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Enhancing Elementary Students' Science Learning Outcomes Through Inquiry-Based Learning Assisted by Concrete Media on Force Effects Elsa Ramadani; Sarintan N Kaharu; Pahriadi Pahriadi; Zulnuraini Zulnuraini; Putriwanti Putriwanti
Journal of Innovation and Research in Primary Education Vol. 5 No. 2 (2026)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v5i2.3438

Abstract

This study aims to determine the effect of the Inquiry learning model assisted by concrete media on student learning outcomes in the material of force effects on objects in grade IV SD Inpres Bumi Sagu. This study uses a quantitative method with a Quasi Experiment design using Nonequivalent Control Group Design. The research subjects involved class IV A as the control class (19 students) and class IV B as the experimental class (19 students). The instruments used included learning outcome tests in the form of 22 multiple-choice questions that had been tested for validity and reliability, as well as interview guidelines to explore students' learning experiences. Data were analyzed descriptively and inferentially using Independent Sample T-Test. The research results show that the average pretest score of the experimental class was 53.95, increasing to 90.37 on the posttest, while the control class increased from 63.21 to 81.74. The Independent Sample T-Test shows a significance value of 0.000 < 0.05, which means Ha is accepted and Ho is rejected. Interview results support the quantitative findings, showing that students in the experimental class experienced increased conceptual understanding, learning motivation, and critical thinking skills. Students in the low, medium, and high categories all felt the benefits of more meaningful learning through direct experience with concrete media. Thus, the Inquiry learning model assisted by concrete media is proven effective in improving student learning outcomes in science learning on the material of force effects on objects in grade IV SD Inpres Bumi Sagu.
From Passive to Interactive: How Teams Games Tournament Transforms Science Education for Fifth Graders Kadek Arya; Herlina Herlina; Asriani Asriani; Zulnuraini Zulnuraini; Putriwanti Putriwanti
Journal of Innovation and Research in Primary Education Vol. 5 No. 2 (2026)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v5i2.3582

Abstract

Low science (IPAS) outcomes in Indonesian elementary schools stem from teacher-centered methods, limiting student engagement and conceptual understanding, as evidenced by national assessments (54.3% competency rate) and PISA scores (383 vs. OECD 485). This study examines the pure Teams Games Tournament (TGT) cooperative model's effect on fifth-grade cognitive learning in light properties material under the Independent Curriculum. Employing a quantitative pre-experimental one-group pretest-posttest design, the study sampled 29 fifth-grade students at SD Inpres 1 Talise via purposive sampling. Instruments included a 20-item multiple-choice test (14 valid, Cronbach's Alpha 0.875), observation sheets, and interviews. TGT was implemented over three meetings, with data analyzed using Shapiro-Wilk normality, Paired Sample T-Test, and N-Gain via SPSS 27. Pretest mean was 40.64, rising to 67.48 posttest (p < 0.001, t = -9.01), with moderate N-Gain (0.4413). Implementation fidelity improved from 86% to 97%, though two students showed minimal gains due to group adaptation issues. Findings support Vygotsky's constructivism, aligning with prior TGT studies (e.g., Listiani et al., 2025), but highlight needs for media integration. Implications include low-cost active learning strategies; limitations involve small sample and no control group. Future research should use quasi-experiments for broader generalizability.
Pengaruh Penggunaan Media Audio-visual Berbantuan Powtoon terhadap Minat Belajar Siswa pada Pembelajaran IPAS Kelas V SD Inpres 3 Talise Kariani, Kadek Dwi; Zulnuraini, Zulnuraini; Asriani, Asriani; Azizah, Azizah; Putriwanti, Putriwanti
Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Vol. 6 No. 2 (2026): Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 2026 (2)
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jppi.v6i2.3975

Abstract

Minat belajar merupakan pondasi utama dalam mencapai keberhasilan proses pendidikan, namun rendahnya minat belajar siswa terhadap pembelajaran konvensional menjadi tantangan nyata yang dihadapi pendidik diera digital ini. Pembelajaran pada mata pelajaran IPAS khususnya disekolah dasar kerap berlangsung monoton dan kurang mampu membangkitkan antusiasme siswa, sehingga diperlukan inovasi media pembelajaran yang mampu menjawab kebutuhan generasi visual-digital saat ini. Penelitian ini mengkaji pengaruh materi audio-visual yang diperkaya dengan powtoon terhadap minat belajar siswa kelas lima dalam kurikulum IPAS. Menggunakan Desain Kelompok Nonequivalent Control Group Design, eksperimen ini membandingkan kelompok eksperimen dengan kelompok kontrol. Peserta penelitian terdiri dari 42 siswa dari SD Inpres 3 Talise, yang dibagi secara merata sehingga setiap kelompok terdiri dari 21 siswa. Pengumpulan data dilakukan melalui administrasi instrumen pretest dan posttets. Sementara kelompok eksperimen mengikuti pembelajaran yang diperkaya dengan bahan audio-visual berbasis powtoon, kelompok kontrol diajarkan menggunakan teknik pedagogis konvensional. Untuk mengukur minat siswa, digunakan kuesioner yang telah tervalidasi dengan koefisien reliabilitas 0.856. Prosedur analitis melibatkan Uji T dan N-gain. Hasil penelitian menunjukkan perbedaan antara kedua kelompok. Secara spesifik, Uji T menghasilkan nilai p sebesar 0.000, sehingga Hₐ diterima. Hasil ini membuktikan adanya dampak nyata dari media yang terintegrasi dengan powtoon terhadap minat siswa. Selain itu, skor N-gain menunjukkan perbedaan yang signifikan: kelompok eksperimen mencapai peningkatan rata-rata sebesar 75,74, sedangkan kelompok kontrol hanya mencatat 15,98. Hasil ini mendukung teori pembelajaran multimedia, yang menyatakan bahwa peserta didik memperoleh manfaat lebih besar ketika informasi disajikan melalui dua saluran visual dan auditif menggunakan media yang diperkaya dengan powtoon.
Pengaruh Penggunaan Game Edukatif Berbasis Baamboozle terhadap Motivasi Belajar Siswa pada Pembelajaran IPAS Kelas IV SD Inpres 3 Talise Katrin, Ketut; Zulnuraini, Zulnuraini; Asriani, Asriani; Azizah, Azizah; Putriwanti, Putriwanti
Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Vol. 6 No. 2 (2026): Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 2026 (2)
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jppi.v6i2.3976

Abstract

Penelitian ini mengkaji korelasi antara penggunaan Baamboozle sebagai alat pembelajaran berbasis permainan dan motivasi belajar siswa kelas IV IPAS di SD Inpres 3 Talise. Dengan menggunakan pendekatan kuantitatif, penelitian ini mengikuti desain Quasi-Experimental. Penelitian ini melibatkan 50 siswa yang dibagi menjadi dua kelompok : 25 siswa dari Kelas IV A ditunjuk sebagai kelompok eksperimen, sementara 25 siswa dari Kelas IV B bertindak sebagai kelompok kontrol. Data dikumpulkan menggunakan kuesioner motivasi belajar siswa yang telah tervalidasi dan terpercaya. Setelah uji validitas, tiga item dibuang, sehingga tersisa 17 pertanyaan yang valid. Uji reliabilitas selanjutnya menghasilkan nilai Cronbach's Alpha sebesar 0.863, yang menunjukkan konsistensi internal yang tinggi di antara item-item tersebut. Analisis statistik termasuk uji normalitas dan homogenitas, uji hipotesis, serta perhitungan N-Gain dilakukan menggunakan SPSS 25. Uji prasyarat menunjukkan bahwa data terdistribusi secara normal, dengan uji homogenitas mengonfirmasi varians yang konsisten di antara kelompok sampel. Dalam penilaian pasca-tes, kelas eksperimen yang menerima instruksi yang diperkaya dengan permainan berbasis Baamboozle mencapai skor rata-rata 64,52, dibandingkan dengan rata-rata kelas kontrol sebesar 53,48. Nilai p yang dihitung sebesar 0.000 dari uji t sampel independen menunjukkan adanya perbedaan yang secara statistik signifikan antara hasil kedua kelompok. Akibatnya, Hₐ diterima, dan H₀ ditolak. Temuan ini menunjukkan bahwa pengintegrasian permainan edukatif berbasis Baamboozle secara signifikan meningkatkan motivasi siswa dalam pembelajaran IPAS di kelas IV SD Inpres 3 Talise. Sifat interaktif dan menarik dari permainan ini menciptakan lingkungan kelas yang lebih menyenangkan, secara efektif merangsang motivasi intrinsik dan partisipasi siswa.
Praktik Manajemen Kelas dalam Pembelajaran Deep Learning Keterampilan Guru Abad 21 yang Kreatif dan Inovatif Rizal Rizal; Surahman Surahman; Asriani Asriani; Putriwanti Putriwanti; Dyah Rahmawati; Ryan Andhika Pratama
Jurnal Altifani Penelitian dan Pengabdian kepada Masyarakat Vol. 5 No. 6 (2025): November 2025 - Jurnal Altifani Penelitian dan Pengabdian kepada Masyarakat
Publisher : Indonesian Scientific Journal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59395/altifani.v5i6.977

Abstract

Kegiatan pengabdian di SD Inpres 1 Toboli bertujuan untuk meningkatkan kompetensi guru dalam menerapkan pembelajaran berbasis teknologi dan Deep Learning. Melalui tahapan observasi, pelatihan, pendampingan, dan evaluasi, diperoleh hasil bahwa guru mengalami peningkatan signifikan dalam literasi digital dan keterampilan pedagogik. Pelatihan dengan AI Teachy membantu guru menyusun modul ajar yang sistematis, kontekstual, dan berorientasi pada asesmen autentik, sedangkan pendampingan Wordwall membekali mereka dengan kemampuan merancang media pembelajaran digital yang interaktif. Hasil evaluasi menunjukkan adanya perubahan dari pembelajaran konvensional menuju pembelajaran yang kreatif, inovatif, dan berpusat pada siswa. Siswa menjadi lebih aktif, termotivasi, serta mampu memahami konsep melalui pengalaman belajar yang kontekstual dan menyenangkan. Kegiatan ini terbukti efektif dalam meningkatkan kualitas pembelajaran dan dapat dijadikan model pengembangan profesional guru di sekolah dasar, khususnya di wilayah pedalaman.
The Effect of the Use of Mobile Learning Applications on Students' Listening Skills Abdul Hamid; Putriwanti Putriwanti; Windhy Chrysty
Journal of Pedagogi Vol. 1 No. 5 (2024): Journal of Pedagogi - October
Publisher : PT. Anagata Sembagi Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62872/78841557

Abstract

Listening skills are a key element in language learning, serving as the basis for speaking, reading, and writing skills. This study explores the influence of mobile learning applications on students' listening skills, with a qualitative approach and case study design. The research subjects consisted of high school students and English teachers who used mobile learning applications. Data is collected through in-depth interviews, observations, and documentation of test results. The findings show that the use of mobile learning applications significantly improves students' listening skills, strengthens comprehension, and increases motivation to learn independently. Interactive features in the app, such as varied audio, practice questions, and instant feedback, allow students to learn in a more flexible and personalized way. Despite challenges such as the technology access gap, mobile learning apps offer innovative solutions that support inclusive learning. This study recommends the integration of technology in the language learning curriculum to facilitate the development of more effective listening skills. Thus, mobile learning not only improves learning outcomes but also builds students' interest in language learning, preparing them for the challenges of global communication.
The Relationship Between Gadget Use and Digital Literacy Levels Among Elementary School Students Muhammad Nazimuddin Al Kamil; Putriwanti Putriwanti; Mas'adi Mas'adi; Junita Christi Makawawa
Pedagogik Journal of Islamic Elementary School Vol. 8 No. 2 (2025): Pedagogik Journal of Islamic Elementary School
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/pijies.v8i2.7729

Abstract

Gadget use among elementary school students is increasing in tandem with the advancement of digital technology. This study aims to determine the relationship between gadget use and the level of digital literacy of elementary school students. This research was conducted at SDN 2 Talise. This study used a quantitative approach with a correlational method. The sample consisted of 36 students selected purposively. The research instrument was a closed-ended questionnaire with a Likert scale, consisting of 15 items for the variables of gadget use and digital literacy. Data analysis included normality tests, linearity tests, and Pearson correlation tests. The results of the normality test indicated that the data were normally distributed, while the linearity test indicated a linear relationship between the two variables. The Pearson correlation test showed a significant positive relationship between gadget use and digital literacy. This finding suggests that the more frequent and appropriate use of gadgets, the higher the students' digital literacy level. This study emphasizes the importance of mentoring and educational use of gadgets to improve digital literacy skills from an early age.