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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.
EFEKTIVITAS POJOK BACA TERHADAP KEMAMPUAN LITERASI BACA TULIS SISWA KELAS I SEKOLAH DASAR Saputri, Mevi; Alfi Laila; Fiona Avisa Melita; Teresa Alfi Khusnayain
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 2 (2026): Volume 11 No. 02, Juni 2026.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i2.47686

Abstract

This study aims to determine the effectiveness of the reading corner in improving the reading and writing literacy skills of first-grade students at SDN Karangrejo 2. Reading and writing literacy are essential basic skills for elementary school students because they serve as the foundation for learning across various subjects. The low interest in reading among students indicates the need for improvement through engaging and appropriate learning strategies. One effort to address this issue is the implementation of a reading corner in the classroom as a learning facility that supports students’ reading habits from an early age. This study employed a quantitative approach using a pre-experimental method with a one-group pretest-posttest design. The subjects of the study were 30 first-grade students at SDN Karangrejo 2. Data collection was conducted through pretest and posttest assessments of students’ reading and writing literacy skills. Data analysis used the N-Gain test, normality test, homogeneity test, and Wilcoxon Signed Rank Test to determine differences in students’ abilities before and after the treatment. The results showed that the average pretest score was 77.5, while the average posttest score increased to 95. The N-Gain test result was 0.8, categorized as high, with an effectiveness percentage of 80%, which falls into the effective category. Furthermore, the Wilcoxon Signed Rank Test showed a significance value of 0.000 < 0.05, indicating a significant difference in students’ literacy skills before and after the implementation of the reading corner. Therefore, it can be concluded that the reading corner is effective in improving the reading and writing literacy skills of first-grade students at SDN Karangrejo 2.
PENGEMBANGAN MEDIA PEMBELAJARAN CONGKLAK BILANGAN UNTUK MENINGKATKAN LITERASI NUMERASI SISWA KELAS III SDN KLEPEK Astrit Septiana Nabilla; Alfi Laila; Agus Budianto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Processed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61095

Abstract

The low numeracy literacy ability of students in the number division material shows the need for learning media innovations that are able to provide concrete and meaningful learning experiences. This research aims to develop a learning media for Congklak Numbers (COLA) to improve the numeracy literacy of grade III students of SDN Klepek. The research uses the Research and Development (R&D) method with the ADDIE model which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consisted of one classroom teacher and 40 grade III students of SDN Klepek. The research instruments include interview guidelines, observation sheets, expert validation sheets, teacher and student response questionnaires, and numeracy ability tests. The data was analyzed descriptively, qualitatively and quantitatively using percentage analysis to measure validity and practicality, as well as a paired sample t-test to determine the effectiveness of the media. The results of the study showed that the Congklak Numbers (COLA) media obtained a validity level of 98% from material experts and 86% from media experts with a very valid category. The practicality of the media obtained a percentage of 96% of teachers and 97% of students in the limited trial, as well as 95% of teachers and 94% of students in the broad trial with the very practical category. The results of the effectiveness test showed an increase in the average score of students from 65 to 93 in the limited trial and from 63 to 91 in the large trial with a significance value of 0.001 (p<0.05). Thus, the Congklak Numbers (COLA) media is declared valid, practical, and effective so that it is suitable for use as a mathematics learning medium to improve students' numeracy literacy in elementary school grade III number division material