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PENINGKATAN HASIL BELAJAR SISWA KELAS V MELALUI PENDEKATAN PROJECT BASED LEARNING PADA PEMBELAJARAN MAKRAME DI UPT SD NEGERI SUMURGUNG 1 TUBAN Anggraeni, Dhea Wilud; Wendri Wiratsiwi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i3.29841

Abstract

The objective of this study is to enhance students' learning outcomes in the area of culture, arts lessons, particularly on the topic of macramé. One of the main causes of low achievement is the teacher-centered approach in teaching strategies, which limits students’ active participation. To address this issue, This Classroom Action Research (CAR) was undertaken with the aim of enhancing students' learning outcomes by implementing the Project Based Learning (PjBL) model. The research was executed in two cycles, each consisting of the phases of planning, implementation, observation, and reflection, with one meeting held in each cycle. Before the implementation of this method, students’ learning achievements were considered low following the completion of the first cycle, the average score attained was 72.22, accompanied by a classical completeness rate of 66.6%. Following evaluation and improvements in the second cycle, the results increased to an average score of 84.44 with a classical completeness rate of 88.8%. These results indicate that the PBL model has the potential to positively impact learning outcomes, enabling students to participate actively, creatively, and directly in the macramé project, ultimately leading to optimal improvement in their learning achievement.
PENINGKATAN HASIL BELAJAR MATEMATIKA MATERI PENGURANGAN PADA SISWA KELAS 1 MELALUI MEDIA VISUAL JARIMATIKA DI UPT SD NEGERI SUMURGUNG 1 TUBAN Arisa Nurfaidah; Wendri Wiratsiwi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i3.32989

Abstract

This research was conducted because the use of learning media by teachers has not been varied enough in teaching and learning activities. This scientific study aims to optimise mathematics learning achievement on subtraction material for grade 1 students at UPT SD Negeri Sumurgung 1 Tuban through the use of visual jarimatika media. The scope of this study covers the improvement of understanding of the concept of subtraction and the effectiveness of jarimatika media in helping students solve subtraction problems more easily and quickly. The subjects studied were students of grade 1 UPT SD Negeri Sumurgung 1 Tuban with a total of 12 people. The method applied in the research was classroom action research (PTK) using a cyclical model consisting of planning, implementation, observation, and reflection. Data was obtained through learning outcome tests. The research shows that the use of visual media jarimatika in subtraction material in grade 1 can significantly optimise student learning achievement. This can be observed based on the achievement of student completeness in the first cycle and the second cycle. The average student score in the first cycle was 65, then the average student score in the second cycle reached 77.5. Based on this, the use of jarimatika visual media in grade 1 subtraction material can be used as a solution to improve student learning performance.
PENGEMBANGAN MEDIA ULAR TANGGA NUMERASI (ULTRASI) BERBASIS CANVA UNTUK MENINGKATKAN HASIL BELAJAR DI UPT SD NEGERI DOROMUKTI Anandifa, Fetty Nabila; Wendri Wiratsiwi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i3.33059

Abstract

The main objective of this study is to develop a canva-based snake and ladder numeracy learning media (ultrasi) to improve the learning outcomes of elementary school students, especially in mathematics. This study applies the research and development method (R&D) through the ADDIE development model. The target is class V of UPT SD Negeri Doromukti. Initial data was obtained through pre-test results which showed that only 38.88% or 7 students scored above the Minimum Completion Criteria (KKTP), while 61.11% of other students were still below the KKTP. The canva-based snake and ladder numeracy media (ultrasi) developed by the researcher was validated by 3 validators, with validation results, namely: media experts 92%, material experts 94%, and language experts 98%. Meanwhile, the effectiveness test of the canva-based snake and ladder numeracy media (ultrasi) was measured using the N-Gain formula and experienced an increase of 60% which is included in the fairly effective category. In addition, the results of the practicality test through a questionnaire showed that the canva-based snake and ladder numeracy (ultrasi) media is very feasible to be implemented in the learning process, with the results of the teacher response percentage value of 95.5% and the student response of 96.6%. Based on the results of the percentage, the canva-based snake and ladder numeracy (ultrasi) media can be declared feasible, effective, and practical to be used as an alternative learning media in improving the learning outcomes of Elementary School (SD) students.
Analisis Kebutuhan Media Pembelajaran Berbasis Augmented Reality Materi Indonesiaku Kaya Budaya Di Kelas IV Sekolah Dasar Rizky Oktavian; Wendri Wiratsiwi
IJPSE Indonesian Journal of Primary Science Education Vol 6 No 2 (2026): IJPSE
Publisher : Prodi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v6i2.11675

Abstract

The use of learning media is still very limited in the practice of implementing learning. Teachers only focus on lectures and assignments. There is no interactive media used in the learning process. This study uses a qualitative research approach with a qualitative descriptive research type. The subjects of this study were 1 fourth grade teacher and 28 students. The data collection methods used were observation, interviews and documentation. The results of observations were carried out by researchers to obtain direct data regarding field conditions in grade IV Elementary School, Learning still uses conventional methods. The learning process is still filled with lectures from a teacher, and assignments are only sourced from 2D printed books. The results of interviews with fourth grade homeroom teachers show that the learning process on the material Indonesia is Rich in Culture still encounters several obstacles, especially in terms of delivering abstract material. The results of the analysis of learning media needs in grade IV Elementary School require learning media that are concrete, visual and interactive. Because it is in accordance with the characteristics of elementary school students who are still in the concrete operational stage. They find it easier to understand material through direct visualization. Augmented reality is a relevant solution because it can present learning objects in interactive and engaging three-dimensional visuals. Therefore, this augmented reality-based learning medium can increase student interest and learning outcomes, engagement, and understanding of the material.
Analisis Kebutuhan Pengunaan Game Edukatif Wordwall terhadap Hasil Belajar Kelas III SD pada Materi Akibat Tidak Mematuhi Aturan Titah Afit Wahyuni; Fera Dwidarti; Wendri Wiratsiwi
Paedagogie Vol 21 No 2 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/scq3gd86

Abstract

The purpose of this research is to investigate the viability, usability, and efficacy of using Wordwall as a foundation for an interactive learning media unit covering the subject of “Akibat Tidak Mematuhi Aturan” with students in third grade of primary school. Analyzing, designing, developing, implementing, and evaluating are the steps that make up the ADDIE development paradigm, which was used in this study as an R&D approach. Seventeen third graders from SDN Pondokrejo participated in the research. Methods such as exams, interviews, and observation were used to gather data. Pre- and post-test questions, together with expert validation sheets, questionnaires for both teachers and students, and other relevant tools were utilized. Evaluations conducted by material experts, language experts, and media experts confirmed that the Wordwall-based learning media that were created fulfilled the validity requirements. The medium was deemed practical by both instructors and students, and it was shown to effectively improve students' learning outcomes, as seen by the rise in posttest scores. Consequently, wordwalls are a great fit for primary schools looking for a fresh, dynamic, and interesting way to teach their students.
Analisis Kebutuhan Media Pembelajaran Berbasis Augmented Reality pada Materi Sistem Pencernaan Manusia Kelas V SD Fitria Zahrotun Nabila; Sumadi Sumadi; Wendri Wiratsiwi
Edukasi Elita : Jurnal Inovasi Pendidikan Vol. 3 No. 3 (2026): Juli: Edukasi Elita : Jurnal Inovasi Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/edukasi.v3i3.3225

Abstract

This study aims to analyze the need for Augmented Reality (AR)-based learning media for the human digestive system in fifth-grade elementary school. Motivated by the limitations and inability of conventional learning media to visualize abstract concepts, this study uses a qualitative descriptive method through observation, teacher interviews, and student questionnaires. Data analysis is used to identify learning conditions, existing media, and teacher-student needs for interactive learning tools. The results of the study indicate that science learning is still dominated by books, two-dimensional images, and lecture methods, so that students have difficulty understanding abstract concepts. Therefore, it is concluded that AR-based learning media for the human digestive system is needed to present the material more concretely, so that the learning process becomes more active and interactive for fifth-grade elementary school students. This media is expected to be able to increase learning interest, conceptual understanding, and student engagement during the learning process. In addition, the results of the study can be a reference for teachers in developing learning innovations that utilize digital technology according to the characteristics and needs of students in elementary schools.
Validitas Media Pembelajaran Interaktif JAWARA (Jelajah Warisan Budaya) berbasis Articulate Storyline Untuk Siswa Kelas V Sekolah Dasar Alfiyatun Nikmah; Wendri Wiratsiwi
Edukasi Elita : Jurnal Inovasi Pendidikan Vol. 3 No. 3 (2026): Juli: Edukasi Elita : Jurnal Inovasi Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/edukasi.v3i3.3231

Abstract

Cultural heritage is a national treasure that needs to be taught to elementary school students as an effort to instill a love for the nation's culture from an early age. However, learning about cultural heritage often lacks active student engagement, necessitating innovative, engaging, and enjoyable learning media. This study aims to determine the validity of the interactive learning media JAWARA (Jelajah Warisan Budaya) based on Articulate Storyline in social studies (IPS) learning on cultural heritage in fifth-grade elementary schools. The study used the ADDIE development model, which includes analysis, design, development, implementation, and evaluation stages; however, this study was limited to the development stage. Validity data were obtained through assessments by material experts, linguists, and media experts using a validation sheet. The results showed that the media received a validity score of 90% from the material experts, 90% from the linguists, and 95% from the media experts, categorizing it as highly valid. The overall average validity reached 91.67%. Based on these results, the JAWARA media based on Articulate Storyline is declared highly valid and suitable for use as a social studies learning medium on cultural heritage to support a more engaging and meaningful learning process in elementary schools.
VALIDITAS MEDIA PEMBELAJARAN FLASHCARD BERBASIS AUGMENTED REALITY (AR) UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS VI SEKOLAH DASAR Wanda Cahya Dwi Tanti; Sita Isna Malyuna; Wendri Wiratsiwi
SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED Vol. 16 No. 2 (2026): SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/73xm3j10

Abstract

Quality of education depends on student learning outcomes during the learning process, the purpose of the study is to measure the level validity of Augmented Reality (AR) based Flashcard media to improve the learning outcomes of sixth grade elementary school students in the problems faced during the science learning process, where student learning outcomes are the main focus of research that important to improve results. The Research and Development (R&D) method is research with the ADDIE approach. Data acquisition techniques in the study are observation, interviews, and expert validation. The results of the media expert validator reached a percentage of 85% which is categorized as "Very Valid", the material validator got results reaching 96% with the criteria of "Very Valid", while the language expert reached 82% including the category of "Very Valid". The validator test, it proves that Augmented Reality (AR) Flashcard media has validity, as digital learning media can improve student learning outcomes.
Validitas Media Mobile Learning Ensiklopedia Alat Musik Tradisional dalam Penguatan Literasi Budaya Siswa Sekolah Dasar Saskia Handayani Aristya Regina Putri; Wendri Wiratsiwi
Edukasi Elita : Jurnal Inovasi Pendidikan Vol. 3 No. 3 (2026): Juli: Edukasi Elita : Jurnal Inovasi Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/edukasi.v3i3.3250

Abstract

Traditional musical instruments are a national heritage that needs to be taught to elementary school students. However, the low cultural literacy regarding traditional musical instruments among fourth-grade students at UPT SD Negeri Dikir is caused by the use of science and social studies (IPAS) learning media that remain static and conventional, making it difficult for students to recognize the identity and sound characteristics of regional music. This study aims to determine the validity of mobile learning media in the form of a traditional musical instrument encyclopedia for fourth-grade IPAS learning on the topic of traditional musical instruments. This research utilized the ADDIE model, which includes analysis, design, development, implementation, and evaluation; however, the study was limited to the development stage. Media validity was obtained through assessments by material experts, language experts, and media experts using validation sheets. The results showed that the material expert assessment scored 89.5%, the language expert scored 85%, and the media expert scored 75%, all falling into the highly valid category. The overall average score reached 84%, indicating that the mobile learning media in the form of a traditional musical instrument encyclopedia is declared highly valid and feasible for use in the learning process of elementary school IPAS, specifically for traditional musical instruments material.
Analisis Kebutuhan Media Pembelajaran Warisan Budaya Berbasis PowerPoint Interaktif (WARPOINT) pada Pembelajaran IPAS Kelas V Sekolah Dasar Henni Anggraeni Novitasari; Saeful Mizan; Wendri Wiratsiwi
Edukasi Elita : Jurnal Inovasi Pendidikan Vol. 3 No. 3 (2026): Juli: Edukasi Elita : Jurnal Inovasi Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/edukasi.v3i3.3254

Abstract

The availability of teaching media and the existence of learning resources are crucial determinants in supporting the success of the educational process. The implementation of this research is oriented to analyzing the need for interactive PowerPoint based learning devices on the topic of  cultural heritage material to support the learning process. Participation involved in this study consisted of the teacher and 31 fifth grade elementary school students. Date were collected through observation and in depth interviews with related respondents. The research approach implemented in this study adopts qualitative descriptive. Based on the data analysis, it was found that the use of learning media is still limited and not fully interactive. Learning is also still dominated by lecture methods and relies on books as the main guide and reference. The limitations of this phenomenon have implications for students who lack focus, quickly feel bored, and experience difficulties in understanding cultural heritage material. Based on the results of the needs analysis, interactive PowerPoint based learning media can be a solution in learning cultural heritage material to be more interactive, interesting, train students’ critical thingking skills, and help achieve learning objectives optimally.