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Pengaruh Platform Educaplay Terhadap Minat Belajar Pendidikan Pancasila Siswa Kelas IV SDN Gugus XI Kota Bengkulu Meza Yunita; Atika Susanti; Yusnia
JURIDIKDAS Vol 9 No 2 (2026)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/juridikdas.v9i2.52516

Abstract

This study aims to determine whether there is an effect of the Educaplay Platform on the learning interest in Pancasila Education among fourth-grade students of SDN Gugus XI, Bengkulu City. This research employed a quantitative approach using a Quasi-experimental method with the Matching Only Pretest-Posttest Control Group Design. The population of this study consisted of fourth-grade students of SDN Gugus XI, Bengkulu City. The sample included students of class IV A at SDN 4 as the experimental lass and students of class IV C as the control class, selected through Cluster Random Sampling technique. The research technique involved administering a pretest and posttest in the form of a questionnaire consisting of 12 statement items. Based on the research results, the mean score in Pancasila Education was 54.11. The statistical analysis showed a t-value of -2.353 and a Sig. (2-tailed) value of 0.023. The t-table distribution at a significance level of 0.05 was 1.675. Since the calculated t-value exceeded the t-table value at the 0.05 significance level, there was a significant difference between the experimental and control classes.The difference in mean scores occurred due to the different treatments applied; the experimental class used the Educaplay Platform in learning, while the control class did not. It can be concluded that the data indicate a significant difference in mean scores, demonstrating that the Educaplay Platform has an effect on students’ learning interest in Pancasila Education. Keywords: Platform Platform, Learning Interest, Pancasila Education.
Pengembangan Instrumen Tes Literasi Numerasi Berbasis Hots Berbantuan Aplikasi Kahoot Bagi Guru SD Yusnia Yusnia; Elwan Stiadi; Yusnia Yusnia; Elwan Stiadi; Neza Agusdianita
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 4 No. 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065v4i12024p45-50

Abstract

Abstrak:Pendampingan guru SD dalam mengembangkan instrumen tes literasi numerasi berbasis HOTS berbantuan aplikasi Kahoot bertujuan untuk meningkatkan pemahaman guru-guru SD Negeri 42 Kota Bengkulu dalam mengembangkan instrumen tes literasi numerasi berbasis HOTS berbantuan aplikasi Kahoot. Metode yang digunakan dalam kegiatan pengabdian adalah metode ceramah, demonstrasi dan pendampingan. Metode ceramah untuk menyampaikan konsep literasi numerasi berbasis HOTS, sedangkan metode demonstrasi dan pendampingan untuk memberikan kesempatan berlatih kepada peserta mengembangkan instrumen tes literasi numerasi berbasis HOTS berbantuan aplikasi Kahoot. Kegiatan pengabdian secara keseluruhan dapat dinilai baik, dilihat dari keberhasilan target jumlah peserta workshop dinilai baik (80persen), ketercapaian tujuan workshop dinilai baik (75persen), ketercapaian target materi yang telah direncanakan dinilai baik (80persen), dan kemampuan peserta dalam penguasaan materi dinilai baik (80persen).
Pengembangan Model Pembelajaran Blended Learning Berbantuan Bahan Ajar Elektronik Berbasis Budaya Lokal Pesisir Pada Pembelajaran Tematik Di Sekolah Dasar Neza Agusdianita; Neza Agusdianita; Yusnia Yusnia
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 4 No. 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065v4i12024p83-88

Abstract

Abstrak:Tujuan penelitian ini adalah untuk menghasilkan model pembelajaran Blended Learning berbantukan bahan ajar elektronik berbasis budaya lokal pesisir pada pembelajaran tematik untuk meningkatkan hasil belajar siswa sekolah dasar dimasa pandemi covid 19 ini. Kegiatan penelitian ini melalui beberapa tahapan yaitu: (1) Memetakan sub tema dan kompetensi dasar pada tema peduli terhadap makhluk hidup pada kelas IV, (2) Mengidentifikasi indikator yang terintegrasi dengan budaya lokal pesisir pada setiap kompetensi dasar, (3) Menyusun satu perangkat silabus dan Rencana Pelaksanaan Pembelajaran (RPP) dengan model pembelajaran Blended Learning berbantukan bahan ajar elektronik berbasis budaya lokal pesisir, (4) Mengembangkan bahan ajar elektronik berupa bahan tayang yang berbasis budaya lokal pesisir, (5) Menyusun penilaian elektronik dengan menggunakan google form, (5) Melakukan validasi model, bahan ajar dan instrumen oleh ahli teknologi dan strategi pembelajaran, (6) Merevisi model, bahan ajar dan instrumen. Hasil penelitian ini adalah telah dihasilkan satu perangkat model pembelajaran model pembelajaran Blended Learning berbantukan bahan ajar elektronik berbasis budaya lokal pesisir.
Development of Augmented Reality Based Interactive Science Multimedia with the Problem Based Learning Model to Enhance the Higher Order Thinking Skills Students Feri Apriansah; Endang Widi Winarni; Endina Putri Purwandari; Neza Agusdianita; Abdul Muktadir; Yusnia Yusnia; Debi Heryanto
IJIS Edu : Indonesian Journal of Integrated Science Education Vol. 8 No. 2 (2026): July 2026
Publisher : Universitas Islam Negeri Fatmawati Sukarno Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29300/ijisedu.v8i2.12267

Abstract

This study aims to develop and determine the validity, practicality, and effectiveness of Augmented Reality (AR)-based interactive science multimedia integrated with the Problem Based Learning (PBL) model to enhance the Higher-Order Thinking Skills (HOTS) of fifth-grade elementary school students on the topic of the human circulatory system. The research employed the Research and Development (R&D) approach with the ADDIE model, comprising the analysis, design, development, implementation, and evaluation phases. It was conducted at SDIT IQRA' 1 Bengkulu City in the even semester of the 2025/2026 academic year, involving 28 students in the limited trial and 28 students in the field trial. Data were collected through expert validation sheets, teacher and student response questionnaires, and HOTS tests, then analyzed using Aiken's V for content validity, percentage techniques for practicality, and N-Gain for effectiveness. The developed multimedia obtained an Aiken's V index of 1.00 (very valid) for the material, language, and graphic aspects, with 100% inter-rater agreement. Teacher responses reached 100% (very good) and student responses 97.38% (very practical). The effectiveness test yielded an average N-Gain of 0.75 (high), with the analysis (C4), evaluation (C5), and creation (C6) aspects scoring 0.79, 0.81, and 0.64 respectively. These findings indicate that AR-based interactive science multimedia integrated with the PBL model is valid, practical, and effective for enhancing students' HOTS and supporting 21st-century science learning.