Nisriina Amiirah Faatin
Universitas Muhammadiyah Surakarta

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PENGEMBANGAN MEDIA DIGITAL WORDWALL DITINJAU DARI KEMAMPUAN BERFIKIR TINGKAT TINGGI MATERI OPERASI BILANGAN KELAS VI Nisriina Amiirah Faatin; Rusnilawati Rusnilawati
Kwangsan: Jurnal Teknologi Pendidikan Vol 10, No 2 (2022): Kwangsan
Publisher : Balai Besar Guru Penggerak Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31800/jtp.kw.v10n2.p221--238

Abstract

The use of learning media is important in learning, especially in the lecture method. However, this is still not realized by some teachers. As a result, learning mathematics is considered boring by students. To overcome these problems, it is necessary to develop interesting learning media, one of which is Wordwall media. This research aims to know and study the effectiveness of Wordwall-based digital game media in increasing students' motivation and learning outcomes in integer operations material. The research used is Research and Development (R&D) using the 5-stage ADDIE method. According to the media expert's evaluation analysis, the percentage that will be achieved means 89.3 in the very effective category, and the evaluation of the material expert shares that the percentage of results is 98 in the very effective category. Educated students get an average homogeneous score of 90.67 in the very effective category. Thus, it can be concluded that Wordwall-based digital game learning media can increase learning motivation and the level of student learning success in teaching material on integer operations. AbstrakPenggunaan media pembelajaran merupakan hal penting dalam pembelajaran, terlebih dalam metode ceramah. Namun, hal tersebut masih belum disadari oleh beberapa guru. Akibatnya, pembelajaran matematika dianggap membosankan oleh peserta didik. Untuk mengatasi permasalahan tersebut perlu dikembangkan media pembelajaran yang menarik, salah satunya adalah media Wordwall. Adapun tujuan dari penelitian ini yaitu mengetahui dan mempelajari keefektifan media game digital berbasis Wordwall pada peningkatan motivasi dan hasil belajar peserta didik dalam materi operasi bilangan bulat. Penelitian yang digunakan ialah Research and Development (R&D) menggunakan metode ADDIE 5 tahap. sesuai analisis evaluasi pakar media, persentase yang akan terjadi yang dicapai artinya 89,3 pada kategori sangat efektif, serta evaluasi ahli materi membagikan bahwa persentase hasil ialah 98 pada kategori sangat efektif siswa terpelajar memperoleh nilai homogen-rata 90,67 dalam kategori sangat efektif. Dengan demikian, dapat disimpulkan bahwa media pembelajaran permainan digital berbasis Wordwall dapat meningkatkan motivasi belajar dan taraf keberhasilan belajar peserta didik dalam materi ajar operasi bilangan bulat. 
ANALISIS IMPLEMENTASI KURIKULUM DAN PRINSIP BELAJAR DALAM TRANSFORMASI PENDIDIKAN DI ERA DIGITAL: STUDI KASUS PENGGUNAAN GAME-BASED LEARNING DI SD NEGERI PASARBATANG 03 Nisriina Amiirah Faatin; Bambang Sumardjoko; Sabar Narimo
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Process
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.10503

Abstract

This study aims to provide an in-depth analysis of curriculum implementation and learning principles in the era of digital transformation, with a focus on the use of interactive platforms as educational bridges. Amidst the rapid development of the Industrial Revolution 4.0, the world of education is required to adapt learning strategies that are not only content-relevant but also methodological. This study used a descriptive qualitative approach with a case study of 5th-grade students at Pasarbatang 03 Public Elementary School, Brebes Regency. Data were collected through participant observation, in-depth interviews, and curriculum document analysis. The results revealed that the synergy between flexible curriculum design and active learning principles significantly increased students' emotional and cognitive engagement. The integration of the Roblox platform as a Game-Based Learning (GBL) medium proved effective in visualizing abstract curriculum concepts, increasing learning interest by up to 93%, and strengthening students' multimodal literacy skills by up to 96.2%. However, the findings also indicated challenges in the form of potential disruption of focus and gaps in technology access. This study concluded that the effectiveness of a modern curriculum is highly dependent on the role of teachers as digital literacy navigators and internet ethics monitors. This research recommendation includes the need to develop standardized game-based teaching modules to support 21st-century learning principles.