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PENGARUH MEDIA ULAR TANGGA BERBANTUAN QR CODE CANVA EDU TERHADAP PEMAHAMAN BANGUN DATAR SISWA KELAS III SEKOLAH DASAR Dera Wibowo, Anggun; Susiloningsih, Wahyu
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42351

Abstract

This study aims to determine the effect of using a snakes and ladders game media assisted by QR Code Canva Edu on third-grade elementary school students’ understanding of plane geometry concepts. The background of this study is based on students’ low level of understanding of plane geometry material due to the learning process being conducted in a one-way manner, with teachers delivering material primarily through printed learning resources such as textbooks and student worksheets as the main references. The snakes and ladders game media is a board game-based learning tool designed with squares containing learning materials and activities to help students understand plane geometry concepts in a concrete and enjoyable way. The integration of QR Codes in the snakes and ladders media functions to provide access to interactive digital content, such as animated instructional videos, thereby enriching the learning experience and increasing student engagement. This research employed a quantitative approach using a quasi-experimental method with a Nonequivalent Control Group Design. The research subjects were third-grade students of SDN Kepuhkiriman 1, consisting of 50 students, with 25 students in the experimental group and 25 students in the control group. Data were collected using pretest and posttest instruments that had been tested for validity and reliability. Data analysis was conducted using normality testing, homogeneity testing, and hypothesis testing through an independent samples t-test. The results of the study indicate that there is a difference between the posttest scores of the experimental group and the control group. Therefore, it can be concluded that the use of snakes and ladders game media assisted by QR Code Canva Edu has a significant effect on third-grade elementary school students’ understanding of plane geometry concepts.
PENGARUH MEDIA KINCIR PERKALIAN BERBASIS KODE QR TERHADAP PEMAHAMAN KONSEP PERKALIAN MATEMATIKA SISWA KELAS III SD Hizbulloh Alfarisi, Salman; Susiloningsih, Wahyu
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42352

Abstract

This study aims to determine the effect of using a QR Code-Based Multiplication Wheel media on the understanding of multiplication concepts among third-grade students at SDN Kepuhkiriman 1. The background of this research is based on students’ low understanding of multiplication, as learning activities tend to emphasize memorization rather than comprehension of multiplication as repeated addition. The QR Code-Based Multiplication Wheel is a manipulative learning medium in the form of a rotating wheel containing multiplication numbers and equipped with QR codes linked to interactive digital content, such as explanatory videos, animations, and practice exercises. This media is designed to help students understand multiplication concepts concretely through visual, kinesthetic, and digital activities. This research employed a quantitative approach using a quasi-experimental design with a Posttest-Only Control Group Design model. The research subjects consisted of two classes: class III A as the experimental group and class III B as the control group, each consisting of 25 students. Data collection was conducted through a learning achievement test in the form of multiplication concept understanding questions administered after the treatment (posttest). The data were analyzed using an independent sample t-test with the assistance of the latest version of SPSS software. The results showed a significant difference between the average posttest scores of the experimental group and the control group, with the experimental group achieving higher scores. The Sig. (2-tailed) value was less than 0.05, indicating that the QR Code-Based Multiplication Wheel media has a positive and significant effect on improving students’ understanding of multiplication concepts. This media can also serve as an innovative alternative for teachers in developing more effective and engaging mathematics learning.
Pengaruh Model Pembelajarann Inquiry berbasis Video Interaktif terhadap Hasil Belajar IPAS pada Siswa Kelas V Sekolah Dasar Utari, Eka Amelia; Susiloningsih, Wahyu
Paedagogie Vol 21 No 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16204

Abstract

This study aims to examine the effect of an inquiry-based learning model supported by interactive video on the topic “Light and Its Properties” on the IPAS learning outcomes of fifth-grade elementary school students. The background of this study is the low level of student achievement in IPAS, which is caused by the limited use of learning media and the suboptimal implementation of inquiry-based learning. Inquiry learning is a model that encourages students to actively discover knowledge through investigative processes under teacher guidance. By integrating interactive video defined as video that allows users to actively interact features student engagement and learning comprehension can be enhanced. The research method employed was quantitative with a quasi-experimental design, specifically the post-test only control group design. The research subjects consisted of two fifth-grade classes at SDN Tenggilis Mejoyo 1 Surabaya, totaling 52 students, with 26 students in the control class and 26 students in the experimental class. The research instrument was a test consisting of multiple-choice and essay questions that had been tested for validity and reliability. The results of data analysis indicated a significant difference in learning outcomes between students in the experimental and control classes. Significant effect on improving the IPAS learning outcomes of fifth-grade students.
Pengaruh Model Problem Based Learning berbantuan Game Ular Tangga Digital terhadap Hasil Belajar Pendidikan Pancasila Materi Hak dan Kewajiban Asih, Mifta Romadhani; Susiloningsih, Wahyu
Paedagogie Vol 21 No 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16218

Abstract

This study aims to determine the effect of the use of the Problem Based Learning model assisted by the digital snakes and ladders game on the learning outcomes of Pancasila Education on the rights and obligations of third-grade elementary school students. The background of the study is based on the low student learning outcomes caused by the use of conventional learning methods. The Problem Based Learning model encourages students to learn actively through solving problems related to real life, while the digital snakes and ladders game acts as an interesting and interactive learning medium to deepen students' understanding. This study uses a quantitative approach with a quasi-experimental method through a nonequivalent control group design involving a pre-test and post-test. The research subjects were 48 third-grade students of UPT SDN 145 Gresik, consisting of 24 students in the experimental class and 24 students in the control class. The data collection technique used a learning outcome test that had been tested for validity and reliability, while data analysis was carried out through normality tests, homogeneity tests, and hypothesis tests using the T-test. The results of the Independent Samples Test showed a significant difference between the post-test results of the experimental class and the control class. Thus, it can be concluded that the use of the Problem Based Learning model assisted by the digital snakes and ladders game has a significant effect on the learning outcomes of Pancasila Education for third grade elementary school students.
Application of Digital Find Me Pair Evaluation on Student Learning Outcomes of Class V Social Sciences Learning Cultural Diversity Material Elementary School Annisa Dwi Rahmawati; Wahyu Susiloningsih
Journal of Education and Teacher Training Innovation Vol. 2 No. 1 (2024): Journal of Education and Teacher Training Innovation (JETTI)
Publisher : PT. Pusmedia Group Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61227/jetti.v2i1.87

Abstract

This research is motivated by the low learning outcomes in social studies learning. So the learning outcomes of class V students are low and can be said to be insufficient (KKM). By implementing the Find Me Pair digital evaluation. The aim of this research is to describe the application of digital find me pair evaluation on the learning outcomes of students learning social sciences material on cultural diversity in class V elementary schools. This research includes descriptive quantitative research. Data collection in this research consisted of 30 students in the VA class at SDN Sedatigede II. The data collection method used is observation using an assessment tool in the form of an observation sheet and a test using an assessment tool in the form of a test sheet. The results of this research show that student activities and educator activities in implementing digital evaluation are in the very good category and student learning outcomes are in the very good category
PENGARUH MODEL PEMBELAJARAN PROBLEM BASED LEARNING TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIKA PADA SISWA KELAS IV SEKOLAH DASAR Winda Aulia Br Sembiring; Wahyu Susiloningsih
SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED Vol. 16 No. 2 (2026): SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/1fbgvt16

Abstract

This research is motivated by the low mathematical problem-solving abilities of elementary school students, who still require innovation in the learning process. This study aims to analyze the effect of the implementation of the Problem-Based Learning (PBL) model on the mathematical problem-solving abilities of fourth-grade students in the subject of picture patterns and number patterns at Kepuh Kiriman 1 State Elementary School, Waru. The method used was a quasi-experimental study with a Nonequivalent Control Group Design. The study sample consisted of 50 students divided into two groups: an experimental group and a control group, each consisting of 25 students. The research instrument was a descriptive test that had undergone validity and reliability tests. Data analysis was performed using the Independent Sample t-test after meeting the prerequisite tests for normality and homogeneity. The results showed a significant difference between the two groups. This indicates that the implementation of the Problem-Based Learning model has a positive impact on improving elementary school students' mathematical problem-solving abilities.
IMPLEMENTASI TEKNIS: TRANSFORMASI KEAMANAN DIGITAL SEKOLAH MELALUI PENDEKATAN DEFENSE-IN-DEPTH DAN ZERO-TRUST Feny Rita Fiantika; Dian Kusmaharti; Prastyo, Danang; Wahyu Susiloningsih
Kanigara Vol 6 No 1 (2026): Kanigara
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/7ps2tm57

Abstract

Digital transformation in the education sector has accelerated the adoption of cloud-based services, Learning Management Systems (LMS), mobile devices, and digital school management platforms, while simultaneously increasing cybersecurity risks. Many schools still face challenges in implementing effective cybersecurity governance, including weak user authentication, irregular system updates, limited cybersecurity awareness, and the absence of formal incident response procedures. This community service program aimed to strengthen schools' cybersecurity capacity through the implementation of Defense-in-Depth and Zero Trust Architecture approaches. The program employed initial observation, needs assessment, technical training, implementation assistance, phishing simulation, evaluation, and continuous monitoring involving school principals, teachers, school administrators, and information technology personnel. The implementation resulted in the development of school digital security policies, deployment of Multi-Factor Authentication (MFA) for priority accounts, establishment of weekly Patch Management procedures, implementation of Endpoint Protection, introduction of Mobile Device Management (MDM), and preparation of an Incident Response Plan (IRP). Furthermore, participants demonstrated improved cybersecurity awareness and digital security literacy. The integration of Defense-in-Depth and Zero Trust approaches enhanced organizational cyber resilience through identity management, access control, endpoint protection, and continuous security monitoring. This program provides a practical and sustainable cybersecurity implementation model that can support secure digital transformation in educational institutions.
INTEGRATING LOCAL WISDOM AND DIGITAL TECHNOLOGY TO ENHANCE PRIMARY SCHOOL TEACHERS’ COMPETENCIES: AN INTERNATIONAL COMMUNITY ENGAGEMENT PROGRAM BETWEEN INDONESIA AND THAILAND Rosidah, Cholifah Tur; Phannida Khanthaphad; Reza Rachmadtullah; Imas Srinana Wardani; Via Yustitia; Wahyu Susiloningsih; Mokhamad Ali Yafie; Vinsentia Asri Budiarti; Stephanie Putri Damayanti; Enjang Restu Kinanti
Jurnal Penamas Adi Buana Vol 10 No 01 (2026): Jurnal Penamas Adi Buana
Publisher : LPPM Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/penamas.vol10.no01.a11748

Abstract

Perkembangan teknologi digital menuntut guru sekolah dasar mampu mengintegrasikan teknologi dengan kearifan lokal untuk menciptakan pembelajaran yang inovatif dan responsif terhadap budaya. Namun, sebagian besar guru masih mengalami kesulitan menggabungkan kedua aspek tersebut dalam praktik pembelajaran. Kegiatan pengabdian kepada masyarakat internasional ini bertujuan meningkatkan kompetensi guru sekolah dasar dalam mengintegrasikan teknologi digital dan kearifan lokal melalui kolaborasi Indonesia–Thailand. Program menggunakan pendekatan Participatory Action-Based Capacity Building (PACB) yang meliputi analisis kebutuhan, lokakarya internasional, perancangan pembelajaran kolaboratif, microteaching, implementasi di sekolah, serta refleksi dan evaluasi. Data dikumpulkan melalui angket, observasi, wawancara, pre-test dan post-test, serta dokumentasi. Hasil analisis kebutuhan menunjukkan 95% guru memerlukan pelatihan integrasi teknologi dan kearifan lokal, sedangkan hanya 22,5% yang telah menerapkannya dalam pembelajaran. Setelah program, kompetensi guru meningkat dalam memahami technopedagogi dan ethnopedagogi, mengembangkan perangkat pembelajaran berbasis budaya lokal, serta memanfaatkan teknologi digital secara lebih efektif. Program ini juga memperkuat kolaborasi profesional lintas negara dan mendorong terciptanya pembelajaran yang lebih kontekstual. Dengan demikian, model pengembangan kapasitas berbasis kolaborasi internasional efektif meningkatkan kompetensi guru sekaligus mendukung pelestarian budaya lokal melalui pembelajaran digital.
Pengaruh Model Pembelajaran Berbasis Masalah Berbantuan Buku Komik terhadap Kecerdasaan Emosional Siswa Sekolah Dasar di Surabaya Danang Prastyo; Wahyu Susiloningsih; Arif Mahya Fanny; Dea Ananda Ayu; Della Puspita; Fathin Alifah
Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Vol. 6 No. 3 (2026): Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 2026 (3)
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jppi.v6i3.4113

Abstract

Perkembangan teknologi informasi memberikan dampak besar terhadap perubahan perilaku siswa di masyarakat, khusunya di sekolah. Sebagai lembaga pendidikan, sekolah dituntut untuk mampu menyelesaikan masalah perilaku siswa melalui pembelajaran. Penelitian ini bertujuan mengetahui pengaruh model pembelajaran berbasis masalah berbantuan buku komik terhadap kecerdasaan emosional siswa SD di Surabaya. Metode penelitian menggunakan quasi eksperimen. Populasi penelitian sebanyak 142 siswa SD yang terdiri dari di tiga sekolah yaitu Surabaya yaitu SD Negeri Rungkut Menanggal I Surabaya, SD Negeri Sumur Welut III Surabaya, dan SD Negeri Margerejo I Surabaya. Sampel penelitian siswa kelas V sebanyak 25 siswa di SD Negeri Rungkut Menanggal I Surabaya, 23 siswa SD Negeri Sumur Welut III Surabaya dan 23 siswa di SD Negeri Margerejo I Surabaya. Teknik pengumpulan data menggunakan angket kecerdasan emosional Goleman dengan 40 pertanyaan. Teknik analisis data menggunakan statistik inferensial. Hasil pengolahan data terlihat bahwa nilai Sig 0.000 < 0.05, artinya terdapat pengaruh penerapan model pembelajaran berbasis masalah berbantuan buku komik terhadap kecerdasaan emosional siswa di Surabaya.
PENINGKATAN HASIL BELAJAR PENYAJIAN DATA MENGGUNAKAN MODEL PROJECT BASED LEARNING (PjBL) PADA MURID KELAS V SDN DUKUH KUPANG II/489 SURABAYA Tollanda Dhesika Aulia; Tiara Zalza Nabilah; Muhammad Hafidz Amaluddin; Wahyu Susiloningsih; Menik Rupiati; Ganda Riswanto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02 Juni 2026 Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.50665

Abstract

This research was motivated by the low mathematics learning outcomes of Grade V students at SDN Dukuh Kupang II/489 Surabaya on the topic of data presentation. The aim of this research was to improve student learning outcomes through the implementation of the Project Based Learning (PjBL) model on bar chart data presentation material. This Classroom Action Research (CAR) was conducted in two cycles, each consisting of planning, implementation, observation, and reflection stages. The subjects were 28 Grade V students in the academic year 2025/2026. Data collection techniques included tests, observations, and documentation. Data were analyzed using quantitative and qualitative descriptive analysis. The results showed that the application of the PjBL model effectively improved student learning outcomes. Classical learning mastery increased from 50% (pre-cycle), to 71% (Cycle I), and reached 89% (Cycle II), exceeding the research target of 80%. The class average score improved from 62.5 (pre-cycle) to 74.3 (Cycle I) and 83.7 (Cycle II). Student activity in the dimensions of critical thinking, creativity, collaboration, and communication also improved from the Developing/Proficient category in Cycle I to the Expert category in Cycle II. It is concluded that the Project Based Learning (PjBL) model can significantly improve the learning outcomes of Grade V students on bar chart data presentation material.
Co-Authors Achmad Fanani Achmad Fanani Ahmad Lucky Amelia Widya Hanindita Amelia Widya Hanindita Annisa Dwi Rahmawati Apri Irianto Ardaningrum, Diah Putri Arif Mahya Fanny Asih, Mifta Romadhani Azmy, Bahauddin Bahauddin Azmy Cahya Adik Cindy Cikitha Cholifah Tur Rosidah Clarisa Putri Arlinda DARSONO Dea Ananda Ayu Dedi Kuswandi Della Ayu Wulandari Della Puspita Dera Wibowo, Anggun Dian Kusmaharti Dionisius Ronaldino Fernanandes Dugis Dwi Cahya Putri Dwi Fatimatuz Zahro Eka Widya Nur Anggraini Enjang Restu Kinanti Erin Erdiana Fadilla, Fatma Nur Faizah, Hanim Farahdhiva Qotrunnada Fajrin Faricha Daroini Farichah, Auliya Niswatul Fathin Alifah Feny Rita Fiantika Fika Anjani Putri Fitri Ajeng Galuh Ganda Riswanto Haliza, Nur Hanim Faizah Hanim Faizah Hanny Cherylla Jean Ananta Herawati Susilo Hizbulloh Alfarisi, Salman Ida Sulistyawati Imas Srinana Wardani Imroatul Sholikhah Ismatus Sovia Nadila Juang Laksono, Galih Julita Mega Purwanti Maghfirotul Jannah Maria Evanirmala Subayang Menik Rupiati Miftakhul Jannah Mohammad Zainuddin, Mohammad Mokhamad Ali Yafie Muhammad Firmansyah Muhammad Hafidz Amaluddin Mulyono Naufal Chairul Dzaky Neti N. Mantolas Nia Suci Indaryani Nufarinda Jazilatul Khikmiyah Oktaviani Adhi Suciptaningsih Pana Pramulia Phannida Khanthaphad Pingky Citra Inpriani Prahastowo, Bintang Apriyan Prastyo, Danang Pratama Putri, Faradini Age Rachmat Deni Pratama Rachmat Rahadiansyah Rama Ria Lesmana Rarasaning Satyaningsih Rarasaning Satyaningsih Resti Duriyatul Maghfiroh Reza Ayu Wulandari Reza Rachmadtullah Reza Rachmadtullah Risma Oktaviana Tri Utami Romadhoni, Achmad Eka Ronaldino, Ihda Safira Rosmiati Rosmiati Rosmiati Rosyidah, Ayu RR. Ella Evrita Hestiandari Rusminati, Susi Hermin Sabrina Yulian Nabila Sahila Faiqoh Salsabila, Ashari Kurnia Saputra, Feri Candra Satianingsih, Rarasaning Satrio Nurasa Arif Wicaksono Septi Tiaradinar Stephanie Putri Damayanti Subandowo, Marianus Sugandi, Eko Sukma Dwi Anggraini Sumiana Sumiana Sutarti Tasya Maulidia Tiara Zalza Nabilah Tollanda Dhesika Aulia Tri Masiul Khusna, Yuyun Triman Juniarso Uswatun Khasanah Utari, Eka Amelia Via Yustitia Vinsentia Asri Budiarti Winda Aulia Br Sembiring Yana Jihan Almira