Claim Missing Document
Check
Articles

Found 27 Documents
Search

The Implementation of the Educaplay Interactive Digital Media Application via the Problem-Based Learning Model to Improve Learning Outcomes in Mathematics (Whole Number Multiplication) for Grade III Students Ayatullah Jaya Kusuma; Ribut Prastiwi Sriwijayanti; Didit Yulian Kasdriyanto
International Journal of Educational Evaluation and Policy Analysis Vol. 3 No. 3 (2026): July: International Journal of Educational Evaluation and Policy Analysis
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/ijeepa.v3i3.514

Abstract

This study examines the academic performance and motivation of third-grade students at SDN Ban-jarsawah 2 with respect to their comprehension of abstract mathematical concepts, particularly whole numbers, as demonstrated by the considerable proportion of students who do not meet the Minimum Mastery Criteria (KKM) score of 75. The predominance of traditional teaching approaches and a lack of diversity in educational methods are the causes of this predicament. The study is to analyse student learning results and explain the use of the Problem Based Learning (PBL) paradigm, which is supported by the interactive digital media application Edu-caplay. Two phases of a Classroom Action Research (CAR) methodology were used, each of which included preparation, execution, reflection, and observation. The research subjects were fifteen third-graders from SDN Banjarsawah 2. Data collection techniques included observation, learning achievement tests, and recording; data analysis techniques included both qualitative and quantitative descriptive approaches. The results showed that relatively few students met the learning requirements in the initial condition (pre-intervention), indicating low student learning achievement. After the intervention was implemented in Cycle I, the class-wide learning attainment rate reached 60% (9 out of 15 students), and the teacher activity implementation rate was 62.5% (rated "Fair"). In Cycle II, student learning results significantly increased following reflection and approach modification.
The Application of Wordwall-Based Digital Media Through the Problem-Based Learning Model to Improve Learning Outcomes in the Pancasila Education Course for Third Grade Students Chaterine Angel Anugrah Natalia; Ribut Prastiwi Sriwijayanti; Didit Yulian Kasdriyanto
International Journal of Educational Evaluation and Policy Analysis Vol. 3 No. 3 (2026): July: International Journal of Educational Evaluation and Policy Analysis
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

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

Abstract

The poor levels of student engagement and learning accomplishment among third-grade students at SDN Banjarsawah 2 in Probolinggo in the topic of Pancasila, which were brought on by the employment of dull lecture-based approaches, served as the impetus for this two stage classroom action research (CAR). The minimal accomplishment level (CCC), which is 75, had not yet been attained by many students. The goal of this study was to employ the digital tool Wordwall in the context of problem-based learning (PBL) to enhance student engagement and learning outcomes in the “following rules” curriculum. Fifteen students served as the study's subjects. Tests, documentation, and observation were used to gather data, which were then subjected to quantitative, qualitative, and descriptive analysis. The analysis's findings indicated a notable rise at every level. Just 20% of pupils in the pre-cycle demonstrated mastery of the standard curriculum (3 individuals). Following the intervention, the proportion rose to 60% (9 students) in the first cycle and 86.67% (13 students) in the second. As a result, student learning activities increased from the first cycle's "adequate" category (63.3%) to the second cycle's "very good" category (100%). In conclusion, third-grade elementary school students' engagement and learning outcomes have improved when the Wordwall digital media is used in conjunction with problem-based learning (PBL).
Implementation of The Problem Based Learning Model Using The "Pancasila Smart Board" Medium to Improve Student Learning Outcomes in The Pancasila Education Subject Topic: Pancasila Values for Grade Iii at Sdn Ta-mansari 1 Delfi Riski Anjana; Ribut Prastiwi Sriwijayanti; Shofia Hattarina
International Journal of Educational Evaluation and Policy Analysis Vol. 3 No. 3 (2026): July: International Journal of Educational Evaluation and Policy Analysis
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/ijeepa.v3i3.518

Abstract

This study examines the implementation of the Problem-Based Learning model using the "Pancasila Smart Board" medium to improve student learning outcomes in the Pancasila Education subject—specifically regarding Pancasila values—for third-grade students at SDN Tamansari 1. The study was motivated by low student learning outcomes regarding Pancasila material at the elementary level and a teaching process dominated by the lecture method, which resulted in low student engagement. The objective of the study was to describe the implementation of the instructional medium and to improve student learning outcomes. A classroom action research method was employed, conducted over two cycles with 16 students as subjects. The results demonstrated an improvement in learning outcomes, with the average rising from 37.5% in the pre-cycle stage to 56.25% in Cycle 1, ultimately reaching 93.75%. It can be concluded that implementing the Problem-Based Learning model using the Pancasila Smart Board medium effectively improves the learning outcomes of third-grade students at SDN Tamansari 1.
Development of A Mixed-Materials-Based Three-Dimensional Diorama Learning Media for The Sci-ence Subject on The Metamorphosis of Living Things for Third-Grade Students at SDN Andungsari III Madinatul Hasanah; Ribut Prastiwi Sriwijayanti; Shofia Hattarina
International Journal of Educational Evaluation and Policy Analysis Vol. 3 No. 3 (2026): July: International Journal of Educational Evaluation and Policy Analysis
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/ijeepa.v3i3.520

Abstract

This study aims to develop a 3-Dimensional Diorama Learning Medium based on mixed materials for the Science subject of Metamorphosis of Living Creatures for third-grade students at Andungsari III Elementary School. The identified problem is that students have difficulty imagining the metamorphosis process through images and text. Furthermore, students may have never seen or directly observed the natural metamorphosis process. Therefore, this study aims to develop engaging learning media to increase student interest and understanding. This study employed the Research and Development (R&D) method using the ADDIE model, which consists of five stages: (1) Analysis of the problem and learning media needs; (2) Design, in the form of storyboard design; (3) Development of a 3-dimensional diorama product using mixed materials; (4) Implementation through trials with third-grade students at Andungsari III Elementary School; and (5) Evaluation based on validator feedback to assess the media validity. The results showed that the mixed-materials-based 3-dimensional diorama received a score of 88.46% from media experts, 93.18% from material experts, and 87.50% from classroom teachers, all of which were considered very appropriate. The student response questionnaire received a score of 90.67%, indicating that this medium was highly effective. Student trials showed an increase in material comprehension, with an average pretest score of 76.67 and a posttest score of 91.33. Based on these results, it can be concluded that the mixed-materials-based 3-dimensional diorama effectively improves student comprehension and motivation and is suitable for use as an innovative learning medium in science subjects in elementary schools.
Development of a Coding-Integrated Project-Based Learning (PJBL) Module to Enhance Digital Literacy Among Elementary School Students Anggita Silvi Zahrotus Jannah; Faridahtul Jannah; Shofia Hattarina; Ribut Prastiwi Sriwijayanti
International Journal of Educational Evaluation and Policy Analysis Vol. 3 No. 3 (2026): July: International Journal of Educational Evaluation and Policy Analysis
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/ijeepa.v3i3.521

Abstract

This study aimed to (1) develop a Project-Based Learning (PjBL) model integrated with coding activities that aligns with the learning characteristics of elementary school students, (2) examine the validity of the developed model through expert evaluations, and (3) investigate its effectiveness in improving students’ digital literacy. The research employed a Research and Development (R&D) approach using the ADDIE framework, consisting of Analysis, Design, Development, Implementation, and Evaluation phases. The study was conducted in a fifth-grade classroom at SDN Ambulu II. Data were collected through classroom observations, interviews, expert validation sheets, student response questionnaires, and pre-test and post-test assessments. Descriptive quantitative analysis was used to interpret the data, while the N-Gain index measured improvements in students’ digital literacy. The results indicated that the coding-integrated PjBL model was highly feasible, with validity scores of 95% from material experts and 95.8% from media experts. Practitioners rated the model’s practicality at 95%, while student responses reached 99%, indicating high acceptance. The effectiveness analysis produced an N-Gain score of 0.76, categorized as high, demonstrating a significant improvement in students’ digital literacy. These findings suggest that the coding-integrated Project-Based Learning model is valid, practical, and effective for supporting elementary school IPAS learning and enhancing students’ digital literacy.
Implementation of Coding-Based Learning as a Digital Learning Culture in Grade V at SD Negeri Ambulu II, Probolinggo Regency Nur Rahmat; Faridahtul Jannah; Shofia Hattarina; Ribut Prastiwi Sriwijayanti
International Journal of Educational Evaluation and Policy Analysis Vol. 3 No. 3 (2026): July: International Journal of Educational Evaluation and Policy Analysis
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/ijeepa.v3i3.522

Abstract

This study aims to describe the implementation of coding learning as part of a digital learning culture in Grade V at SD Negeri Ambulu II, Probolinggo Regency. The study focuses on the planning, implementation, assessment system, interaction patterns between teachers, students, and technology, as well as the challenges encountered during implementation. A qualitative approach with a descriptive research design was employed. Data were collected through observations, interviews, and documentation involving the principal, Grade V teacher, and students. Data analysis followed the Miles and Huberman model, including data reduction, data display, and conclusion drawing. Data validity was ensured through source and technique triangulation. The findings indicate that coding learning was implemented systematically through integrated planning, implementation, and assessment supported by digital technology. Teachers utilized digital learning media and project-based learning to enhance students’ creativity, critical thinking, collaboration, and digital literacy. Coding learning also fostered more active, communicative, and collaborative interactions between teachers and students, contributing to the development of a digital learning culture within the school. Furthermore, it promoted students’ independent learning, creativity, problem-solving abilities, and adaptability to technological advancements. However, several challenges remained, including limited technological facilities, teachers’ readiness to manage digital learning, and differences in students’ abilities to understand coding concepts. Overall, coding learning represents an innovative instructional strategy that supports the strengthening of digital learning culture and the development of essential twenty-first-century competencies in elementary school students.
Implementation Of The Problem Based Learning Model Through Articulate Storyline Learning Media To Improve Students' Learning Outcomes In The Science Subject Of Grade V At Sdn Tamansari 1 Resti Aisyah Amini; Didit Yulian Kasdriyanto; Ribut Prastiwi Sriwijayanti
International Journal of Studies in International Education Vol. 3 No. 2 (2026): May: International Journal of Studies in International Education
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/ijsie.v3i2.501

Abstract

This study examines the application of the Problem Based Learning model combined with the interactive learning media Articulate Storyline in the learning of Science on the subject of Harmony in Ecosystems in class V of SDN Tamansari 1. The background of this study is based on the low student learning outcomes caused by the dominance of the lecture method and the minimal use of interesting media, so that students are less actively involved in learning. The purpose of this study is to describe the application of the media and improve student learning outcomes. The study used the Classroom Action Research method which was carried out in two cycles, including the planning, implementation, observation, and reflection stages, with 17 students as subjects. The results showed a significant increase in student learning outcomes in each cycle, where the average class score increased from 50 in the pre-cycle to 71.17 in Cycle I, and reached 91.76 in Cycle II. The percentage of learning completion also increased from 17.65% to 76.47%, until finally reaching 100% in Cycle II. These findings indicate that the use of the Problem Based Learning model combined with Articulate Storyline can encourage student engagement and deepen conceptual understanding. Therefore, it can be concluded that the implementation of these learning models and media is effective in improving science students' learning outcomes.