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PENGARUH EDUKASI MEDIA PUZZLE TERHADAP MINAT BELAJAR MATEMATIKA SISWA KELAS III SEKOLAH DASAR NEGERI 36 PALEMBANG Soleha, Ayu; Masagus Firdaus; Yusni Arni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 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.v10i3.28687

Abstract

This study examines the effect of puzzle media on the interest in learning mathematics of grade III students at State Elementary School 36 Palembang in the even semester of the 2024/2025 academic year. The objects of this study were 40 grade III students. This study applied an experimental method with an experimental class that received treatment using puzzle media and a control class that applied conventional methods. Information was obtained through initial tests (pretest) and final tests (posttest) using questionnaires and basic questions. The results of the descriptive statistical analysis indicated that the average value of learning interest in the experimental group increased from 63.50 (pretest) to 83.35 (posttest), while the control group only increased from 65.00 (pretest) to 70.10 (posttest). The Shapiro-Wilk normality test showed that all data, both pretest and posttest in both groups, were normally distributed (Sig. value> 0.05). The Levene's Test homogeneity test also showed that the data variance was consistent (Sig. value> 0.05). Hypothesis testing with Paired Samples T-Test in the experimental group showed a significant difference between the pretest and posttest scores (Sig. 0.000 <0.05). Meanwhile, the Independent Sample T-Test comparing the posttests of the two groups showed a significant difference with a significance value of 0.000 (p <0.05), where the posttest score of the experimental group was significantly higher. Thus, it can be concluded that the use of puzzle media has a positive and significant impact on increasing the interest in learning mathematics of grade III students at State Elementary School 36 Palembang compared to learning without using media. Puzzle media has proven effective in attracting students' interest, training logical thinking skills, counting skills, and creating a fun learning environment.
The The Use of Kahoot in Assessing Students’ Reading Comprehension SURYANTI; Masagus Firdaus; Santi Mayasari
LUNAR Vol 9 No 2 (2025): Lunar: Language and Art Journal
Publisher : Prodi Pendidikan Bahasa Inggris, Universitas PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36526/ln.v9i2.5405

Abstract

This study explored the use of Kahoot, a game-based learning platform, in assessing students' reading comprehension of narrative texts among tenth-grade students at SMK Negeri 2 Indralaya Utara. Using a qualitative descriptive method, this research investigated how Kahoot could enhance student engagement and provide meaningful feedback in the reading classroom. Data were collected through classroom observation, student interviews, and document analysis. The findings revealed that Kahoot had a positive effect on students' motivation, encouraged active participation, and helped teachers assess students' understanding in a fun and interactive way. The study suggested that Kahoot could be an effective alternative assessment tool for English language teachers, especially in the context of reading comprehension
Formative use of Wordwall in supporting vocabulary and reading comprehension achievement among elementary students Isnaini, Risdatul; Masagus Firdaus
Jurnal CULTURE (Culture, Language, and Literature Review) Vol. 12 No. 2 (2025): Jurnal CULTURE (Culture, Language, and Literature Review)
Publisher : Universitas Aki

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53873/culture.v12i2.732

Abstract

This study examines the formative use of Wordwall as a gamified digital learning tool to enhance vocabulary mastery and reading comprehension among elementary EFL learners at MIN 1 Ogan Ilir. Despite the increasing integration of digital platforms in early language education, research on how gamified tools function as formative assessment mechanisms remains limited, particularly in Indonesian primary school contexts. Employing a qualitative, library-based research design, this study synthesizes empirical findings from recent peer-reviewed publications to analyze Wordwall’s pedagogical affordances, challenges, and learning outcomes. The review reveals that Wordwall supports vocabulary acquisition through interactive tasks that promote repetition, contextualization, and immediate corrective feedback. In reading comprehension, features such as Group Sort, Matching Pairs, and Quiz facilitate learners’ ability to identify main ideas, sequence events, and make inferences. Gamification elements; including leaderboards, timers, and reward systems, further increase learners’ engagement and intrinsic motivation, contributing to a more active and student-centered learning environment. However, the findings also highlight practical challenges such as unequal device access, unstable connectivity, and limited teacher digital literacy, which require adaptive instructional strategies for equitable implementation. Overall, this study underscores the value of integrating gamified formative tools like Wordwall to strengthen young learners’ vocabulary and reading skills. It recommends that schools provide stronger technological support and professional development to maximize the educational impact of digital formative assessment in primary EFL classrooms.
ADAPTING TO DIGITAL PEDAGOGY: LECTURERS’ EXPERIENCES IN INTEGRATING ICT TOOLS AT UNIVERSITAS MUHAMMADIYAH PALEMBANG Tanti Nur Annisa; Adhadilah Galuh Andaresta; Masagus Firdaus
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 In 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.v10i04.39808

Abstract

Study explores lecturers’ experiences in adapting to digital pedagogy through the integration of Information and Communication Technology (ICT) tools at Universitas Muhammadiyah Palembang. Using a qualitative approach, data were collected through semi-structured interviews and classroom observations. The findings reveal that ICT integration has reshaped lecturers’ teaching practices, encouraging more interactive, flexible, and student-centered learning environments. However, challenges such as limited institutional support, technological infrastructure, and lecturers’ digital competence remain significant barriers. This study highlights the need for continuous professional development and strategic policies to strengthen digital pedagogy implementation in higher education.
PENGARUH MEDIA PEMBELAJARAN EDUCAPLAY TERHADAP HASIL BELAJAR SISWA KELAS IV MATA PELAJARAN IPAS DI SD NEGERI 21 PALEMBANG Nazia Umi Kalsum; Masagus Firdaus; Riswan Aradea
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.56860

Abstract

This study aims to determine the influence of Educaplay learning media on the learning outcomes of fourth-grade students in the subject of science at SD Negeri 21 Palembang. This study is a research with a quantitative experimental method of the True Experimental Design type in the form of Posttest-Only Control Design. The sample in this study was class IV.C and IV.A totaling 51 students at SD Negeri 21 Palembang. The sampling technique used was Simple Random Sampling. Data collection techniques in this study were tests and documentation. The results of this study indicate that the average value obtained by researchers from the posttest questions of the experimental class was 83.994, while the control class was 67.942. Based on the analysis using the Independent Sample T-Test with the criteria is accepted ift > with the data obtained = 3.788 and = 2.010 with a significance level of 0.05 then is accepted. Based on the research results, it can be concluded that there is a significant influence between the Educaplay learning media on the learning outcomes of fourth grade students in the subject of science at SD Negeri 21 Palembang.