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Journal : jpled

Desain Media Pop-Up Book Berbasis Literasi Sains Melalui Flipped Classroom Materi Ragam Bentang Alam Indonesia untuk Meningkatkan Visual Spasial Siswa Kelas III Anggi Astriana Rijeqiani; Cindy Alfi; Mohamad Fatih
Journal of Practice Learning and Educational Development Vol. 5 No. 4 (2025): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v5i4.703

Abstract

This study aims to develop a pop-up book design based on science literacy through a flipped classroom on the material of the diversity of Indonesia's natural appearance to improve the spatial visual of grade III elementary school students. This research uses a research and development (R&D) methodology, with a 4D model that has 4 stages, namely defining, designing, developing, and disseminating. Data collection techniques used observation, interviews, tests, and documentation. The subjects of this study were third grade students totaling 28 students. The results of media validity by media experts reached 92.5%, material experts 82.5%, and linguists 85%, all of which were categorized as very valid. In addition, the teacher's response to feasibility reached 97.5% which was categorized as very feasible. Findings based on the implementation of the pre-test and post-test with the pre-test results reaching a value of 54.8% in the “good” category and the post-test results reaching a value of 85.5% in the “very good” category. Then the pre-test and post-test results were processed using the gain normality test with a score of 0.7027 in the “high” category. Based on these findings, it can be interpreted that the development of pop-up book media based on science literacy through flipped classroom can improve the spatial visual of third grade elementary school students.
PENGEMBANGAN FLASHCARD BERBANTUAN WORDWALL MENGGUNAKAN MODEL PBL UNTUK MENINGKATKAN HARGA DIRI SISWA KELAS III SEKOLAH DASAR KABUPATEN BLITAR Aulia Rizka Fariani; Mohamad Fatih; Khoirul Wafa
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.698

Abstract

The purpose of this study was to develop Wordwall-integrated flashcard materials to enhance IPAS learning and raise third-grade students' self-esteem at SDN 3 Candirejo, Blitar Regency. The researcher used a mixed-approaches approach, combining a quantitative methodology with research and development (R&D) directed by the ASSURE model. After the development process, a media prototype was created and verified by media and subject matter experts. Questionnaires, interviews, and observation were used to collect data, which were then subjected to descriptive quantitative analysis. A 95% score from content experts indicated a high level of validity, and an 85.71% score from media experts indicated a similarly high level of validity. The control group's significant values were less than 0.007 according to the Paired Sample T-test.
PENGEMBANGAN MEDIA PAPAN BILANGAN BERBASIS NUMERASI MATERI OPERASI HITUNG PENJUMLAHAN MATEMATIKA SISWA KELAS II UPT SDN KEBONDUREN 01 Binti Khasanah; Cindya Alfi; Mohamad Fatih
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.704

Abstract

This research helps grade II students of SDN Kebonduren 01, Blitar Regency, to better understand the addition calculation process, this project intends to create numeracy literacy-based number board media. Through the stages of analysis, design, development, implementation and evaluation, the ADDIE paradigm is applied in research and development (R&D). By using easily available materials and equipped with a rotating number wheel, colorful ornaments, and number cards, the developed media was made interesting and interactive. With validation scores above 87%, the validation results from material, media, and language experts show that this media is very valid and practical to use. Implementation in the classroom showed an increase in students' motivation, understanding, and engagement in learning the material. Positive responses from teachers and students show that this media is effective in supporting basic math learning. Thus, the developed literate numerical analysis-based number board media can be an innovative solution to improve operational analysis learning outcomes in primary schools.
PERANCANGAN DAN APLIKASI PETA CERITA E-LEARNING MATERI KEBERAGAMAN BUDAYA GLOBAL UNTUK MENINGKATKAN LITERASI DIGITAL SISWA KELAS IV SEKOLAH DASAR Zumrotul Ngafifah; Cindya Alfi; Mohamad Fatih
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.705

Abstract

The purpose of this study is to explore ways to improve students' digital literacy skills in elementary schools by utilizing story maps in the online learning process. In designing this e-learning story map, the researcher applied the Research and Development method. The development process follows the ASSURE model, which consists of six stages: student analysis, target determination, selection of methods, media, and materials, implementation of media and materials, encouraging student participation, and finally evaluation and revision. The topic and source of this study were fourth-grade students at SDN Tumpang 02 in Blitar Regency. Interviews, recordings, and surveys from experts in the media and materials sector were used to collect information. Validation is important for the effectiveness of improving digital literacy. The validation process in this development involved two validators representing both fields, resulting in a media expert validator obtaining a percentage of 91% and a material expert validator with a percentage of 97%, and both results are included in the "very valid" category. The result of the increase in digital literacy is 0.8258 which is included in the "High" category.
Development of a STEM-Based E-Module Assisted by Kvisoft Flipbook Maker Through the PBL Model on Energy Transformation Material to Improve Critical Thinking of Fourth Grade Students at UPT SDN Nglegok 2, Blitar Regency Ekowati, Amanda; Mohamad fatih; Ragil Tri Oktaviani
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.719

Abstract

This study aims to develop and validate a STEM-based E-Module utilizing Kvisoft Flipbook Maker integrated with the Problem-Based Learning (PBL) model, focusing on the topic of energy transformation to enhance critical thinking skills among fourth-grade students at UPT SDN Nglegok 2, Blitar. The research employed Borg and Gall’s development model consisting of seven stages: identification of potential and problems, data collection, product design, expert validation, design revision, product trial, and final revision. Validation from experts in content, media, and language indicated that the E-Module is valid and appropriate for classroom use. The module's practicality and effectiveness were tested through quasi-experimental research involving experimental and control groups. The experimental group using the developed E-Module showed a moderate improvement in critical thinking skills based on N-Gain analysis. Statistical tests, including independent sample t-test and ANOVA, confirmed significant differences and interactions between groups, demonstrating the E Module's effectiveness in promoting critical thinking. The findings suggest that the developed EModule is a valuable and feasible instructional media to enrich learning experiences in science-social studies integrated curriculum (IPAS). It supports teachers in delivering content more interactively and encourages students to engage in higher-order thinking processes.
Pengembangan Card Sort Berbasis Wordwall Materi Siklus Hidup Hewan Meningkatkan Self Esteem dan Literasi Sains Siswa Kelas 3 Khoiril Mutoharoh; Mohamad Fatih; Ragil Tri Oktaviani
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.721

Abstract

This research aims to develop IT-based learning media. Learning media has not been maximally appliedfor effectiveness during the learning process. The researcher develops a card sort learning media basedon Wordwall with the topic of animal life cycles. This research aims to improve students' self-esteemand science literacy. In designing the card sort based on Wordwall, the Research and Developmentmethod is applied. The development process follows the ASSURE model, which consists of six stages:student analysis, target determination, method selection, media and material selection, media andmaterial application, encouraging student participation, and finally evaluation and revision. The topicand source of this research are 3rd-grade students at SDN Tumpang 02 in Blitar Regency. Data collectiontechniques consist of observation, interviews, documentation, questionnaires, and tests. Data analysistechniques use normality tests, homogeneity tests, paired sample t-tests, N-gain tests, and MANOVAtests assisted by SPSS 25. The results of the hypothesis test are obtained from the paired sample t-testwith a sig value (2-tailed) of 0.000 < 0.05 with a t-count of -5.671. The N-gain test result is 0.68, and theMANOVA test result is 0.999 > 0.096. Interviews, recordings, and surveys from experts in the media,material, and language sectors are used to collect information. Validation of self-esteem and scienceliteracy improvement is crucial. The validation process in this development involves three validatorsrepresenting the three fields, resulting in a media expert validator with a percentage result of 87%, amaterial expert validator with a percentage result of 97%, and a language expert validator with apercentage result of 90%. All three results fall into the "very valid" category.
PENGARUH MODEL TGT DENGAN MEDIA SNAKE AND LADDER GAME BERBANTUAN APLIKASI QUIZ WORDWALL MATERI PERUBAHAN BENTUK ENERGI MENINGKATKAN LITERASI SAINS DAN SELF AUTHENTICITY SISWA KELAS IV SD IT AL MUBAROK KABUPATEN KEDIRI Siti Anisy Kurlia Sa’adah; Mohamad Fatih; Khoirul Wafa
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.725

Abstract

This study aims to determine the effect of the Teams Games Tournament (TGT) learning modelcombined with the snake and ladder game and the Quiz Wordwall application on improving elementary school students' scientific literacy and self-authenticity in the topic of energy transformations. The research method used was quantitative, with a quasi-experimental design using a pretest-posttest control group design. The study subjects consisted of fourth-grade students at an elementary school in [fill in the appropriate location] Regency, divided into an experimental group and a control group. The instruments used included a science literacy test and a self-authenticity questionnaire. Data analysis showed a significant difference between the pretest and posttest results in the experimental group compared to the control group. The application of the TGT model with the snake and ladder game and the Quiz Wordwall application proved effective in improving scientific literacy and building student self-authenticity. Therefore, this model and media are recommended as an innovative alternative in thematic learning, particularly in science and science topics related to energy transformations.
PENGEMBANGAN CROSSWORD PUZZLE PENGEMBANGAN CROSSWORD PUZZLE MELALUI PROBLEM BASED LEARNING PADA MATERI PETA INDONESIA UNTUK MENINGKATKAN BERPIKIR KRITIS SISWA KELAS V UPT SD NEGRI MINGGIRSARI KABUPATEN BLITAR: PENGEMBANGAN CROSSWORD PUZZLE MELALUI PROBLEM BASED LEARNING M. Chafidh Tamami; Mohamad Fatih; Shofi Nur Amalia
Journal of Practice Learning and Educational Development Vol. 6 No. 3 (2026): Journal of Practice Learning and Educational Development (JPLED) in Press
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i3.1456

Abstract

This study sought to create a crossword-puzzle teaching aid using a problem-based learning approach on the Indonesian map topic to enhance fifth graders’ critical thinking at UPT SD Negeri Minggirsari, Blitar RegencyThe ADDIE paradigm, This was applied in the research and development design and includes analysis, design, development, implementation, and assessment. The product's fitness for usage was indicated by validation ratings of 81.2% from a subject-matter expert and 92.5% from a media expert. A pretest total of 1,020 and a posttest total of 1,853 were obtained by testing the product with 20 students, resulting in an N-gain of 0.84 (high). As a result, the problem-based crossword puzzle helped students develop their critical thinking skills about the Indonesian map.