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Nature Ninja Edugame as an interactive learning solution for improving integrated science and social studies learning achievement in primary school Paradisa, Fauza Cahya; Ratnaningrum, Ika
Indonesian Journal of Science and Mathematics Education Vol. 8 No. 1 (2025): Indonesian Journal of Science and Mathematics Education
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ijsme.v8i1.26292

Abstract

Technology-based learning is increasingly evolving in elementary education, including developing interactive media to enhance student learning outcomes. This study aimed to develop and evaluate the feasibility, practicality, and effectiveness of the Nature Ninja Edugame based on Articulate Storyline for the fifth-grade Natural and Social Sciences. The research followed a Research and Development approach with the ADDIE model. Data collection techniques included observations, interviews, questionnaires, documentation, and tests. Validation results indicated high feasibility, with an average score of 90% from media and material experts. The t-test effectiveness test showed that Sig. was lower than 0.05, indicating a significant difference between pretest and posttest learning outcomes. Additionally, the N-gain test showed a moderate increase (0.6336) in the small-scale trial and a high increase (0.7114) in the large-scale trial. Based on the questionnaire results, teacher and student responses were highly positive. The study concludes that Nature Ninja Edugame is effective, feasible, and practical for enhancing fifth-grade students’ science and social studies learning outcomes. This research highlights the importance of innovative and interactive learning media as an effective strategy to improve student performance and enrich technology-based learning experiences in elementary education.
Penerapan Teori Humanistik dalam Pengembangan Karakter Siswa di SD Negeri Gondoriyo Permatasari, Adinda Nova; Ratnaningrum, Ika; A’yun, Aulia Qurrotul; Fauziyah, Nabila Putri
Invention: Journal Research and Education Studies Volume 6 Nomor 2 Juli 2025
Publisher : CV. PUSDIKRA MITRA JAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51178/invention.v6i2.2654

Abstract

Pendidikan karakter merupakan salah satu aspek esesnsial dalam pembentukan generasi yang tidak hanya cerdas secara intelektual tetapi juga matang secara emosional dan sosial, namun fenomena degradasi moral pada peserta didik usia sekolah dasar semakin menjadi perhatian dalam dunia pendidikan yang ditandai dengan kurangnya empati, rendahnya tanggung jawab sosial, serta menurunnya kesadaran siswa dalam membina relasi positif. Penelitian ini bertujuan untuk menganalisis penerapan dari pendekatan teori humanistik dalam pengembangan karakter siswa di Sekolah Dasar Negeri Gondoriyo sebagai upaya mengatasi permasalahan tersebut. Metode penelitian yang digunakan adalah pendekatan kualitatif deskriptif dengan melibatkan guru dan siswa kelas IV sebagai subjek utama, dimana data dikumpulkan melalui observasi partisipatif, wawancara semi-terstruktur, dan dokumentasi, kemudian dianalisis menggunakan teknik analisis interaktif. Hasil penelitian menunjukkan bahwa SD Negeri Gondoriyo telah menerapkan pendekatan pembelajaran humanistik secara menyeluruh dalam pengembangan karakter peserta didik melalui penciptaan lingkungan belajar yang aman dan inklusif, penerapan metode student-centered learning seperti diskusi kelompok dan Problem-Based Learning, serta pendekatan yang fleksibel untuk siswa berkebutuhan khusus. Keberhasilan implementasi ini didukung oleh kepemimpinan kepala sekolah yang visioner dalam menerapkan prinsip memanusiakan manusia dan keterlibatan aktif orang tua dalam proses pendidikan, sehingga berhasil membentuk siswa yang tidak hanya memiliki kecerdasan kognitif (pengetahuan) tetapi juga karakter yang kuat dengan nilai-nilai empati, tanggung jawab, dan integritas.
Pengembangan Media Scratch Game Edukasi Berbasis Gaya Belajar untuk Meningkatkan Hasil Belajar IPAS Siswa Sekolah Dasar Ma'wa, Putri Fajri; Ratnaningrum, Ika
Nusantara: Jurnal Pendidikan Indonesia Vol. 5 No. 3 (2025)
Publisher : Lembaga Sosial Rumah Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62491/njpi.2025.v5i3-12

Abstract

Purpose – This study aims to develop educational Scratch game media based on learning styles and determine its feasibility and effectiveness to improve student learning outcomes.Method – This research design is Research and Development (R&D) with the ADDIE model consisting of analysis, design, development, implementation, and evaluation stages. Findings – This research was conducted with the development of educational Scratch game media based on learning styles that contain IPAS class V material about changes in the earth due to human activities. The novelty in this study is in the form of media development tailored to learning styles, media access without downloading applications, and selection of materials that are different from previous studies. The feasibility of educational Scratch game media was rated very feasible by media experts with a score of 92% and by material experts at 84%. The results of student responses on small-scale and large-scale trials amounted to 86.58% and from teacher responses of 95% which were in the very feasible category. The level of effectiveness of educational Scratch game media based on learning styles is considered quite effective with the results of the N-Gain percent test of 63% and the N-Gain value of 0.63 which shows the difference in learning outcomes at a moderate level. Research Implications – The results of the research conducted have implications for the development of educational Scratch game media based on learning styles that can be used as a reference for developing media according to student characteristics.
Pengembangan Media Pembelajaran Augmented Reality Berbasis Assemblr Edu untuk Meningkatkan Hasil Belajar IPAS Siswa Sekolah Dasar Sholicha, Asrilia Putri; Ratnaningrum, Ika
Nusantara: Jurnal Pendidikan Indonesia Vol. 5 No. 3 (2025)
Publisher : Lembaga Sosial Rumah Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62491/njpi.2025.v5i3-13

Abstract

Purpose – The aim of this research is to develop innovative learning media based on Augmented Reality (AR) using smartphones through the Assemblr Edu application for science instruction.Method – This study is categorized as research and development (R&D), with the goal of producing a product and testing its effectiveness. The development model employed is ADDIE, which includes five stages: analysis, design, development, implementation, and evaluation. Findings – The results indicate that validation by material experts yielded a score of 90.27%, while validation by media experts scored 87.5%. The combined average score from both expert assessments is 89.1%, suggesting that the Assemblr Edu-based learning media is highly feasible for classroom use. In terms of effectiveness, the average pre-test score was 55.65 and the post-test score was 81.74, with an N-gain value of 0.59, which falls within the medium effectiveness category. Research Implications – The findings of this study suggest that Assemblr Edu-based learning media is a valid and effective tool for enhancing elementary students’ understanding of science concepts, particularly in the topic of food chains. Its integration of Augmented Reality provides an interactive and engaging learning experience, making abstract content more accessible. The positive results from expert validations and learning outcomes indicate that this media can be confidently implemented in classroom settings as a supplementary instructional resource. Moreover, its use supports the development of digital literacy among students by leveraging mobile technology in education. Future applications may extend its use to other science topics or interdisciplinary learning contexts.
Implementasi Quizizz Paper Mode Sebagai Alat Evaluasi Pembelajaran Pada Materi Kedatangan Bangsa Barat Kelas VI Sekolah Dasar Nisa, Anis Choerun; Ratnaningrum, Ika
JIKAP PGSD: Jurnal Ilmiah Ilmu Kependidikan Vol 9, No 3 (2025): September
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jkp.v9i3.74597

Abstract

Tujuan dari penelitian ini yakni mengetahui implementasi, faktor penghambat dan pendukung, serta solusi penggunaan Quizizz Paper Mode sebagai alat evaluasi pembelajaran. Penelitian ini menggunakan metode deskriptif kualitatif dengan metode wawancara, observasi, dan dokumen tasi Implementasi Quizizz Paper Mode sebagai alat evaluasi pembelajaran pada materi kedatangan bangsa Barat di kelas VI SDN Kalisegoro dapat meningkatkan keterlibatan siswa, mem permudah proses penilaian, dan memberikan umpan balik yang lebih efektif. Dengan menggunakan alat evaluasi ini, diharapkan siswa akan lebih tertarik untuk mempelajari materi IPAS. Implementasi Quizizz dalam mode kertas sebagai alat evaluasi untuk materi kedatangan bangsa Barat di kelas VI SDN Kalisegoro menunjukkan peningkatan partisipasi siswa, memudahkan penilaian, serta memberikan umpan balik yang lebih bermanfaat. Beberapa tantangan yang dialami peneliti dalam penggunaan Quizizz paper mode. Namun, dengan perhatian pada tantangan yang ada serta melakukan perbaikan yang diperlukan, penggunaan Quizizz Paper Mode dapat menjadi strategi yang bermanfaat untuk evaluasi pembelajaran.
Keefektifan Model Problem Based Learning Berbantuan Media Genially Terhadap Minat dan Hasil Belajar IPAS Peserta Didik Kelas IV Sekolah Dasar Puspitasari, Herlina Dewi; Ratnaningrum, Ika
Jurnal Ilmiah Profesi Pendidikan Vol. 10 No. 3 (2025): Agustus
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jipp.v10i3.3568

Abstract

Model pembelajaran konvensional yang belum berpusat pada peserta didik dan penggunaan media pembelajaran yang belum optimal mengakibatkan minat dan hasil belajar peserta didik pada pembelajaran IPAS rendah. Penelitian ini bertujuan untuk menganalisis perbedaan rata-rata minat dan hasil belajar antara pembelajaran menggunakan model PBL berbantuan media Genially dengan model konvensional berbantuan media gambar, serta menguji keefektifan model PBL berbantuan media Genially terhadap minat dan hasil belajar IPAS peserta didik kelas IV SD Gugus Robert Wolter Monginsidi. Penelitian ini menerapkan metode kuantitatif dengan jenis Quasi Experimental Design dengan desain berupa Nonequivalent Control Group Design. Sampel penelitian ini berjumlah 54 peserta didik kelas IV SD Negeri 2 Sarirejo yang terdiri dari 28 peserta didik kelas eksperimen dan 26 peserta didik kelas kontrol. Pengumpulan data dilakukan dengan cara pretest dan posttest, wawancara, angket, observasi, dan dokumentasi. Hasil penelitian menunjukkan bahwa nilai signifikansi (two-sided p) untuk minat dan hasil belajar yang didapatkan melalui uji Independent Samples t-test adalah <0,001 < 0,05. Selanjutnya, nilai signifikansi (two-sided p) untuk minat dan hasil belajar yang didapatkan melalui uji Paired Samples t-test adalah <0,001 < 0,05. Maka, dapat disimpulkan bahwa terdapat perbedaan rata-rata minat dan hasil belajar antara pembelajaran menggunakan model PBL berbantuan media Genially dengan model konvensional berbantuan media gambar, serta model PBL berbantuan media Genially efektif terhadap minat dan hasil belajar peserta didik.
Implementing Classroom Management for Grade 4 in IPAS Lessons at Elementary School Ramadhani, Aulia Dita; Ratnaningrum, Ika
Jurnal Penelitian Pendidikan IPA Vol 11 No 9 (2025): September: In Progress
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i9.12360

Abstract

This study aims to demonstrate the importance of classroom management skills in creating and maintaining a classroom atmosphere for effective learning. The study used a descriptive qualitative method with eight research subjects consisting of 1 principal, 1 class teacher, and 6 students. Data were collected through observation, interviews, and documentation. The results showed that the implementation of classroom management in 4th grade science learning at SDN Tegalsari 02 Semarang City was carried out in accordance with the teaching module design and predetermined learning outcomes, starting from the introductory, core, and closing activities. Supporting factors for the effectiveness of classroom management implementation consisted of 1) principal support, 2) teacher training, 3) teacher performance evaluation, and 4) collaboration between schools, teachers, and parents. Meanwhile, inhibiting factors consisted of 1) low teacher motivation, 2) teachers having difficulty adapting to the curriculum, 3) limited learning media, 4) conventional learning methods, 5) disruptive student behavior, and 6) classroom conditions. The solutions found to overcome these obstacles are 1) the application of rewards and punishments, 2) the application of a variety of learning methods, 3) outing classes, 4) evaluation of school learning communities, and 5) In-House Training.
Pengembangan Media VR-LADUSI Berbasis Artsteps.com Untuk Meningkatkan Hasil Belajar Literasi Bahasa Indonesia Kelas II Sekolah Dasar Utami, Wahyu; Ratnaningrum, Ika
JPDI (Jurnal Pendidikan Dasar Indonesia) Vol 10, No 3 (2025): VOLUME 10 NUMBER 3 SEPTEMBER 2025
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/jpdi.v10i3.7061

Abstract

Technology-based learning media is increasingly needed in basic education, including virtual reality media to improve student learning outcomes. This study aims to develop, evaluate the feasibility and effectiveness of VR-LADUSI (Virtual reality-Exploring the World of Professions) media based on artsteps.com in Indonesian Class II. This research is based on the research and development (R&D) method with the ADDIE approach. Data collection techniques include interviews, observations, documentation, questionnaires, and tests. The results of the feasibility test are very feasible from the validation of media experts and material experts with a score of 96% and 89%. As well as questionnaires of student and teacher responses with scores of 92% and 83% which support the feasibility of the media. VR-LADUSI media is effective in improving language literacy learning outcomes with a sig value of 0.000 < 0.05 and t count 4.320 > t table 2.074. As well as N-Gain average score of 0.33 with moderate category. This study can be concluded that VR-LADUSI media was successfully developed, very feasible to use, and effective for improving language learning outcomes. This research supports the importance of using technology-based learning media to attract students' interest so as to improve learning outcomes and add insight into the development of technology-based media in basic education.