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PENGEMBANGAN KOMIK IPA BERBASIS KEARIFAN LOKAL TERINTEGRASI HOTS KELAS V MATERI ORGAN GERAK PADA HEWAN DAN MANUSIA Gilang Setia Mahendra; Sugeng Eko Putro Widoyoko; Nur Ngazizah
Jurnal Bionatural Vol. 11 No. 1 (2024): JURNAL BIONATURAL
Publisher : LPPM Universitas Cipta Mandiri

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Abstract

Teaching materials generally consist of knowledge, skills and actions that must be carried out by students in order to achieve the expected competencies. Comics are an example of teaching material. The current generation is less interested in preserving its local wisdom. Research Objectives: 1) Produce a science comic product based on integrated local wisdom HOTS class V Material on Movement Organs in Animals and Humans. 2) Knowing the feasibility of Class V HOTS Local Wisdom Based Science comics on Animal and Human Movement Organs. The method used in this research is R&D and uses the 4D (Four D) model, namely Define, Design, Develop and Disseminate. The results of this development research 1) Have produced a product in the form of "Science Comics on Animal and Human Movement Organ Material Based on Integrated Local Wisdom HOTS". 2) The feasibility results from media experts obtained a score of 36 with a mean of 3.6, material experts obtained a score of 50 with a mean of 3.80, the educator's assessment obtained a score of 88 with a mean of 3.8 which was categorized as feasible. Practicality through limited testing of student responses with a score of 173 with an average of 3.6 and broad 393 with an average of 3.6 and the implementation of limited and broad learning received a score of 11 with an average of 3.6 and was categorized as practical. The results from experts and trials state that the product can be used in the learning process.
EFEKTIVITAS MODEL PEMBELAJARAN GAME BASED LEARNING TERHADAP HASIL BELAJAR SISWA: LITERATURE REVIEW Azizah, Batrotul; Widoyoko, Sugeng Eko Putro
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02, Juni 2026 Produce
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.55082

Abstract

Improving student learning outcomes remains a major concern in education. Various learning innovations continue to be developed, one of which is through the implementation of Game Based Learning (GBL), which integrates game elements into learning activities. This study aims to analyze the effectiveness of Game Based Learning (GBL) implementation in improving student learning outcomes. This study uses a literature review method by analyzing 10 articles from national journals accredited with Sinta 3 and 4 published in the 2023-2025 period. The research data sources were obtained through an article search process using the Google Scholar database. The selected articles were then analyzed descriptively to identify findings related to the effectiveness of Game Based Learning (GBL) on student learning outcomes. The analysis results show that Game Based Learning (GBL) has a positive influence on student learning outcomes in various subjects and educational levels. These findings consistently indicate an increase in learning outcomes after the implementation of Game Based Learning (GBL). The success of Game Based Learning (GBL) implementation is evident in improved learning outcomes, learning completeness, and increased student engagement during the learning process. Furthermore, the use of various digital media and platforms in Game Based Learning (GBL) implementation contributes to more engaging, interactive, and enjoyable learning for students. These findings demonstrate that Game Based Learning (GBL) is an effective learning model for improving student learning outcomes in a variety of learning environments.
Studi Komparasi Program Pembelajaran antara SMA Negeri di Kabupaten Purworejo dengan Kebumen Anjani, Nesi; Widoyoko, Sugeng Eko Putro; Setiaji, Cahyo Apri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Produce
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.63597

Abstract

This research is prompted by the implementation of the Deep Learning (DL) approach pursuant to the Decree of the Minister of Primary and Secondary Education (Permendikdasmen) Number 13 of 2025. This study aims to: (1) determine the success of DL implementation in state senior high schools (SMA Negeri) across Purworejo and Kebumen Regencies, (2) compare the degree of implementation success between the two regencies, and (3) analyze the key challenges encountered during its implementation. This evaluation study employs a descriptive-comparative approach utilizing the CIPP evaluation model. The research was centered at SMAN 1 Purworejo and SMAN 1 Prembun. The target population comprised 755 tenth-grade students, from which a sample of 262 students was derived using Slovin's formula and selected via cluster random sampling. Economics subject teachers were also involved as interview respondents. Data collection techniques included questionnaires, document analysis, and interviews. Quantitative data were analyzed using descriptive analysis and an independent samples t-test assisted by SPSS software. The results indicate that: (1) the implementation of the DL program at SMAN 1 Purworejo and SMAN 1 Prembun achieved mean scores categorized as "good," at 3.06 and 2.80, respectively; (2) the independent samples t-test yielded a significance value (p-value) of 0.000 (< 0.05), indicating a statistically significant difference in DL program implementation between the two regencies, with a mean score difference of 0.26; and (3) the primary implementation challenges encompass instructional schedule management, student participation rates, restricted access to information, required educator competencies, and novel administrative adjustments.
PENERAPAN JOYFUL LEARNING DENGAN MEDIA POSTER MAGNETIK UNTUK MENINGKATKAN MINAT BELAJAR SISWA PADA MATERI PENINGGALAN SEJARAH KELAS V SD IT SALSABILA 5 PURWOREJO Nur Asyifa, Laela; Putro Widoyoko, Sugeng Eko; Ngazizah, Nur
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.v11i03.64727

Abstract

This research is motivated by the low learning interest of fifth-grade students at SD IT Salsabila 5 Purworejo in historical heritage material due to monotonous learning with minimal use of interactive media. This study aims to improve student learning interest through the application of Joyful Learning using magnetic poster media. This research employed a Classroom Action Research (CAR) design referring to the Kemmis and McTaggart model, conducted in two cycles involving 26 fifth-grade students. Data collection techniques used observation, tests, questionnaires, and interviews. Data analysis was performed using descriptive qualitative and quantitative methods. The implementation of Joyful Learning increased from 66.67% in cycle I to 88.89% in cycle II. Learning interest measured through observation also increased from 46.15% in the pre-cycle to 64.61% in cycle I and reached 86.92% in cycle II. The average learning interest questionnaire score increased from 43.81 in cycle I to 58.38 in cycle II, with an increase of 33.26%. Learning outcomes showed that the average posttest score increased from 75.19 to 83.00 with classical completeness of 84.61%. The N-Gain Score was 0.35 (moderate category). This increase concludes that the application of Joyful Learning with magnetic poster media can improve the learning interest of fifth-grade students at SD IT Salsabila 5 Purworejo.
EFEKTIVITAS MEDIA PEMBELAJARAN INTERAKTIF BERBASIS PROBLEM BASED LEARNING DALAM MENINGKATKAN KEAKTIFAN DAN HASIL BELAJAR SISWA PADA MATA PELAJARAN EKONOMI KELAS X DI SMA NEGERI 6 PURWOREJO Alifahtu Titabarokah; Cahyana Nursidiq; Sugeng Eko Putro Widoyoko
MADINASIKA Vol 8 No 1 (2026): MADINASIKA-OKTOBER (in press)
Publisher : Pascasarjana Unviersitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/madinasika.v8i1.19541

Abstract

Penelitian ini bertujuan untuk mengetahui ada tidaknya perbedaan yang positif dan signifikan antara keaktifan belajar dan hasil belajar siswa pada kelas yang menggunakan media pembelajaran interaktif berbasis Problem Based Learning dengan kelas yang menggunakan pembelajaran konvensional pada mata pelajaran ekonomi kelas X di SMA Negeri 6 Purworejo. Populasi dalam penelitian siswa kelas X SMA Negeri 6 Purworejo sebanyak 252 siswa. Sampel penelitian berjumlah 72 siswa yang ditentukan dengan teknik probability sampling jenis cluster random sampling. Pengumpulan data dilakukan melalui observasi dengan skala likert dan tes hasil belajar yang telah memenuhi syarat validitas dan reliabilitas. Analisis data menggunakan analisis deskriptif dan kuantitatif, dengan uji prasyarat berupa uji normalitas dan uji homogenitas. Pengujian hipotesis dilakukan menggunakan uji independent sample t-test dan uji Mann-Whitney. Hasil penelitian menunjukkan bahwa terdapat perbedaan keaktifan belajar siswa antara kelas eksperimen dan kelas kontrol. Rata-rata keaktifan belajar kelas eksperimen sebesar 65,49 lebih tinggi dibandingkan kelas kontrol sebesar 59,38 dengan nilai signifikansi < 0,001 (< 0,05). Selain itu, terdapat perbedaan hasil belajar siswa antara kelas eksperimen dan kelas kontrol. Rata-rata hasil belajar kelas eksperimen sebesar 88,57 lebih tinggi dibandingkan kelas kontrol sebesar 72,26 dengan nilai signifikansi < 0,001 (< 0,05). Dengan demikian, media pembelajaran interaktif berbasis Problem Based Learning efektif dalam meningkatkan keaktifan dan hasil belajar siswa pada mata pelajaran ekonomi kelas X di SMA Negeri 6 Purworejo.