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Pengembangan Media Kartu Domino Dengan Pendekatan Active Learning Untuk Meningkatkan Kemampuan Literasi Numerasi Siswa Kelas VI Sekolah Dasar Nurudin Nurudin
Media Informasi Penelitian Kabupaten Semarang Vol. 5 No. 1 (2023): Juli : Media Informasi Penelitian Kabupaten Semarang
Publisher : Badan Perencanaan Pembangunan, Riset dan Inovasi Daerah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/sinov.v5i1.597

Abstract

From pre-research at Public Elementary Schools in the Sumowono District, Semarang Regency, there are problems in learning Mathematics, namely the lack of activeness and understanding of students mathematically, The teacher gives questions and emphasizes the correctness of answers without emphasizing other aspects possessed by students, The applied learning is oriented on the development of analytical thinking with monotonous and incomplete problems and teachers are still not able to improve students' numeracy literacy skills. The purpose of this study was to describe the validity and applicability as well as to analyze the effectiveness of domino card media with an active learning approach and to describe students' numeracy literacy abilities after using domino card media with an active learning approach. This type of research is Research and Development (R&D). The development model used is the ADDIE model developed by Branch which includes analysis, design, development, implementation, evaluation. The population of this study were all students of class VI at SDN Kemawi, Sumowono District, Semarang Regency, with a total of 24 students. Data collection techniques used are tests and non-tests. Data analysis techniques using product data analysis, initial data analysis and final data analysis through T and N-Gain tests. The results of the study show that the development of domino card media with an active learning approach is very feasible to use with a presentation feasibility percentage of two media experts with an average yield of 91.99% and content feasibility by material experts of 98%. This media is also used effectively as evidenced by the results of the average difference test using the t test obtained a value of 38.75 and 2.063 so that there is a significant difference between pretest and posttest learning outcomes. There was an increase in students' numeracy literacy skills through the acquisition of an average pretest and posttest through the N-Gain test of 0.82 with high criteria. In conclusion, domino card learning media with an active learning approach is very appropriate and effective for learning Mathematics on broad material and circle shapes for class VI SDN Kemawi, Semarang Regency.
Optimalisasi Penggunaan Chromebook untuk Asesmen Peserta Didik Kelas VI SD Negeri Kemawi Dengan Bantuan Quizizz Nurudin Nurudin
Media Informasi Penelitian Kabupaten Semarang Vol. 7 No. 2 (2025): Desember: Media Informasi Penelitian Kabupaten Semarang
Publisher : Badan Perencanaan Pembangunan, Riset dan Inovasi Daerah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/sinov.v7i1.870

Abstract

This study aims to analyze and optimize the use of Chromebook devices as a medium for formative and summative assessment, especially with the help of the Quizizz gamification platform, for sixth-grade students of Kemawi State Elementary School. The study population was 69 sixth-grade students from three academic years, namely 2023/2024, 2024/2025, and 2025/2026. The research method used was a quasi-experimental design with a One-Group Pretest-Posttest Design. Data were collected through questionnaires in the form of student and teacher responses, interviews with students, teachers, and principals, as well as pre-test and post-test learning outcome tests. The results showed a significant increase in student learning outcomes after the implementation of Chromebook and Quizizz-based assessments, as indicated by an increase in the average post-test score higher than the pre-test. Student assessment using Chromebooks with the aid of Quizizz was also effective, as evidenced by the results of the t-test, which yielded a mean difference of 34.24 and a mean difference of 1.668, indicating a significant difference between pretest and posttest learning outcomes. The optimal use of Chromebooks for sixth-grade student assessment using Quizizz was demonstrated by the average pretest and posttest scores obtained using the N-Gain test of 0.80, a high criterion. Furthermore, questionnaires and interviews confirmed that the use of this technology combination increased learning motivation, active participation, and the effectiveness of the assessment process. Optimization efforts included ongoing digital literacy training for teachers and adapting Quizizz content to suit the school's characteristics and curriculum. This study concluded that Chromebooks and Quizizz are effective and worthy of optimization as innovative assessment tools at the elementary school level.