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A ROUGH MOTORIC MODULE FOR KINDERGARTEN TEACHERS: RESEARCH AND DEVELOPMENT Sunarsih; Rufi’i; Djoko Adi Walujo
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 5 No. 3 (2021): May
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v5i3.829

Abstract

The aim of this development was to produce a rough motoric module for early childhood education (PAUD). This research was included as research and development (R&D) with Brog and Gall model which consists of seven stages. The result of validation from material experts obtained that the average percentage of the feasibility of the modules was 93% (very feasible). Then, the result of validation from design experts obtained a percentage of 90% (very feasible); the result of small group assessments by subject teachers was 97% (very feasible); and the result of large group test by all teachers in group III was 96% (very feasible). The module provided an open opportunity for PAUD teachers to develop children's rough motoric skills. Moreover, rough motoric development materials provided a variety of new learning styles so they enriched insights to PAUD teachers. It could be concluded that the module was suitable to be used by kindergarten teachers. This module could also be used as a reference for teachers in PAUD educational institutions.
Gamified Project-Based Learning Strategy to Enhance Students’ Collaboration and Creativity Skills: A Quasi-Experimental Study at Al-Islam Junior High School Krian Sidoarjo Bandono, Adi; Sabariah, Sabariah; Rufii, Rufii; Tardjo, Netty; Tafuzi, Novta Ittaqy; Sufairo, Nurus; Nugroho, Sukmo Hadi
Rekayasa Vol 18, No 3: Desember, 2025
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/rekayasa.v18i3.32655

Abstract

This study examines the effectiveness of a Gamified Project-Based Learning (PjBL) strategy in enhancing students’ collaboration and creativity skills at SMP Al-Islam Krian Sidoarjo. Although PjBL has been widely implemented to foster 21st-century competencies, challenges remain in sustaining student motivation and engagement during project activities. Gamification through point systems, badges, levels, rewards, and leaderboards offers a potential solution by integrating game elements that stimulate student participation and intrinsic motivation. This study employed a mixed-methods approach with a quasi-experimental non-equivalent control group design. A total of 35 respondents were divided into two groups: an experimental group receiving gamified PjBL and a control group receiving conventional PjBL. Data were collected through pre-test and post-test instruments (using a Likert scale of 1–5), observation sheets, student interviews, and rubric-based project assessments. The findings demonstrate a significant increase in collaboration and creativity among students in the experimental group. Quantitative results reveal large effect sizes for both collaboration (d = 1.42) and creativity (d = 1.57), with p 0.001. In contrast, the control group showed only marginal improvements. Qualitative evidence from observations and interviews further indicates heightened engagement, stronger team communication, and increased idea generation among students exposed to gamified PjBL. The study contributes theoretically by enriching the discourse on the integration of gamification in PjBL environments and practically by offering empirical insights for secondary schools seeking to develop more interactive, student-centered pedagogical strategies. The findings underscore the potential of gamified PjBL as a transformative instructional model for cultivating essential 21st-century skills in Indonesian middle schools.
PENGEMBANGAN MEDIA INTERAKTIF ARTICULATE PADA MATA PELAJARAN INFORMATIKA MODEL 4 D Wuliadi; Rufi’i; Reza Rachmadtullah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 2025.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

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

Abstract

This research aims to develop Articulate Interactive Media for Informatics at SMPN 3 Ngoro Satu Atap using the 4D development model (Define, Design, Develop, Disseminate). The Define stage identifies student needs, objectives, and characteristics. The Design stage includes designing the flow, appearance, and content of the media. The Develop stage includes media creation, validation by material and design experts, and revisions. The Disseminate stage involves limited trials and usability evaluations. Data were collected through validation sheets, documentation, and observations, then analyzed descriptively and quantitatively to assess the feasibility of the material, design, technical aspects, and learning benefits. The results indicate that the developed interactive media is highly feasible for use. Experts gave high scores for material suitability, content accuracy, appearance, interactivity, and ease of use. This media increases student motivation, engagement, and understanding, and has the potential to become an innovative model in the development of 21st-century interactive learning media.