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Pengaruh Penerapan Model Pembelajaran Discovery Learning berbantuan Multimedia Wayground terhadap Literasi Budaya Tolitoli Siswa Kelas V SDN 2 Nalu Syaiful Hidayat; Moh Rudini; Mustakim
Tolis Ilmiah : Jurnal Penelitian Vol 8 No 1 (2026): Mei
Publisher : LPPM Universitas Madako Tolitoli

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56630/tolis.v8i1.1557

Abstract

Low cultural literacy among the younger generation, particularly in relation to the local wisdom of Tolitoli, which is beginning to deteriorate, calls for innovative contextual and interactive learning models. This study examines the effect of applying a discovery learning model supported by Wayground multimedia on the cultural literacy level of fifth-grade students at SD Negeri 2 Nalu. The methodological approach adopted was quasi-experimental, applying a non-equivalent control group design, in which the research participants included 34 students distributed into two categories, namely the experimental group and the control group. The data collection mechanism was carried out through test instruments (including pre-tests and post-tests) supplemented by observations of learning activities. Data analysis revealed a substantial escalation of cultural literacy in the experimental group, which recorded a post-test average of 88.88 and an N-Gain score of 0.66 (moderate criteria); this achievement exceeded that of the control group, which only obtained an average of 70.12 with an N-Gain of 0.019 (low criteria). Furthermore, hypothesis testing using the Mann-Whitney U test showed a significance value of 0.001 (p < 0.05), indicating rejection of the null hypothesis. Thus, it can be concluded that the integration of the Wayground multimedia-based discovery learning model has a significant effect in boosting students' Tolitoli cultural literacy, while also proving effective in creating a participatory learning climate and offering innovative solutions for cultural value preservation efforts at the elementary school level.
Analisis Kebijakan Program Projek Penguatan Profil Pelajar Pancasila (P5) Di Sekolah Dasar : Studi Konversial Era Merdeka Nurjanna; Muh. Khaerul Ummah BK; Moh. Rudini
Jurnal Lensa Pendas Vol 10 No 2 (2025): September
Publisher : Universitas Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/jlp.v10i2.4654

Abstract

Penelitian ini bertujuan untuk menganalisis kebijakan Program Proyek Penguatan Profil Pelajar Pancasila (P5) pada min 1 Toli-Toli dalam konteks kurikulum Merdeka. Menggunakan pendekatan kualitatif fenomenologis, data dikumpulkan melalui observasi, wawancara, dan dokumentasi siswa, guru, kepala sekolah, pengawas, dan orang tua. Hasil penelitian menunjukkan bahwa implementasi P5 menerima dukungan positif dari berbagai pihak dan berdampak pada peningkatan karakter dan keterampilan sosial siswa. Namun, sejumlah tantangan ditemukan, seperti batasan waktu, kebutuhan untuk biaya tambahan, dan adaptasi guru terhadap penilaian berbasis proses. Kontroversi muncul ketika cita-cita kebijakan tidak sejalan dengan kondisi nyata di sekolah. Program P5 dianggap relevan, tetapi masih memerlukan bantuan dan penyesuaian berkelanjutan terhadap karakteristik lokal untuk implementasi yang optimal.
NHT Learning Model Based on Digital Gamification Platforms (Genially) to Enhance Elementary School Students’ Numeracy Skills Nur Inda Sari Rahmawati; Moh. Rudini; Muh. Khaerul Ummah BK
Madako Elementary School Vol. 5 No. 1 (2026): JUNE
Publisher : Program Studi PGSD Universitas Madako Tolitoli

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56630/mes.v5i1.350

Abstract

This study is aimed at enhancing the numeracy skills of fourth-grade students in Class IV B at SDN 2 Nalu through the implementation of the cooperative learning model known as NHT, integrated with digital gamification media based on Genially. The subjects of this research were SDN 2 Nalu’s students, and the study was conducted in two cycles. This research employed a Classroom Action Research (CAR) approach carried out over two cycles. The findings indicate a significant improvement in students’ numeracy achievement. Learning mastery, which was initially at 40%, increased to 75% in the first cycle and reached 100% in the second cycle. In addition, both student learning activities and teacher performance showed continuous improvement, ultimately reaching a “very good” category by the end of the study. These findings confirm that the implementation of the NHT cooperative learning model supported by Genially-based digital gamification media is highly effective in improving the numeracy skills of fourth-grade students at SDN 2 Nalu. Furthermore, this study contributes to the advancement of adaptive, contextual, and sustainable technology-based learning innovations and holds potential as a foundation for future research in the field of primary education technology and the strengthening of numeracy literacy in the digital era.
CTL-Based “Lelempa Bokayong” Game Improves Addition Concept Understanding in Elementary School Students Indri; Muh. Khaerul Ummah BK; Moh. Rudini
Madako Elementary School Vol. 5 No. 2 (2026): Publishing in Press
Publisher : Program Studi PGSD Universitas Madako Tolitoli

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56630/mes.v5i2.371

Abstract

The low understanding of the concept of summation in elementary school students is still a fundamental problem in mathematics learning, especially due to approaches that tend to be abstract and do not relate to students' real experiences. This requires more contextual learning innovations, one of which is through the integration of traditional games in the CTL approach. This study aims to test the effectiveness of the integration of the traditional game “Lelempa Bokayong” in improving the understanding of the concept of summation in students of SDN 3 Dadakitan. The study used a pre-experimental design with a pre-test and post-test one group model, involving 7 class I students who were selected purposively from a total of 65 students. Data was collected through learning outcome tests and observations, then analyzed using the Wilcoxon Signed Rank Test. The results showed an increase in the average score from 48.71 to 66.42. The hypothesis test yielded a significance value of 0.043 (&lt;0.05), which indicates a significant influence. These findings suggest that traditional game-based CTL approaches are effective in improving understanding of the concept of summation. The implications of the study confirm the importance of utilizing local wisdom to create meaningful and interesting learning.
Implementation of Educational Puzzle Media with Local Wisdom Nuances: An Analytical Study on Elementary School Students’ Science and Social Learning Outcomes Anjela Jenista Tuku; Moh. Rudini; Muh. Khaerul Ummah BK
Madako Elementary School Vol. 5 No. 2 (2026): Publishing in Press
Publisher : Program Studi PGSD Universitas Madako Tolitoli

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56630/mes.v5i2.373

Abstract

The low level of students’ learning outcomes, which is presumed to be influenced by the limited use of contextual learning media grounded in local wisdom, has frequently attracted scholarly attention. This study employed a quasi-experimental approach with a non-equivalent control group design, involving 75 fourth-grade students of SDN Pembina Tolitoli. The participants were divided into an experimental group (37 students) and a control group (38 students) using a matching group technique. Data were collected through learning outcome tests (pre-test and post-test) as well as observation sheets, and subsequently analyzed using the Mann–Whitney U test. The findings revealed a significant improvement in the experimental group, with the mean score increasing from 46.96 in the pre-test to 82.35 in the post-test. In contrast, the control group showed an increase from 40.92 to 62.44. Statistically, a significance value of 0.000 (&lt; 0.05) indicates a meaningful difference between the two groups. These results demonstrate that local wisdom-based educational puzzle media is effective in enhancing students’ learning outcomes through active engagement and contextualization of learning materials. The implications of this study highlight the importance of integrating local wisdom into the design of instructional media to improve the quality of learning in elementary education.