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Pengembangan Bahan Ajar Keragaman Budaya Kelas V Berbasis Local Wisdom Palembang Berbentuk Digital Pop-Up Book Yonada Viossa Kisda; Nurlaeli; Miftahul Husni; Yulia Tri Samiha Siti; Fatimah
Pahlawan Jurnal Pendidikan-Sosial-Budaya Vol. 21 No. 2 (2025): Oktober 2025
Publisher : Universitas Achmad Yani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57216/pah.v21i2.38

Abstract

Bahan ajar konvensional gagal melibatkan siswa SD memahami keragaman budaya, khususnya kearifan lokal Palembang dalam Kurikulum Merdeka. Penelitian ini bertujuan mengembangkan bahan ajar berbasis digital pop-up book tentang keragaman budaya untuk Pendidikan Pancasila kelas V. Menggunakan Research and Development (R&D) dengan model ADDIE, populasi adalah siswa SDN 136 Palembang (127 siswa kelas V), sampel purposif meliputi 3 ahli, 1 guru, dan 6 siswa untuk validasi dan uji small group. Instrumen berupa kuesioner skala Likert; analisis data menggunakan konversi persentase dan kriteria kelayakan Arikunto. Hasil menunjukkan validitas tinggi (materi: 90%, media: 94,28%, bahasa: 92,5%) dan kepraktisan (guru: 100%, siswa: 95,33%), semuanya kategori "sangat layak." Digital pop-up book efektif mengintegrasikan elemen lokal seperti Rumah Limas. Kesimpulannya, produk menjadi alat inovatif praktis yang meningkatkan apresiasi budaya dan keterlibatan siswa.
PENGARUH MODEL PEMBELAJARAN TALKING STICK BERBASIS GAMIFIKASI DIGITAL TERHADAP MOTIVASI BELAJAR PENDIDIKAN PANCASILA SISWA KELAS IV DI MI DAARUL AITAM PALEMBANG Tri Ajeng Nurjanah; Nurlaeli; Amir Hamzah
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 3 (2026): Volume 12 No. 3, September 2026 Produce
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i3.18669

Abstract

This study aims to determine the effect of the digital gamification-based Talking Stick learning model on the learning motivation of fourth-grade students in Pendidikan Pancasila at MI Daarul Aitam Palembang. This research was motivated by the low level of students’ learning motivation in Pendidikan Pancasila, indicating the need for an innovative and engaging learning model that can encourage students’ active participation during the learning process. This study employed a quantitative approach with a Non-Equivalent Control Group Design. The subjects consisted of two classes: an experimental class that received treatment using the digital gamification-based Talking Stick learning model and a control class that received conventional learning methods. Data were collected through learning motivation questionnaires, observation, and documentation. The data were analyzed using a t-test with the assistance of SPSS version 31. The results showed that the digital gamification-based Talking Stick learning model had a significant effect on the learning motivation of fourth-grade students. This was indicated by the t-count value being greater than the t-table value at a significance level of 0.05. Therefore, it can be concluded that the implementation of the digital gamification-based Talking Stick learning model can improve students’ learning motivation in Pendidikan Pancasila at MI Daarul Aitam Palembang.