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Journal : open access driverset

Pengembangan Media Pembelajaran TIC TAC TOE berbasis Problem Based Learning Untuk Meningkatkan Motivasi Belajar Pendidikan Pancasila Kelas VB MIN 2 Kota Padang Lici Anjona; Sekar Harum Pratiwi; Dini Susanti
Suluah: Journal of Insight Vol. 2 No. 1 (2026): Vol. 2 No. 1 (2026): Maret 2026
Publisher : PT Suria Academic Press

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Abstract

The development of learning media used by teachers in class VB of MIN 2 Padang City is still not optimal in utilizing learning media. The media used consists of picture posters, causing students to be less active and bored during learning. To overcome this problem, Tic Tac Toe Learning Media was developed to fulfill students' learning needs and increase their learning motivation. This research employed R&D with the ADDIE model. This research also applied the PBL model. The developed material covers the Diversity of Indonesian Culture in Pancasila Education subject during the even semester. The validity of the Tic Tac Toe product was tested by validators using a validity questionnaire. Practicality was assessed by teachers, while effectiveness was evaluated by 29 students through an effectiveness questionnaire. Based on the research results, this media successfully increased the learning motivation of students in class VB of MIN 2 Padang City. Teachers can also utilize this media to enhance students' enthusiasm and motivation in learning Pancasila Education. The assessment results indicate that three aspects were fulfilled. Meanwhile, validity aspect obtained a score of 90% with a very valid category. The practicality aspect achieved a score of 78.3%, categorized as practical. The effectiveness aspect received a score of 90.2%, classified as very effective.
Pengembangan Media Pembelajaran Scratch Berbasis Deep Learning Untuk Meningkatkan Minat Belajar Murid Kelas 4 MIN 2 Kota Padang Dila Guswira; Sekar Harum Pratiwi; Ridania Ekawati
Suluah: Journal of Insight Vol. 2 No. 1 (2026): Vol. 2 No. 1 (2026): Maret 2026
Publisher : PT Suria Academic Press

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Abstract

Penelitian ini dilatar belakangi rendahnya minat belajar murid dalam pembelajaran Pancasila akibat media yang digunakan guru kurang efektif dan monoton. Berdasarkan itu peneliti bertujuan untuk mengembangkan Media pembelajaran Scratch berbasis Deep Learning guna meningkatkan minat belajar murid pada mata pelajaran Pendidikan Pancasila dikelas IV A MIN 2 Kota Padang yang valid, praktis, dan efektif. Media Scratch dapat meningkatkan minat belajar murid. Media ini dapat meningkatkan motivasi dan aktivitas pembelajaran murid pada mata pelajaran Pendidikan Pancasila. Penelitian ini termasuk jenis penelitian pengembangan atau Research and Development (R&D). Model penelitian adalah model 4D yang mencakup langkah-langkah define (pendefenisian), design (perancangan), development (pengembangan), dan disseminate (penyebarluasan). Subjek penelitian ini kelas IV MIN 2 Kota Padang dengan jumlah murid 27 orang. Penelitian ini dinilai oleh guru wali kelas sebagai validator, guru untuk praktikalitas. Hasil dari pengembangan media pembelajaran Scratch Berbasis Deep Learning untuk peningkatan minat belajar murid pada mata pelajaran Pendidikan Pancasila dikelas IV A MIN 2 Kota Padang mencapai 86% kategori sangat valid, 91% kategori sangat praktis dan 89% kategori sangat efektif. Sehingga disimpulkan bahwa Pengembangan Media Pembelajaran Scratch berbasis Deep Learning Untuk Meningkatkan Minat Belajar Pada Mata Pelajaran Pendidikan Pancasila Kelas IV A Di Min 2 Kota Padang, valid, praktis dan efektif.
Genially Developing Digital Media Based on Problem Based Learning to Increase Learning Motivation in Mathematics Lessons Auliya; Ridania Ekawati; Sekar Harum Pratiwi
Suluah: Journal of Insight Vol. 2 No. 1 (2026): Vol. 2 No. 1 (2026): Maret 2026
Publisher : PT Suria Academic Press

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Abstract

This research is motivated by the use of learning media in grade IV of SDN 32 Bungo Pasang, Padang City, which is still limited to images, so it has not been able to actively engage students. The research aims to develop valid, practical, and effective Genially digital media to meet learning needs and increase student learning motivation. This type of research is Research and Development (R&D) with the ADDIE model which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. Validity tests were carried out by validators using a validity questionnaire, practicality was assessed by teachers, and effectiveness was assessed by 26 students through a motivation questionnaire. The results showed that Genially media obtained a validity score of 92% (very valid), practicality of 97.5% (practical), and effectiveness of 90% (very effective). These findings indicate that Genially digital media meets all assessment criteria and is able to increase student motivation, activeness, and enthusiasm for learning in mathematics learning. This media can also be used by teachers as an alternative interactive learning in elementary schools.