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Quick Response Code in Engklek Traditional Games: Facilitating Challenging and Enjoyable Science Learning in Elementary School Muslimin, Muslimin; Aisya, Nurul; Krismanto, Wawan
Epistema Vol. 6 No. 1 (2025): (In Process)
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/ep.v6i1.84772

Abstract

Science learning in elementary schools requires learning media that facilitate students to explore knowledge in a fun way through games. One of them is through the Engklek traditional games that integrate technology. For this reason, this study aims to develop Engklek traditional games equipped with QR-Code for science learning of photosynthesis material for grade 4 in elementary schools. This study uses the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development model. Data was collected through observation, interviews, and questionnaires for validation and practicality tests. Data were analyzed descriptively and quantitatively. The results of this study indicate that from the perspective of teachers and students, media are needed to learn photosynthesis material that can facilitate student activity and involvement. This product was developed using the ADDIE stage, which only includes the analysis, design, and development stages. The characteristics of this media are that it is a banner measuring 200 x 400 cm with a mountain-model. Engklek game design is equipped with a QR-Code card, which is used as an object for presenting material in the form of animated videos, charts, reading tables, and quiz questions. Based on the validity test by material experts and media experts, the product has been categorized as very feasible. Based on the practicality test, the media has also been declared very practical by both teachers and students. Thus, the Engklek traditional games equipped with QR-Code can be recommended for use in science learning of photosynthesis material for grade 4 in elementary schools.
Exploring Indonesia’s Cultural Diversity through A Quick Response Code Quartet Card Game Lukman, Lukman; Yuniarti, Yuniarti; Krismanto, Wawan
APPLICATION: Applied science in Learning Research Vol. 5 No. 2 (2025): October 2025
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/application.v5i2.5804

Abstract

Teaching cultural diversity to students in the modern era requires integration with technology to make it engaging and challenging. For this reason, the study aims to develop learning media in the form of Quartet Cards with QR Code to explore Indonesian cultural diversity for grade 4 elementary school (SD) students. This research and development study uses the ADDIE model. The research background is social science learning for grade 4 in three schools (SD 12, 28, and 51) in Parepare, South Sulawesi, Indonesia. Data were collected through interviews, observations, needs analysis, validation, and practicality test questionnaires. Data analysis was carried out descriptive qualitatively, and quantitatively. The needs analysis showed that teachers and students needed game-based learning media that integrated technology to explore Indonesian cultural diversity. After design and development process, this study has produced a one set of Quartet Cards with QR Code. Based on the product validation test by material and media experts, the product was declared valid. The results of the practicality test by users (teachers and students) also showed that the product was very practical to use for learning. In conclusion, the product is valid & practical for elementary school students who want to explore Indonesian cultural diversity.
Integrating Quizizz In Learning: Can It Strengthen Elementary School Students' Learning Motivation? Haris, Astrifa Nadia; Krismanto, Wawan; Shasliani, Shasliani
Pedagogik Journal of Islamic Elementary School VOL 7 NO 2 OCTOBER 2024
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/pijies.v7i2.5332

Abstract

Previous research has studied using Quiziz, but only for learning assessment. To make the literature more diverse, this research examines the integration of Quizizz into complete learning, starting from opening learning activities, delivering material, discussion activities, and learning assessments. In addition, the research aims to compare the motivation of students whose learning integrates Quizizz with conventional learning. The method used is quantitative, with a type of quasi-experimental research in the form of a post-test-only control design. The population in this study was 268 students. In comparison, the sample was class 5A as an experimental class with 21 students and class 5B as a control class with 23 students. The treatment given in the experimental class is to integrate Quizizz into the learning process. A learning motivation questionnaire obtained research data. The results of the Independent Sample T-Test test show Sig. (2-tailed) 0.000 < 0.05 means that there is a difference between the learning motivation of students whose learning integrates Quizizz and those whose learning uses conventional learning. Students in classes whose learning integrated Quizizz showed better learning motivation than those with conventional learning in class 5 UPT SD Negeri 5 Amparia Sidrap, South Sulawesi.
Utilizing the Platform Merdeka Mengajar in Elementary Schools: A Fundamental Effort for Learning Reform in Indonesia Hasman, Nurul Muhlishah; Krismanto, Wawan; Hasan, Kamaruddin; Zainal, Zaid
International Journal of Learning Reformation in Elementary Education Vol. 4 No. 03 (2025): Forthcoming Issue - International Journal of Learning Reformation in Elementar
Publisher : The Indonesian Institute of Science and Technology Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56741/ijlree.v4i03.1316

Abstract

Technology for teachers has a strategic role in supporting the learning reform, and in Indonesia, this process is currently taking place through the PMM. Therefore, this research aims to describe aspects of PMM implementation in elementary schools and the learning reform after teachers utilize PMM? Qualitative descriptive methods were used in this study. The participants were 6 principals and 11 teachers from 6 elementary schools in Cluster XVI Region 3 Parepare City, South Sulawesi, Indonesia. Data were collected using interviews, observation, and documentation techniques. The research data were analyzed in three stages: data condensation, data display, and conclusions. The results showed that aspects of PMM implementation are school support, external support, teachers' learning collaboration, benefits, and barriers. The characteristics of learning after PMM implementation are the diversity of learning methods, utilization of technology in learning, application of differentiated learning strategies, application of project-based learning, diversity of learning media, and increased student engagement. Various changes in learning characteristics after using PMM indicate significant reforms in the quality of the learning process.
PENGARUH MODEL PEMBELAJARAN INKUIRI TERBIMBING DIPADUKAN DENGAN CAROUSEL FEEDBACK TERHADAP KETERAMPILAN PROSES SAINS PESERTA DIDIK KELAS IV UPT SD NEGERI 13 PINRANG Nur Meilani; Muslimin; Wawan Krismanto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.31613

Abstract

The low level of students' science process skills in Natural and Social Sciences (IPAS) learning in elementary schools remains an obstacle in achieving learning objectives. This condition is often caused by the use of conventional learning models that are one-way and minimal active participation of students in scientific activities such as observation, measurement, grouping, and drawing conclusions. As a result, students have not been able to develop science process skills optimally. This study aims to determine the differences in science process skills between students taught using a guided inquiry learning model combined with carousel feedback and students taught using a conventional learning model. This study used a quantitative approach with a quasi-experimental type and a posttest-only control group design. The population in this study were all fourth-grade students at UPT SD Negeri 13 Pinrang. The sample consisted of class IV.B as the experimental class and IV.C as the control class, each totaling 20 students. Data were collected through essay tests that measured six indicators of science process skills: observing, classifying, measuring, communicating, concluding, and predicting. The data analysis technique used an independent sample t-test. The statistical test results showed a significance value (2-tailed) of 0.000 < 0.05, indicating a significant difference between the two classes. Thus, the guided inquiry learning model combined with carousel feedback proved effective in improving students' science process skills.