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Pengembangan Media Pembelajaran Berbasis Video Animasi Menggunakan Aplikasi Canva Untuk Meningkatkan Kemampuan Literasi Sains Kelas 4 Sekolah Dasar Ratiani, Arin; Yunitasari, Indah; Setiawan, Angga
TANGGAP : Jurnal Riset dan Inovasi Pendidikan Dasar Vol. 6 No. 2 (2026): TANGGAP : Jurnal Riset dan Inovasi Pendidikan Dasar
Publisher : STKIP PGRI Trenggalek

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55933/tjripd.v6i2.996

Abstract

Literasi merupakan kemampuan individu dalam memahami dan mengolah informasi melalui aktivitas membaca dan menulis, termasuk literasi sains yang penting dalam kehidupan sehari-hari. Hasil observasi dan wawancara pada empat sekolah dasar di Kecamatan Karangan menunjukkan rendahnya kemampuan literasi sains siswa kelas IV serta kurangnya motivasi belajar. Penelitian ini bertujuan untuk: (1) mengetahui desain pengembangan media pembelajaran berbasis video animasi menggunakan aplikasi Canva; (2) menguji kevalidan media pembelajaran; (3) menganalisis implementasi media dalam pembelajaran; dan (4) menguji keefektifan media dalam meningkatkan literasi sains. Penelitian ini menggunakan metode Research and Development (RnD) model ADDIE dengan teknik purposive sampling pada siswa kelas IV dari empat SD dengan total 74 siswa. Data dikumpulkan melalui observasi, wawancara, tes, dan angket. Hasil validasi oleh ahli materi, media, bahasa, dan praktisi menunjukkan kategori sangat valid. Uji coba skala kecil dan besar memperoleh respons sangat layak. Hasil uji paired sample t-test menunjukkan peningkatan signifikan pada kemampuan literasi sains siswa. Media pembelajaran video animasi berbasis Canva dinyatakan efektif dan sangat layak digunakan dalam pembelajaran untuk meningkatkan literasi sains siswa sekolah dasar.
EFEKTIVITAS PENERAPAN MODEL PEMBELAJARAN TEAM GAMES TOURNAMENT (TGT) DALAM MENINGKATKAN KETERAMPILAN KOLABORASI MURID KELAS IV SD Oktaviana, Reginsa; Yunitasari, Indah; Setiawan, Angga
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.v11i02.50679

Abstract

This study aimed to determine the effect of the Teams Games Tournament (TGT) learning model on the collaboration skills of fourth grade students in IPAS learning. The background of this study was the low collaboration skills of students during the learning process, where students were still passive in group discussions. This research used a quantitative approach with a quasi-experimental design and Nonequivalent Control Group Design. The research was conducted at SDN 1 Ngulankulon and SDN 2 Ngulankulon in the 2025/2026 academic year. Data collection techniques included tests, observations, and documentation. Data were analyzed using normality tests, homogeneity tests, Independent Sample t-test, and N-Gain tests. The results showed that the TGT learning model had a significant effect on students’ collaboration skills with a significance value of 0.023 < 0.05. The average posttest score of the experimental class was higher than the control class, namely 93 and 89. The N-Gain results also indicated that the TGT model was sufficiently effective in improving students’ collaboration skills. Therefore, the Teams Games Tournament (TGT) learning model can be used as an alternative learning model to improve collaboration skills in elementary school students.
EFEKTIVITAS MODEL PEMBELAJARAN GAME BASED LEARNING BERBASIS DIGITAL TERHADAP KEMAMPUAN PEMECAHAN MASALAH PADA PEMBELAJARAN IPAS KELAS V SD Achmad Riza Junaidi; Yunitasari , Indah; Setiawan, Angga
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Verified
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.58187

Abstract

The 21st-century education demands high-level thinking skills, yet science teaching at elementary schools still relies on conventional methods, resulting in low scientific problem-solving abilities where students score below the minimum mastery criterion of 70. This quasi-experimental study with a non-equivalent control group design aimed to empirically examine the effectiveness of the Digital Game-Based Learning (DGBL) model assisted by Educaplay and Kahoot platforms in developing students' scientific problem-solving skills based on Polya's four thinking stages. The study population comprised 374 fifth-grade students in Gandusari District, with 21 students from SDN 1 Karanganyar selected as the experimental group and 28 students from SDN 1 Sukorame as the control group through purposive sampling. Data were collected via 20 higher-order thinking (C4–C5) multiple-choice items and analyzed using the Independent Samples T-Test and Normalized Gain (N-Gain) score via SPSS 27.0. The results indicated that both data groups were normally distributed and homogeneous. The t-test on posttest scores revealed that  (12.109) exceeded  (2.092) at a 0.05 significance level. The experimental group's average score rose from 60.71 to 87.14, achieving an N-Gain score of 68.19% (effective category), whereas the control group only rose from 54.10 to 63.39 with an N-Gain of 35.61% (less effective category). Conceptually, integrating dynamic environmental simulations via Educaplay and real-time formative evaluation via Kahoot successfully optimized constructivism principles. In conclusion, the DGBL model is a superior and adaptive solution that shows high effectiveness in boosting elementary students' 21st-century problem-solving competencies.