without revision. The percentage score obtained from the practical questionnaire given by the teacher was 98%. From the practicality results obtained from the student response questionnaire, the percentage score was 95.83%, meaning it falls into the “Very Practical” criteria. (3) The effectiveness results of Interactive Multimedia with Snakes and Ladders Games Assisted by the Genially Website obtained a post-test score of 86% with the “Very Effective” criteria. Based on the results of this study, it shows that the Development of Interactive Multimedia with Snakes and Ladders Games Assisted by the Genially Website on the Multiplication Arithmetic Operation Material for Grade III Students of SD Negeri 4 Bajulan has proven to be very valid, practical, and effective. Thus, this media is declared suitable as an interactive learning aid.
PENGEMBANGAN PERANGKAT PEMBELAJARAN MENGGUNAKAN MODEL PBL DENGAN SA-TPACK PADA MATERI IPA SIKLUS AIR KELAS V DI SDN BULUSARI 3 Eva Dwi Agustina; Kharisma Eka Putri; Alfi Laila
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 2025.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i4.31407

Abstract

This article aims to develop learning tools using the PBL model with SA-TPACK on the water cycle science material for fifth-grade students of SDN Bulusari 3. The background of this study is the problem that fifth-grade students of SDN Bulusari 3 still have difficulty in understanding the water cycle material and students often get bored during the learning process. The method used is Research and Development (R&D) with the ADDIE development model which includes the stages: Analysis, Design, Development, Implementation, and Evaluation. The research instruments are interviews, validation by validator 1 and validator 2, response questionnaires, and learning outcome tests. Data analysis techniques include qualitative and quantitative analysis. The validation results show that the learning tools using the PBL model with SA-TPACK meet the criteria of Very Valid with validator 1 obtaining results of 93% and validator 2 obtaining results of 97%. The practicality of the learning tools based on the teacher response questionnaire obtained results of 92% and student responses of 94%, included in the Very Practical category. The effectiveness test shows that 89% of students achieved learning mastery with post-test scores above the KKM, included in the Very Effective category. The learning toolkit using the PBL model with SA-TPACK was declared valid, practical, and effective for use in science teaching, particularly on the air cycle. This learning toolkit can be an alternative solution to improve elementary school students' understanding and learning outcomes. Penelitian ini bertujuan untuk mengembangkan perangkat pembelajaran menggunakan model PBL dengan SA-TPACK pada materi IPA siklus air siswa kelas V SDN Bulusari 3. Latar belakang penelitian ini adalah permasalahan bahwa siswa kelas V SDN Bulusari 3 masih mengalami kesulitan dalam memahami materi siklus air dan siswa sering bosan selama pembelajaran berlangsung. Metode yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi tahapan: Analysis, Design, Development, Implementation, dan Evaluation. Instrumen penelitian berupa wawancara, validasi oleh validator 1 dan validator 2, angket respon, serta tes hasil belajar. Teknik analisis data meliputi analisis kualitatif dan kuantitatif. Hasil validasi menunjukkan bahwa perangkat pembelajaran menggunakan model PBL dengan SA-TPACK memenuhi kriteria Sangat Valid dengan diperoleh hasil validator 1 93% dan validator 2 diperoleh hasil 97%. Kepraktisan perangkat pembelajaran berdasarkan angket respon guru memperoleh hasil 92% dan respon siswa 94%, termasuk dalam kategori Sangat Praktis. Uji keefektifan menunjukkan bahwa diperoleh 89% siswa mencapai ketuntasan belajar dengan nilai post-test di atas KKM, termasuk dalam kategori Sangat Efektif. Perangkat pembelajaran menggunakan model PBL dengan SA-TPACK dinyatakan valid, praktis, dan efektif untuk digunakan dalam pembelajaran IPA, khususnya pada materi siklus air. Perangkat pembelajaran ini dapat menjadi alternatif solusi dalam meningkatkan pemahaman dan hasil belajar siswa sekolah dasar.
Efektivitas Penggunaan Multimedia Pembelajaran dalam Meningkatkan Kemampuan Literasi Membaca dan Menulis Siswa Sekolah Dasar: Systematic Literature Review Muhammad Adib Syahrul Lutfi; Alfi Laila; Mochamad Iqbal Ardiansyah
Journal on Education Vol. 8 No. 2 (2025): Journal on Education: Volume 8 Nomor 2 Desember - Februari 2026
Publisher : Mathematics Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v8i2.8872

Abstract

Rendahnya kemampuan literasi membaca dan menulis siswa sekolah dasar di Indonesia menjadi masalah krusial yang dipicu oleh pembelajaran konvensional yang monoton. Multimedia pembelajaran diteliti sebagai solusi strategis untuk mengatasi masalah ini dengan penyajian materi yang lebih interaktif dan multi-sensori. Penelitian ini bertujuan untuk: (1) mensintesis bukti efektivitas penggunaan multimedia pembelajaran terhadap kemampuan literasi membaca dan menulis siswa SD, dan (2) mengidentifikasi karakteristik multimedia yang paling berpengaruh. Metode penelitian menggunakan Tinjauan Literatur Sistematis (SLR) dengan kerangka kerja PRISMA 2020. Data diidentifikasi dari database Google Scholar (2015-2025) dan disaring melalui tiga tahapan. Dari 108 artikel awal, 20 studi eksperimental dianalisis. Hasil sintesis menunjukkan bahwa: (1) multimedia pembelajaran (seperti video, Canva, Wordwall) terbukti efektif secara signifikan dalam meningkatkan kemampuan literasi, dengan dampak terkuat pada aspek pemahaman membaca, dan (2) karakteristik yang paling efektif melibatkan platform interaktif yang praktis dan media berbasis narasi. Disarankan bagi pendidik untuk mengintegrasikan multimedia yang dirancang dengan baik, dan bagi peneliti selanjutnya untuk mengeksplorasi dampak jangka panjangnya.