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Analysis of Critical Thinking Skills in Science Learning Through the Implementation of Project Based Learning Model Assisted by Animated Video Media in Elementary School Students Ririen Dwi Puspitaningrum; Ivayuni Listiani; Hendra Erik Rudyanto
Jurnal Penelitian Pendidikan IPA Vol 11 No 9 (2025): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i9.12683

Abstract

This research analyzes elementary school students' critical thinking skills in science learning through Project-Based Learning (PjBL) model assisted by animated video media. Using a qualitative approach, the study was conducted at SDN Garon 01, Balerejo District, Madiun Regency, involving 28 sixth-grade students. Data were collected through participatory observation, in-depth interviews, and documentation from 12 primary informants, with analysis following the Miles, Huberman, and Saldana model. Results show that PjBL implementation with animated video media effectively develops students' critical thinking abilities in solar system material. Students demonstrated improved performance across six critical thinking aspects: interpretation, analysis, evaluation, inference, explanation, and self-regulation. Most students successfully analyzed astronomical information, evaluated materials for project creation, and synthesized knowledge from multiple sources. Animated video media enhanced learning by increasing student motivation, visualizing abstract astronomical concepts, and stimulating analytical questioning. The PjBL model facilitated learning through authentic problem-solving, collaborative group work, and hands-on experience in creating scientific models. Despite challenges including time constraints and varied student abilities, the integration of PjBL with animated video media significantly improved elementary students' critical thinking skills. These findings support the effectiveness of combining innovative pedagogical approaches with technology to develop higher-order thinking skills in elementary science education.
Developing Edumatika.id: An Interactive Web-Based e-Worksheet to Enhance Elementary Students' Mathematics Learning Outcomes Budi Setiawan; Lingga Nico Pradana; Hendra Erik Rudyanto
Premiere Educandum : Jurnal Pendidikan Dasar dan Pembelajaran Vol. 15 No. 1 (2025)
Publisher : Universitas PGRI Madiun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/pe.v15i1.25272

Abstract

Despite the growing use of digital tools in elementary mathematics education, most existing electronic worksheets remain limited to static content and lack interactivity, immediate feedback, and support for independent home-based learning. This study aimed to develop and evaluate Edumatika.id, a web-based interactive mathematics e-Worksheet designed to enhance the mathematical competence of Grade II elementary school students. A Research and Development (R&D) approach was employed using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The product was validated by two material experts and two media experts, then tested through one-to-one evaluation (n = 3), small-group evaluation (n = 5), and a field trial (n = 11) involving Grade II elementary school students. During the field trial, students used the platform independently at home for one week under parental supervision. Expert validation showed high feasibility, with average scores of 83.50% (material experts) and 89.00% (media experts). Practicality testing yielded consistently favorable results: 87.88% (one-to-one), 78.86% (small-group), and 87.50% (field trial). Parents reported an overall positive perception of home implementation (78.45%), particularly regarding parental support (81.82%) and student motivation (80.00%), though independent learning (73.81%) scored comparatively lower. Students' mean mathematics achievement improved from 7.00 (pretest) to 8.18 (posttest), with 81.8% of students showing gains. Edumatika.id distinguishes itself from prior e-Worksheets by integrating interactive materials, three-dimensional visualizations, game-based exercises, immediate formative feedback, and cross-device accessibility within a single platform. These findings indicate that Edumatika.id is a valid, practical, and promising medium for supporting elementary mathematics learning both at school and at home.
Pengaruh Model Pembelajaran Game-Based Learning (GBL) Berbantuan Media Crossword Puzzle Terhadap Kemampuan Kosakata Bahasa Jawa Siswa Kelas 3 Sekolah Dasar Grestian Putri Larasati; Ellys Mersina Mursidik; Hendra Erik Rudyanto
Science and Education Journal (SICEDU) Vol 5 No 2 (2026): Science and Education Journal 2026
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/sicedu.v5i2.948

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya kemampuan penguasaan kosakata bahasa Jawa siswa kelas III sekolah dasar yang disebabkan oleh penggunaan strategi pembelajaran konvensional yang berfokus pada guru serta minimnya pemanfaatan media yang interaktif. Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran Game-Based Learning (GBL) berbantuan media Crossword Puzzle (Teka-Teki Silang) terhadap kemampuan kosakata bahasa Jawa siswa kelas III MI PSM Sukosari, Kabupaten Madiun. Metode penelitian yang digunakan adalah kuantitatif dengan desain pra-eksperimental (Pretest-Posttest One Group Design). Populasi dalam penelitian ini mencakup seluruh siswa kelas III MI PSM Sukosari tahun pelajaran 2025/2026 yang berjumlah 20 siswa. Teknik pengambilan sampel menggunakan sampling jenuh, di mana seluruh anggota populasi dijadikan sebagai sampel penelitian. Pengumpulan data dilakukan melalui instrumen tes penguasaan kosakata bahasa Jawa berupa pretest dan posttest. Teknik analisis data menggunakan uji statistik non-parametrik Wilcoxon Signed Ranks Test berbantuan SPSS, karena hasil uji normalitas Shapiro-Wilk menunjukkan data berdistribusi tidak normal ( ). Hasil analisis deskriptif menunjukkan nilai rata-rata (mean) siswa meningkat secara signifikan sebesar 26,50 poin, yaitu dari nilai rata-rata pretest sebesar 65,50 menjadi nilai rata-rata posttest sebesar 92,00. Analisis uji hipotesis menggunakan Wilcoxon Signed Ranks Test menghasilkan nilai  dan tingkat signifikansi Asymp. Sig. (2-tailed) sebesar . Karena nilai signifikansi jauh lebih kecil dari  ( ), maka  ditolak dan  diterima. Berdasarkan temuan tersebut, disimpulkan bahwa penerapan model pembelajaran Game-Based Learning (GBL) berbantuan media Crossword Puzzle berpengaruh positif dan signifikan terhadap kemampuan kosakata bahasa Jawa siswa kelas 3 sekolah dasar. Keberhasilan ini didorong oleh integrasi elemen permainan yang meningkatkan motivasi belajar serta mekanisme teka-teki silang yang memperkuat ingatan kosakata secara aktif dan menyenangkan.
Pengembangan Media Pembelajaran Interaktif Berbasis PowerPoint pada Materi Sistem Pencernaan Manusia (IPAS Kelas IV SD) Azzahra Restian Iryanto; Elly’s Mersina Mursidik; Hendra Erik Rudyanto
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2795

Abstract

The integration of interactive media in elementary education is essential to enhance students' understanding of complex science topics such as the human digestive system. This study aimed to develop an interactive PowerPoint-based learning media for the topic of the human digestive system in Science and Social Studies (IPAS) for fourth-grade elementary school students, as well as to determine the feasibility and practicality of the developed media. This research employed a Research and Development (R&D) approach using the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The study was conducted at SDN Tempuran 4, Ngawi Regency, involving elementary school students and classroom teachers. Data were collected through observations, interviews, documentation, expert validation questionnaires (media, material, and language experts), and user response questionnaires. The results indicated that the developed interactive PowerPoint-based learning media was highly feasible and practical for use in the learning process. This was evidenced by the validation scores from media experts (86%), material experts (71%), and language experts (98%). Furthermore, the media received highly positive responses from teachers (94%) and students (94%), both categorized as excellent. Therefore, the interactive PowerPoint-based learning media is considered effective in improving the quality of learning in elementary schools.