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The use of Wayang-Based Media to Enhance Javanese Language Literacy among Madrasah Ibtidaiyah Students Risyanti Risyanti; Joko Sulianto; Ngatmini Ngatmini
Alinea: Jurnal Bahasa, Sastra dan Pengajaran Vol. 6 No. 2 (2026): Alinea: Jurnal Bahasa, Sastra, dan Pengajaran
Publisher : Bale Literasi: Lembaga Riset, Pelatihan & Edukasi, Sosial, Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58218/alinea.v6i2.3424

Abstract

This study aims to describe the use of wayang media as a local culture-based strategy in improving the Javanese reading skills of second-grade students at MI Salafiyah Ngalian Tirto Pekalongan. This study is motivated by the low reading skills of students, especially in the aspects of pronunciation, fluency, intonation, and comprehension of reading content, so that concrete, interesting learning media are needed and are in accordance with the characteristics of elementary school students. This study uses a qualitative descriptive approach with a case study design with 66 research subjects, namely classes 2A and 2B. Data collection was carried out through observation, reading tests, interviews, and documentation during three meetings, while data analysis was carried out through data reduction, data presentation, and drawing conclusions using triangulation techniques. The results of the study indicate that the use of wayang media can create an active, fun, interactive, and contextual learning atmosphere. Students who learn using wayang media show a tendency to have better reading skills than students who learn without wayang media. Wayang media also increases students' attention, courage, participation, and enthusiasm in learning Javanese. Thus, wayang media can be an effective alternative learning media to improve Javanese reading skills while strengthening local cultural literacy in elementary school students.
Analisis Penerapan Metode Field Trip dalam Pembelajaran Teks Deskripsi Kelas VII SMP Negeri 3 Gemuh: Analysis of the Application of the Field Trip Method in Descriptive Text Learning for Class VII of SMP Negeri 3 Gemuh Eva Nadia Ariani; Ngatmini Ngatmini; Agus Wismanto
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 6 No. 01 (2026): Research Articles, April 2026
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v6i01.8305

Abstract

This research is motivated by students' low ability to transform visual objects into specific written diction in descriptive text learning. So far, learning has tended to be abstract and centered on textbooks, making it difficult for students to describe objects in detail, concretely, and meaningfully. This study aims to analyze the application of the field trip method in descriptive text learning for seventh-grade students of SMP Negeri 3 Gemuh. The study used a descriptive qualitative method. Data were collected through participatory observation, in-depth interviews with Indonesian language teachers and students, and analysis of student work. The results showed that the field trip method significantly increased students' sensory involvement, as students wrote based on direct observation rather than abstract imagination. This condition affects the quality of descriptive text, particularly the richness of diction, the accuracy of details, and students' ability to use the five senses in writing. Students also appeared more active and enthusiastic, and found ideas more easily during the learning process. From the teacher's perspective, this method helps students compose descriptions more coherently and contextually. However, its implementation still faces obstacles in time management and classroom control. These obstacles can be minimized by using structured Student Worksheets (LKS) as observation guides. Thus, the field trip method has proven effective in improving the quality of learning in descriptive text.
Implementasi Media Wordwall dalam Pembelajaran Teks Biografi Kelas X-7 SMA Negeri 11 Semarang: Implementation of Wordwall Media on Learning Biography of SMA Negeri 11 Semarang Laviolla Putri Mahendra; Ngatmini Ngatmini
Transformatika: Jurnal Bahasa, Sastra, dan Pengajarannya Vol. 9 No. 4 (2025): TRANSFORMATIKA: JURNAL BAHASA, SASTRA, DAN PENGAJARANNYA
Publisher : Universitas Tidar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31002/transformatika.v9i4.1739

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Education is an activity carried out by adults consciously and responsibly towards children with the aim of creating interactions that influence students so they can adapt to their environment. Learning is an essential process for every individual. In learning situations, teachers are responsible for creating a fun learning environment and actively involving students. The activeness of learning participants is influenced by various things, including teacher creativity in using learning methods. One solution to increase students' active learning is to use learning media, such as wordwall. Wordwall is a web-based educational game platform that teachers can use to create quizzes and interactive games in the learning process. The use of wordwall is expected to make learning more interesting, increase student participation, and enrich the learning experience. The aim of this research is to observe the level of activity of class X-7 students after implementing wordwall media in learning Biographical Texts at SMA Negeri 11 Semarang. By focusing on the use of wordwall, this research will explain the impact of this media on students' participation and active learning. The research method used is descriptive qualitative which aims to describe events that occur in learning biographical texts in class X-7. Data was collected through observation, interviews and documentation from class X-7 students. This research used a purposive sampling technique in taking samples so that one class sample was selected based on class division during PPL I activities. The results of the research showed that there was an impact of implementing wordwall media for students in class X-7, namely students looked active, enthusiastic, able to answer questions asked by the teacher, and the class felt fun.
Analisis Strategi Intervensi Anak Disleksia pada Usia Dini dalam Implementasi Kurikulum Merdeka Isna Naeli Saida; Wawan Shokib Rondli; Much Arsyad Fardhani; Ngatmini; Irwan Soulisa
Journal Prakarsa Paedagogia Vol. 9 No. 1 (2026): June 2026
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/jpp.v9i1.16537

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Disleksia adalah gangguan belajar spesifik yang dapat diidentifikasi sejak dini melalui kesulitan dalam perkembangan bahasa dan literasi awal. Pendidikan anak usia dini memainkan peran strategis dalam deteksi dini dan intervensi bagi anak-anak yang berisiko mengalami disleksia. Sejalan dengan implementasi Kurikulum Mandiri, yang menekankan pembelajaran berpusat pada anak dan diferensiasi, guru PAUD dituntut untuk mampu merancang strategi intervensi yang adaptif dan kontekstual. Penelitian ini bertujuan untuk menganalisis strategi intervensi yang diterapkan pada anak usia 3-4 tahun yang menunjukkan indikasi disleksia dalam implementasi Kurikulum Mandiri di TK Sanggar Dolanan. Penelitian ini menggunakan pendekatan kualitatif dengan desain studi kasus. Subjek penelitian terdiri dari 10 anak usia 4-5 tahun dan guru kelas sebagai informan utama. Teknik pengumpulan data meliputi observasi, wawancara, dan dokumentasi. Analisis data dilakukan melalui tahapan reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa strategi intervensi yang diterapkan meliputi pendekatan bermain berbasis literasi, stimulasi kesadaran fonologis, penggunaan media multisensori, dan pembelajaran diferensiasi sesuai dengan kebutuhan anak. Strategi-strategi ini selaras dengan prinsip-prinsip Kurikulum Independen dan memberikan respons positif terhadap perkembangan literasi awal anak-anak. Studi ini merekomendasikan penguatan kompetensi guru dalam intervensi dini untuk disleksia melalui pelatihan berkelanjutan.
The effect of STEAM-oriented wayground on motivation and problem-solving in elementary math Ria Yuli Permatasari; Achmad Buchori; Ngatmini Ngatmini
Indonesian Journal of Educational Development (IJED) Vol. 7 No. 2 (2026): August 2026
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59672/ijed.v7i2.6782

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The low learning motivation and problem-solving ability of elementary students remain significant challenges in Indonesian mathematics education. This study examines the effect of STEAM-oriented Wayground media on both variables among fourth-grade students on the flat shapes topic. A quantitative quasi-experimental pretest-posttest control group design was employed. The sample consisted of 46 students selected using purposive sampling, divided into an experimental group (n=26) receiving STEAM-oriented Wayground instruction and a control group (n=20) receiving conventional instruction. Instruments included an ARCS-based motivation questionnaire (16 items) and a Polya-based problem-solving test (20 items), both validated and reliable (Cronbach's Alpha 0.86 and 0.89). Data were analyzed using independent t-test and MANOVA. Results showed a significant effect on learning motivation (t = 10.662; p < 0.001) and problem-solving ability (t = 12.894; p < 0.001) compared to conventional learning. MANOVA also indicated a significant simultaneous effect (F = 165.468; p < 0.001; η² = 0.885). The experimental group showed moderate to high improvement (N-Gain motivation = 0.53; N-Gain problem-solving = 0.64). This study recommends integrating interactive digital media with a multidisciplinary approach as an innovative learning alternative in areas with limited resources.
Effectiveness of Montessori-based Word Puzzle media on first-grade students' reading skills and motivation Puji Lestari; Ngatmini Ngatmini; Joko Sulianto
Indonesian Journal of Educational Development (IJED) Vol. 7 No. 2 (2026): August 2026
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59672/ijed.v7i2.6795

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Many first-grade students are struggling with reading and have very low motivation to learn. This study examined the effectiveness of Montessori-based word puzzle media on students' beginning reading skills and motivation to learn. The study used a quantitative quasi-experimental pretest-posttest control group design. The population consisted of first-grade students from ten elementary schools in Cluster I of Bogorejo District, Blora Regency. Using purposive sampling, the study selected two schools, involving 32 students (16 in the experimental group and 16 in the control group). Data were collected through beginning reading tests, learning motivation questionnaires, observations, and documentation, and analyzed using descriptive statistics and MANOVA. The experimental group achieved higher posttest mean scores in beginning reading skills (90.50) and learning motivation (89.31) than the control group (72.75 and 60.13, respectively). MANOVA indicated a significant simultaneous effect of Montessori-based Word Puzzle Media (Pillai's Trace = 0.985; F = 957.956; p < .001). These findings suggest that the media effectively improves beginning reading skills and motivation to learn. Therefore, teachers are encouraged to integrate Montessori-based Word Puzzle Media into beginning reading instruction. By improving students' literacy skills and motivation to learn, future studies can use larger and more varied samples.
Improving scientific literacy and collaboration skills through edugame-assisted problem-based learning Ina Sri Rokayati; Muhtarom; Ngatmini Ngatmini
Indonesian Journal of Educational Development (IJED) Vol. 7 No. 2 (2026): August 2026
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59672/ijed.v7i2.6820

Abstract

Primary school students continue to demonstrate low levels of scientific literacy and collaboration skills, highlighting the urgent need for innovative science instruction. This study investigated the effectiveness of Edugame-supported Problem-Based Learning (PBL) in enhancing fifth-grade students' scientific literacy and collaboration skills in learning the Solar System. The study employed a quantitative quasi-experimental pretest–posttest control group design. The population comprised all fifth-grade students at SDN 1 Jurangjero, Indonesia, and purposive sampling selected 60 students: 30 for the experimental group and 30 for the control group. Data were collected through testing, observation, questionnaires, and documentation using scientific literacy tests, collaboration observation sheets, and student questionnaires. The instruments demonstrated good validity (80%) and excellent reliability (Cronbach's alpha = .949). Data were analyzed using descriptive statistics and one-way multivariate analysis of variance (MANOVA) after meeting the assumptions of normality, homogeneity of variance, and homogeneity of covariance. Results revealed a significant multivariate effect of Edugame-supported PBL on both dependent variables (Wilks' Λ = .089, F(2, 57) = 292.98, p < .001). Edugame-supported PBL provides an effective instructional strategy for strengthening scientific literacy and collaboration skills while offering practical guidance for teachers and curriculum developers to implement interactive, student-centered science learning.
The effect of Wordwall gamification on students’ motivation and critical thinking in ratio material Sri Margiyati; Dini Rakhmawati; Ngatmini Ngatmini
Indonesian Journal of Educational Development (IJED) Vol. 7 No. 2 (2026): August 2026
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59672/ijed.v7i2.6823

Abstract

This study aims to examine the effect of Wordwall gamification on the learning motivation and critical thinking skills of sixth-grade elementary school students in ratio material. A quantitative quasi-experimental design with nonequivalent control group was used. The sample consisted of 50 students selected through purposive sampling, divided into experimental and control groups. Data were collected using a motivation questionnaire and HOTS-based critical thinking test, then analyzed using MANOVA. Results indicate that Wordwall significantly improves both learning motivation and critical thinking skills, both partially and simultaneously. Wordwall media showed a significant positive effect on both variables. For learning motivation, the significance value was p < 0.05 with an effect size of 84.9%. For critical thinking skills, the significance value was also p < 0.05 with an effect size of 64.7%. Pillai's Trace value = 0.864; F(2,47) = 149.672; p < 0.001. This means the combination of dependent variables differs significantly across classes. This finding suggests that Wordwall can serve as an effective, engaging, and practical alternative media to enhance mathematics learning quality in elementary schools.
Implementation of problem-based learning using domino cards to increase learning activity and achievement mathematics Heri Siswanto; Joko Sulianto; Ngatmini Ngatmini
Indonesian Journal of Educational Development (IJED) Vol. 7 No. 2 (2026): August 2026
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59672/ijed.v7i2.7083

Abstract

Limited classroom participation and low mathematics achievement remain challenges in early elementary education. This study examined (1) the effect of Problem-Based Learning (PBL) using domino cards on mathematics learning activity, (2) its effect on mathematics achievement, and (3) its simultaneous effect on both outcomes. The population comprised 40 first-grade students at SDN 2 Plosorejo, Blora Regency, Indonesia. Using purposive sampling, 20 students participated in each group. A quantitative quasi-experimental method with a Nonequivalent Control Group Pretest–Posttest Design was employed. Learning activity was measured through classroom observation, while achievement was assessed using a 10-item mathematics test. Data were analyzed using descriptive statistics, MANOVA, and univariate analysis. The experimental group obtained higher mean scores for learning activity (M = 88.55) and achievement (M = 82.15) than the control group (M = 78.55 and M = 71.35). PBL using domino cards significantly affected learning activity, F(1, 38) = 103.289, p < .001, and achievement, F(1, 38) = 29.062, p < .001. The simultaneous effect was significant, F(2, 37) = 55.431, p < .001. These findings indicate that PBL using domino cards enhances participation and achievement. Teachers are recommended to integrate domino cards into PBL as a practical medium for early mathematics learning.
Penggunaan Teknologi Informasi sebagai Sumber Pembelajaran di Sekolah Dasar dan Implikasinya terhadap Dukungan Orang Tua Nurul Baeti; Ngatmini Ngatmini; Iin Purnamasari
Jurnal Ragam Pengabdian Vol. 3 No. 2 (2026): Mei-Agustus, Sustainable Development Goals (SDGs): Multidisciplinary Perspectiv
Publisher : Lembaga Teewan Journal Solutions

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62710/7g8eqt95

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Perkembangan teknologi informasi telah mendorong integrasi perangkat digital sebagai sumber pembelajaran utama di sekolah dasar, termasuk di wilayah Kecamatan Bojong, Kabupaten Tegal. Penelitian ini bertujuan untuk menganalisis respons orang tua terhadap integrasi teknologi informasi sebagai sumber belajar dan implikasinya terhadap dukungan orang tua dalam mendampingi anak. Menggunakan pendekatan kualitatif deskriptif, data dikumpulkan melalui wawancara mendalam, observasi, dan dokumentasi terhadap orang tua siswa yang aktif mendampingi kegiatan belajar digital anak. Hasil penelitian menunjukkan bahwa teknologi informasi telah menjadi sumber belajar dominan melalui pemanfaatan smartphone, internet, video pembelajaran, dan aplikasi edukasi yang mampu meningkatkan motivasi serta kemandirian belajar siswa. Namun, penggunaan tanpa pengawasan optimal memunculkan risiko penyalahgunaan gawai. Dukungan orang tua terwujud dalam penyediaan fasilitas digital, pendampingan akses konten edukatif, pengawasan waktu dan aktivitas, serta pemberian motivasi. Kendati demikian, rendahnya literasi digital orang tua menjadi hambatan serius, terutama bagi mereka yang kurang familier dengan teknologi. Implikasi temuan ini menunjukkan bahwa integrasi teknologi informasi mendorong pergeseran peran orang tua dari penyedia kebutuhan belajar konvensional menjadi pendamping digital. Hal ini menuntut peningkatan kapasitas literasi digital orang tua dan penguatan komunikasi antara sekolah dan keluarga melalui program edukasi digital terstruktur. Kolaborasi sinergis kedua pihak menjadi kunci agar penggunaan teknologi informasi sebagai sumber belajar berlangsung aman, efektif, dan berkelanjutan, sehingga benar-benar mendukung peningkatan kualitas pembelajaran siswa sekolah dasar.