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Pengembangan Prototipe SmartEdu: Pembelajaran Berbasis Kuis Interaktif  untuk Menguji Pemahaman Siswa Sekolah Dasar terhadap Materi Pembelajaran Maura Y’nauri Yasmin Hidayat; Devy Dwi Arianty; Izzatu Salisah Mafatihurrohmah; Hikam Muta’aly Al-Isyraq Panto; Aufa Zaskiah Rahma’ Aini; Aditya Pamungkas Yohanlis; Syifa Aulia; Michelle Aprilyn Hartanu
Educational Journal Vol. 1 No. 2 (2026): JANUARI
Publisher : Indo Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63822/m7p9vg92

Abstract

Learning media plays a crucial role in helping teachers deliver material effectively, particularly at the elementary school level, which demands an active, enjoyable learning environment that is appropriate to students' developmental stages. However, many elementary schools still employ conventional learning methods that rely on lectures and simple media, leading to student boredom and a lack of motivation. This study aims to develop SmartEdu Games as a prototype for educational game-based learning media designed to increase student interest and engagement in thematic learning. The study employed the Research and Development (R&D) method with the ASSURE design model, but was only implemented up to the prototype development stage because the study did not involve expert validation or student trials. The prototype product was designed to include learning materials, interactive activities, and mini-games as practice tools. The results of the study indicate that SmartEdu Games was successfully developed as an initial prototype that has the potential to be used as an interactive learning medium at the elementary school level. This prototype can be an alternative digital media that supports independent learning and teacher mentoring, and has the potential for further development in the validation and trial stages
THE EFFECT OF USING DIGITAL MIND MAPPING ON STUDENTS’ READING COMPREHENSION ABILITY AT SMPN 2 RAMBAH SAMO Syifa Aulia; Fadly Azhar; Mahdum
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.43357

Abstract

This study aims to determine the effect of using digital mind mapping on students' reading comprehension ability in recount texts. This study uses a pre-experimental method with one group pre-test post-test. The research sample consisted of eighth-grade students at SMPN 2 Rambah Samo in the 2025/2026 academic year. The research instrument was a multiple-choice test consisting of 32 questions that had been tested for validity and reliability (Cronbach's Alpha = 0.974). The data were analyzed using normality tests, paired sample t-tests, and N-Gain. The results showed an increase in students' reading comprehension skills after using digital mind maps. The average pre-test score was 58.93, while the post-test score was 67.36. The Sig. value (two tails) was 0.000 < 0.05, so Ha was accepted. Thus, digital mind maps have a significant effect on students' reading comprehension ability.