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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.
Magic Card 3D Berbantuan Assemblr Edu Berbasis SETS Materi Gaya Meningkatkan Literasi Sains Kelas IV SDN Sumberjo 01 Kabupaten Blitar Mega Elvi Yuniasari; Mohamad Fatih; Cindya Alfi
Literasi: Jurnal Ilmu Pendidikan Vol. 15 No. 3 (2024)
Publisher : Universitas Alma Ata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21927/literasi.2024.15(3).321-322

Abstract

Science and technology learning has a role in realizing students' curiosity to understand how the universe works and interacts with human life on earth. However, there are still many students who find learning IPAS difficult, because of different student understandings. In addition, the use of learning media is urgently needed to support learning success. The purpose of this research is to develop Magic Card 3D media assisted by Assemblr Edu and to improve students' science literacy by using the media that has been developed. This study used the development procedure in the following research research and Development (R&D) steps with the Borg and Gall model. The method used is the Quasi Experiment, which is research that aims to determine the effect of treatment on others under controlled conditions. The subject of this study was a grade IV student of SDN Sumberjo 01 Blitar Regency. The number of students in one class consists of 20 students, and during the learning process will be divided into 2 large groups. The first group, the experimental group that will receive special treatment, namely during learning will use media. The next group is the conventional group, this group does not receive special treatment because they do not use learning media in learning. Researchers use this method, to determine the influence of the difference in learning using and not using media, as well as to measure the improvement of students' science literacy.  Keywords: Magic Card 3D, Assemblr Edu, SETS, Science Literacy