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Development of ULTAGRAM Media Based on Quizwhizzer in an Effort to Increase Interest and Learning Outcomes Tazkia Nurul 'Aini; Ika Ratnaningrum
Jurnal Penelitian Pendidikan IPA Vol 11 No 4 (2025): April
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i4.10996

Abstract

The role of learning media is crucial in enhancing the educational experience, helping students engage with the material and optimize their learning achievements. This study aimed to outline the design, assess the feasibility, and evaluate the effectiveness of ULTAGRAM learning media, which utilizes Quizwhizzer, specifically for the Pictogram topic in Mathematics for fourth-grade students at SDN Pakintelan 02. ULTAGRAM media is an acronym for media Ular Tangga Piktogram. The research was conducted as a development method using the ADDIE model, which encompasses five phases: problem analysis, product design, product development, product implementation, and product evaluation. Data were gathered through interviews, observations, surveys, and tests (pretest-posttest). The analysis of data involved normality tests to ensure that the data was normally distributed, homogeneity tests to ensure that the data was homogeneous, T-tests to determine the influence of the media, and N-Gain tests to determine the effectiveness of media use. The findings from this development research demonstrate that the ULTAGRAM media, based on Quizwhizzer, was successfully created and received a very favorable assessment from both material and media experts based on a validation test using a questionnaire, each of which received a score of 92 % with a very feasible category. Furthermore, the evaluation of the research data regarding the development of ULTAGRAM learning media indicates that it was effectively designed and significantly enhanced the interest and learning outcomes of fourth-grade students regarding Pictogram concepts at SDN Pakintelan 02 seen from the average increase in student learning outcomes from 65 to 80 and the percentage of learning interest questionnaires which increased by 43%.
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN BERBASIS POWERPOINT TERHADAP MOTIVASI BELAJAR DAN HASIL BELAJAR PESERTA DIDIK PADA MATA PELAJARAN IPAS KELAS IV DI SDN 4 PANGGANG KECAMATAN JEPARA KABUPATEN JEPARA Fitra Khasanatus Sholihah; Ika Ratnaningrum
Jurnal Penelitian Pendidikan IPA Vol 11 No 5 (2025): May
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i5.11126

Abstract

This study aims to examine the relationship between the use of interactive PowerPoint media and students’ learning motivation and outcomes in the IPAS (Natural and Social Sciences) subject. Using a quantitative approach with an ex post facto design, the research was conducted on fourth-grade students at SD Negeri 4 Panggang. Data were collected through questionnaires to measure motivation, documentation of test scores to assess learning outcomes, and interviews to provide contextual insights. The results show that students’ learning motivation reached an index value of 86.3%, categorized as high based on predetermined interpretation criteria. The average student learning outcome was 83.60, which falls into the “very good” performance category according to the school’s grading standard. While the study does not establish a causal relationship, the findings indicate a significant contribution of interactive PowerPoint media to students’ motivation and academic achievement. However, the absence of a comparison group and baseline measurements limits the ability to isolate the impact of the media from other influencing factors. Further research with controlled experimental designs is recommended to explore the causal effects of technology-based instructional media in elementary education.
Implementing Classroom Management for Grade 4 in IPAS Lessons at Elementary School Aulia Dita Ramadhani; Ika Ratnaningrum
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.v11i9.12360

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.
Developing Nearpod-Based Kentarapod Interactive Media for Improving IPAS Learning Outcomes in Elementary Education Rohmah, Faidatur; Ratnaningrum, Ika
Edukasi Vol 12 No 01 (2025): Edukasi: Jurnal Pendidikan dan Pengajaran
Publisher : Universitas Islam Negeri Raden Fatah Palembang, South Sumatra, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19109/0amfpe03

Abstract

Interactive media plays an important role in digital learning. The primary objectives of this study are to develop the Kentarapod interactive media based on nearpod and to test its feasibility, effectiveness, and practicality. The researchers employed a research and development design, utilizing the ADDIE model, which encompasses analysis, design, development, implementation, and evaluation. This study involved 36 fourth-grade students at SDN Bonjor Rembang. Data were collected through observation, interviews, validation questionnaires, response questionnaires, and pre- and post-tests. Based on the validation results, the product was deemed highly feasible, with a score of 88.33% from subject matter experts and 81.66% from media experts. This interactive media significantly improved the learning outcomes of fourth-grade students at SDN Bonjor Rembang in the subject of IPAS on the topic of my region and its natural resources, with an average pretest-posttest score difference of 42.77 (small group) and 42.6 (large group), and an average N-gain score of 0.7811 and 0.7742 (high category). This media received a very practical evaluation from teachers at 100% and students at 97.7% (small group) and 98.7% (large group). Overall, Kentarapod has proven to be feasible, practical, and effective in improving the learning outcomes of fourth-grade students at SDN Bonjor Rembang.  
MYKAKIPOTA BERBASIS AUGMENTED REALITY UNTUK PRAKTIK PENDIDIKAN SENI TARI SISWA SEKOLAH DASAR Wardhana, Wisnu; Ratnaningrum, Ika
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Produce
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The objective of this research is to develop a range of learning resources to enhance student engagement and improve learning outcomes. In this research, we have employed a research and development (R&D) method, drawing upon the well-established model put forth by Borg and Gall.. The data analysis techniques employed were the normality test, the Wilcoxon signed-rank test, and the NGain test. The results of the myKAKIPOTA media feasibility test on media experts indicated that the criteria were highly feasible, with an average value of 95%. The results of the material experts' validation process yielded very feasible criteria with an average value of 87.5%. Furthermore, the product trial results indicated an 87.7% (very good) rating from students and an 89.5% (very good) rating from class teachers. The effectiveness of the myKAKIPOTA media is demonstrated by the Wilcoxon signed test, which indicates a notable impact of utilizing myKAKIPOTA media. The N-Gain test yielded a result of 0.70 which can be concluded to indicate that the KAKIPOTA media that has been developed is declared feasible and effective in learning dance on floor pattern material.
Efektivitas Media Interaktif Aplikasi Kahoot dalam Pembelajaran Matematika untuk Meningkatkan Hasil Belajar Siswa Kelas 5 Nugroho, Donny Cahyo; Trimurtini, Trimurtini; Ratnaningrum, Ika
Paedagogie Vol 21 No 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16237

Abstract

This study aims to determine the improvement of mathematics learning outcomes of grade V students of SDN Bangunharjo through the use of the Kahoot application which is integrated with the Problem Based Learning model and analyze the level of effectiveness of its application in learning. The method used was an experiment with the Nonequivalent Control Group Design design which involved two classes, namely the experimental class and the control class, each consisting of 27 students. Data collection is carried out through the provision of pretests and posttests. Data analysis includes normality tests, homogeneity tests, Independent Samples t-tests, and N-Gain tests to determine the difference and magnitude of improvement in learning outcomes. The results showed a significant improvement in learning outcomes in the experimental class, with an average N-Gain of 0.56 (medium category) which was higher than that of the control class of 0.51 (low category). In addition, the results of the t-test showed a significance value of 0.002 < 0.05 which indicates a significant difference between the two classes. Therefore, it can be concluded that the use of the Kahoot application integrated with the PBL model is effective in improving the mathematics learning outcomes of elementary school students. Keywords: Kahoot, Problem Based Learning, math learning outcomes, interactive media, elementary school
Digital encyclopedia of Semarangan dance style: Strategies for improving Critical thinking skills in local culture Nurharini, Atip; Ratnaningrum, Ika
Jurnal Prima Edukasia Vol. 14 No. 1 (2026): January 2026
Publisher : Asosiasi Dosen PGSD dan Dikdas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpe.v14i1.94667

Abstract

Semarangan style dance as an identity of Semarang City is essential to be introduced in order to preserve local culture through innovative teaching materials. This study aims to explore the characteristics of Semarangan style dance, identify strategies for enhancing students’ critical thinking skills related to local culture through digital encyclopedias, and examine the improvement of students’ critical thinking abilities. The research employs a qualitative descriptive phenomenological approach involving 30 elementary school students and teachers in Semarang City. Data were collected through observation, interviews, focus group discussions, and document analysis, and analyzed using interactive analysis techniques. The findings indicate that Semarangan style dance embodies geographical conditions, socio-cultural values, and the multi-ethnic character of Semarang society. Strategies to enhance critical thinking are implemented through stages of dance appreciation, practice, analysis, and evaluation. In conclusion, the use of digital encyclopedias is effective in improving students’ critical thinking skills in cognitive, kinesthetic, and character dimensions. The implications of this study suggest that Semarangan style dance-based digital learning media can serve as an effective model for integrating local cultural content into elementary education, supporting culturally responsive pedagogy and character education. Furthermore, this research provides a pedagogical framework for educators to utilize digital encyclopedias as innovative tools to foster critical thinking while strengthening students’ cultural identity. At a broader level, the findings contribute to efforts in local cultural conservation by positioning traditional dance as a dynamic learning resource within contemporary digital education contexts.
PERAN PENDIDIKAN PANCASILA DALAM PEMBENTUKAN KARAKTER GLOBAL CITIZEN PADA SISWA KELAS V SDN NGASINAN 2 DI ERA GLOBALISASI Bagus Ardani, Faisal; Ratnaningrum, Ika
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.48657

Abstract

This study aims to analyze and describe the role of Pancasila Education in the formation of global citizen character in grade V students of SD Negeri Ngasinan 2 in the era of globalization. The background of this research is the gap between students' academic achievements in the subject of Pancasila Education and students' real behavior. Students also show a very limited understanding of their identity as part of a global citizen. This study uses a descriptive qualitative approach. The subjects of the study were the principal, teachers, and students of grade V of SD Negeri Ngasinan 2, Magelang Regency. Data collection techniques are carried out through observation, interviews, and documentation. Data is analyzed through the stages of data reduction, data presentation, and conclusion drawn. The results of the study show that the process of forming a global citizen character through Pancasila Education is carried out with the synergy of the implementation of the Independent Curriculum, teachers' pedagogic strategies in integrating the 8 Dimensions of Graduate Profiles, contextual learning methods, and the use of Interactive Flat Panel media, in addition to refraction, the role of teachers as moral role models, and the content of the material "From Aku to Indonesia" also play an important role. The realization of the character of a global citizen can be seen in the internalization of the five dimensions of the graduate profile: faith as a moral compass, citizenship from local to global, critical reasoning as a filter in receiving information, collaboration without discrimination, and ethical communication. The main obstacles include the disconnect between school and home, exposure to unfiltered digital content, teachers' dilemmas in corrective actions, and weak synergy between schools and parents. This study concludes that Pancasila Education plays a strategic role as a moral filter that at the same time shapes national identity and the competence of global citizens.
The Interactive Electronic Book Learning Media: Social Science Learning Motivation of Students Utami, Rohyana Felisa; Ratnaningrum, Ika
Integrated Science Education Journal Vol 6 No 2 (2025): May
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/isej.v6i2.1788

Abstract

Purpose of the study: This study aims to develop, validate, and evaluate the effectiveness of Interactive Electronic Book Media—referred to as Bukelin—to enhance student motivation in learning IPAS (Ilmu Pengetahuan Alam dan Sosial) among fifth-grade elementary school students Methodology: The research adopts the Research and Development (R&D) approach, utilizing the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The participants were Grade V students of Elementary School Lemberang, Banyumas. Data collection involved a combination of instruments, including tests, interviews, observations, questionnaires, and documentation to comprehensively assess feasibility and effectiveness. Main Findings: The feasibility test results showed that the Interactive Electronic Book Media was well-received, with a 71% feasibility score from media experts (categorized as “eligible”) and a 90% score from material experts (categorized as “very feasible”). Effectiveness was measured through pretest and posttest scores, resulting in an N-gain value of 0.7096, indicating a high increase in student motivation. Students demonstrated improved engagement, enthusiasm, and autonomy during IPAS learning sessions with Bukelin. Novelty/Originality of this study: Unlike conventional printed textbooks, Bukelin integrates interactive multimedia elements, including images, audio, and video, creating a dynamic, student-centered learning experience. This digital approach not only supports independent and active learning but also aligns with current technological trends in education. The study contributes to the limited research on multimedia integration in primary school contexts in Indonesia and offers a practical solution to enhance learning motivation through interactive digital tools. These findings suggest that well-designed digital media can significantly enrich the elementary learning experience.
Implementation of a Puzzle Educational Game Based on Liveworksheet in Learning Science through the PAIKEM Method for Class VI Nisa' Faaiqoh; Ika Ratnaningrum
Jurnal Penelitian Pendidikan IPA Vol 10 No 11 (2024): November
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i11.8649

Abstract

This study aims to describe the implementation of educational puzzle games based on Liveworksheet in teaching IPAS through the PAIKEM method in the sixth grade of SD Negeri Gunung Pati 01. The research method used in this study is descriptive qualitative. The data obtained from this research were collected through interviews, observations, and documentation. The data analysis technique employed in this research follows the Miles & Huberman approach, which includes data collection, data reduction, data display, and verification. Based on the results of the study, it can be concluded that the implementation of educational puzzle games based on Liveworksheet in IPAS teaching through the PAIKEM method in the sixth grade of SD Negeri Gunung Pati 01, Semarang City, has a significant impact on the IPAS learning process. The implementation of the liveworksheet-based educational puzzle game in IPAS learning for sixth-grade students at SD Negeri Gunung Pati 01 can be observed from the students' enthusiasm in participating in learning activities. Students became more active, their understanding of the learning material increased, and their interest in learning improved due to the use of the liveworksheet-based educational puzzle game. This media also helps develop students' critical thinking and problem-solving skills.
Co-Authors Afrinda Maesa Safana Aini, Ayu Nur Ainun Nisa Mufi Dayanti, Aulli Qzara Aisya Amalia Murdhani Akbariyanto, Fahrizal Alhusna, Raihani Amalia, Lubnaya Dhia Amelia Amelia Amelia, Putri Nurhidayati Aminatul Zulfa Alza Anindita, Fayaza Aqila Annisa, Tifany Rizqika Aprilia Nur Fitriani Aprillya, Rhisma Dwi Arif Widagdo Atip Nurharini Aula, Shofiyatul Aulia Dita Ramadhani Aulia Rahmawati, Aulia Awal Nur Habibah Az Zahra, Salsabila Azhara Adinesa Azizah, Nindia Nur Azzahra, Alya Afifah Azzahro, Shafira A’yun, Aulia Qurrotul Bagus Ardani, Faisal Citra, Denisa Tiara Diah Ayu Oktaviani Dyah Ayu Wulandari Euis Indah Permata Farid Ahmadi Fauziyah, Nabila Putri Febriani, Amelia Dwi Fitra Khasanatus Sholihah Fu’adah, Maisya Nafidatul Handrini Ardhina Zaeni Hidayat, Alvian Danang Cahya Furqon Ifa Aulia Najwa Ika Susanti Insania, Chika January Akbar Wimbaning Candra Wela Kamila, Adinda Zulfa Khasanah, Putri Yatun Kurotul Aeni Leny Amalia M Jazuli Ma'wa, Putri Fajri Ma’ruf, Nadhifa Ginayu Hairina Meidiana, Ajeng Muhammad Arfa Alfannur Muhammad Nadhlir Nabila Putri Anisa Nabilah, Aviana Zuhrotun Nailarahma Safitri Nailil Fuadah Nayla Najmi Syakila Neysa Azaria Priyannanda Ningrum, Alya Putri Maradika Nisa' Faaiqoh Nisa, Anis Choerun Noening Andrijati Nova Amalia Novanda, Shabilla Caesar Nugroho, Donny Cahyo Nur Cholis Nur Cholis Nur Khalimah, Zahrotun Siti Nur Khayati Oktaviana, Sylvia Az-Zahra Pambudi, Chandra Tri Paradisa, Fauza Cahya Permatasari, Adinda Nova Pilarghana Sindhu Nur Ihza Pratama, Annisa Febriana Maulida Purnama, Bayu Indra Puspitasari, Herlina Dewi Rachmawati S, Aulia Intan Raihanah, Nasywa Qonita Rizqi, Fika Nafissa Nur Miftakhur Rohmah, Faidatur S.Pd. M Kes I Ketut Sudiana . Sabiily, M. Arsyada Sabrina, Amel Putri Salvia Saktika Zahrani Saputri, Andhika Ayu Sari, Danisa Maulina Sari, Nelsa Ayu Enggar Setiyani, Shalesya Ade Shafira, Hanna Sholicha, Asrilia Putri Sofi Fadhila Adnin Sri Winarsih Sutaryono, Sutaryono Syifa, Auralia Khoirotus Tazkia Nurul 'Aini Teguh Supriyanto Tinadi, Silvy Felecia Putri Titi Andaryani, Eka Tri Astuti Tri Joko Raharjo Tri Murtini Trimurtini, Trimurtini Utami, Rohyana Felisa Virna Cahyareva Wahyu Hidayat Wahyu Utami, Wahyu Wibowo, Fiska Almayda Widayanti, Isyania Widodo Widodo Wijayanti, Dyah Nuri Wisnu Wardhana Witanto, Yuli Wulan, Galuh Nawang Wulandari, Fani Sri Zahra Pramestya Kinanti Zakia Rofifatun Nabila