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DEVELOPMENT OF INTERACTIVE LEARNING MEDIA BASED ON MICROSOFT SWAY TO IMPROVE SPATIAL THINKING SKILLS Listiqowati, Ika; Saputra, Iwan Alim; Maliki, Rendra Zainal; Khairurraziq, Khairurraziq; Muis, Arifuddin Abd
JURNAL EDUSCIENCE Vol 13, No 1 (2026): Jurnal Eduscience (JES), (Authors from Australia, Taiwan, and Indonesia)
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jes.v13i1.8378

Abstract

Purpose - This study aims to develop an interactive learning media in Microsoft Sway to enhance participants' spatial thinking skills.Methodology - Method study using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The study population consisted of grade 11 students at SMA N 1 Banawa across 8 classes. A sample of 30 participants was drawn from class XI C IPS. The instrument included 1) tests to think spatially as a pre-test and post-test, 2) questionnaire validation and eligibility expert technology learning, and 3) questionnaire teacher and participant responses to educate. Analyse data for effectiveness testing using the N-Gain test. Eligibility was measured based on expert validator results, technology learning outcomes, teacher and participant responses, and the educational use percentage formula.Findings - Research results obtained results validation media expert with a score of 96.2 is included in the excellent category, or worthy, which is Very worthy, and did need to be revised; however, for perfection, the fixed validator product provides suggestions for improvement. From the effectiveness test, an N-gain value of 0.50, or an enter criterion of medium, was obtained, indicating that Microsoft Sway interactive media was developed effectively to improve spatial thinking. "Feasibility test results based on teacher and participant responses yielded scores of 82 and 86, respectively, both classified as Good. This indicates the media is suitable for use and requires no revision. The interactive media developed in Microsoft Sway is practical and feasible for enhancing participants' spatial thinking skills.Contribution - This research provides a positive contribution to the application of technology, media, and digital teaching materials. Suggestions for future researchers include developing interactive Microsoft Sway-based media for other learning materials or subjects and conducting product trials on a broader scale.
The Role of The Environment as a Source of Geography Learning on The Spatial Thinking of Grade X Students at SMA BK Palu Gesadombu, Reilda Meigita; Listiqowati, Ika; Hasan, Haslita Rahmawati; Arsy, Risma Fadhila
Publikasi Berkala Pendidikan Ilmu Sosial Vol 6, No 1 (2026): PAKIS, March 2026
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, ULM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/pakis.v6i1.18293

Abstract

This study aims to determine the role of the environment as a source of geography learning on the spatial thinking of tenth-grade students at SMA BK Palu. Quantitative descriptive research is an approach that was implemented in this study, with a total of 61 students consisting of 25 students from class XA, 21 students from class XB, and 15 students from class XC, who were used as research subjects. Data collection was conducted through tests, observations, and limited interviews. The research instruments consisted of an objective multiple-choice test with 15 questions on spatial thinking indicators, observations to determine the learning process in the classroom, and interviews with students about the use of the environment as a learning resource. The results indicate that the spatial thinking abilities of students in classes XA and XB are better than those in class X C. This can be seen from the dominance of students in the good and very good categories in classes XA and The results of the observation also indicate that learning in classes XA and XB has linked the material to the surrounding environment while in class XC the use of the environment as a learning resource has not been optimal. In addition the interview results indicated that the material will be easier for students to understand when learning is linked to the surrounding environment. The study concluded that the role of the environment as a source of geography learning for spatial thinking among tenth grade students at SMA BK Palu has not been applied even across classes. It is recommended that teachers consistently improve the implementation of environment-based learning and that future researchers develop similar studies in different learning contexts.
Development of Rock Teaching Media for Strengthening Students' Geoliteracy Skills in Geography Subjects Maulana, Akbar; Putra, Exsa; Widyastuti, Widyastuti; Listiqowati, Ika
PAEDAGOGIA Vol 28, No 2 (2025): PAEDAGOGIA Jilid 28 No 2 (2025)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/paedagogia.v28i2.102207

Abstract

This study aims to develop learning media in the form of rock props on lithosphere material in Geography subjects. The method used is Research and Development (R&D) with reference to the Alessi and Trollip development model. Data analysis uses a Likert scale with four levels of validity. This research develops rock props media that can be used in geography learning lithosphere material. Then, a limited implementation was carried out by X social studies class students. The results showed that the rock props media developed had a very high level of validity. The validity assessment by media experts obtained a score of 91.66% with a very feasible category, by practitioners (teachers) of 97.61%, and by material experts of 90.27%, all included in the very valid category. Implementation of small group trials on students resulted in an average validity score of 91.73%, with a very valid category. In addition, the results of the student geoliteracy skills test showed an average percentage of 94.22%. Based on the assessment of experts, teachers and the results of student trials, the rock props media is declared feasible and effective to use in geography learning. Thus, this media is proven to be able to improve students' geoliteracy skills on lithosphere material at SMAN 1 Tojo.  
SNAKES AND LADDERS GAME MEDIA DEVELOPMENT FOR GEOGRAPHY LEARNING Listiqowati, Ika; Umar, Waldayanti M; Saputra, Iwan Alim; Suwarni, Suwarni; Eka, I Putu Raditya
GeoEco Vol 11, No 2 (2025): GeoEco July 2025
Publisher : Universitas Sebelas Maret (UNS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ge.v11i2.95926

Abstract

This research addresses many students' common challenges: difficulty understanding learning material, lack of motivation, passivity in class, and suboptimal learning outcomes. To tackle these issues, the researchers This research employed the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The research participants comprised 34 students from class XIA at SMAN 2 Palu. Data collection techniques included tests, questionnaires, and observations. The Snakes and Ladders game underwent rigorous validation at several levels:  validity of the material covered, resulting in a 100% score (very high category). The game design and components were evaluated by media specialists, receiving a perfect 100% score, indicating a very high quality of the physical product. Education practitioners assessed the game's feasibility and value in real classroom settings, giving it a 97.91% rating (very high category). Furthermore, a trial with a small student group demonstrated remarkable improvements in academic performance. The average normalized learning gain (N-gain) was 0.71, falling into the "very high" category. This means the game was highly effective in helping students learn and retain geographical concepts. In summary, this meticulously designed educational game was valid (as judged by experts) and practical (as shown by student outcomes). It has the potential to make geography education much more engaging and fruitful. The researchers suggest future studies explore the Snakes and Ladders game development format to teach different subjects or topics.