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Keefektifan Model Teams Games Tournament (TGT) Berbantuan Media Permainan Ular Tangga Berbasis Misi Terhadap Motivasi dan Hasil Belajar Matematika Kelas III Sekolah Dasar Dyah Rahmah Yulianti; Yuli Witanto
JPDI (Jurnal Pendidikan Dasar Indonesia) Vol 10, No 2 (2025): VOLUME 10 NUMBER 2 MAY 2025
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/jpdi.v10i2.6786

Abstract

This study aims to 1) test the difference in learning motivation between learning using the TGT model assisted by mission-based snakes and ladders media and learning using the PBL model assisted by learning video media; 2) test the difference in learning outcomes between learning using the TGT model assisted by mission-based snakes and ladders media and learning using the PBL model assisted by learning video media; 3) test the effectiveness of using the TGT model assisted by mission-based snakes and ladders media on learning motivation; 4) test the effectiveness of using the TGT model assisted by mission-based snakes and ladders media on learning outcomes. The method used in this research is quantitative with the type of research Quasi-Experimental Design with Posttest-Only Control Group Design. This research was conducted on third grade students of SDN Sadeng 01 and SDN Sadeng 03. The research sample consisted of 51 students, 29 in the experimental class and 22 in the control class. Data collection used observation, interviews, motivation questionnaires, and tests. Data analysis techniques used independent sample t-test and one sample t-test. The independent sample t-test test data for motivation shows tcount> t table, namely 2.770> 2.010 and learning outcomes show tcount> t table, namely 3.182> 2.010. One sample t-test test data for learning motivation shows tcount> t table, namely 7,166> 2,048 and learning outcomes tcount> t table, namely 8,120> 2,048. Therefore, it can be said that the experimental and control groups averages is different and the teams games tournament model supported by mission-based snakes and ladders media is useful for increasing student motivation and learning outcomes.
Pengembangan Media “Koper Hitung” (Kotak Permainan Berhitung) Untuk Meningkatkan Hasil Belajar Matematika Siswa Materi Perkalian dan Pembagian Kelas III SD 3 Menawan Kudus Evamelia Rizqina; Yuli Witanto
Journal of Classroom Action Research Vol. 7 No. 4 (2025): November
Publisher : Program Studi Magister Pendidikan IPA, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jcar.v7i4.11866

Abstract

Penelitian ini dilatarbelakangi oleh kesulitan siswa kelas III SD 3 Menawan Kudus dalam memahami materi perkalian dan Pembagian serta belum tersedianya media pembelajaran yang mendukung. Tujuan penelitian ini adalah untuk mendeskripsikan pengembangan media, menilai kelayakan media, dan mengukur keefektifan media “Koper Hitung” (Kotak Permainan Berhitung). Penelitian ini menggunakan metode Research and Development (RnD) dengan model ADDIE. Subjek penelitian ini adalah siswa kelas III SD 3 Menawan Kudus yang berjumlah 28 orang. Teknik pengumpulan data yang digunakan yaitu tes dan non tes. Media Koper Hitung “Kotak Permainan Berhitung” merupakan media beton yang berbentuk seperti koper yang di dalamnya berisi beberapa elemen hitung untuk membantu meningkatkan hasil belajar siswa terutama dalam perkalian dan Pembagian. Hasil penilaian menunjukkan media sangat layak digunakan, berdasarkan validasi ahli materi (92,86%), ahli media (95,00%), guru (98,60%), dan siswa (98,80%). Uji efektivitas melalui N-Gain menunjukkan peningkatan hasil belajar yang tinggi dan efektif, baik pada kelompok kecil (0,7659) dengan presentase (76,6%) maupun kelompok besar (0,7815) dengan presentase (78,2%). Dengan demikian, penegembangan media “Koper Hitung” (Kotak Permainan Berhitung) berhasil dikembangkan, layak, dan terbukti efektif dalam meningkatkan hasil belajar matematika siswa pada materi perkalian dan Pembagian di kelas III SD 3 Menawan Kudus.
Pengembangan Media Interaktif Kit Berhitung Berbasis Arduino Uno Untuk Meningkatkan Hasil Belajar Siswa Destira Destira; Yuli Witanto
Educatio Vol 21 No 1 (2026): Educatio
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edc.v21i1.33664

Abstract

The low learning outcomes of students in mixed arithmetic operations are caused by difficulties in understanding the concepts and sequence of arithmetic operations and the limited use of interactive learning media. Therefore, an interactive learning media in the form of an Arduino Uno-based counting kit was developed as an alternative solution for mathematics learning in elementary schools. This study aims to develop an interactive learning media for the counting kit and test its feasibility and effectiveness in improving the learning outcomes of fifth-grade students at SD Negeri 02 Karanggeneng, Grobogan Regency. The method used by the researcher is Research and Development (R&D) with the ADDIE development model consisting of the stages of analysis, design, development, implementation, and evaluation. The research subjects were 28 fifth-grade students with a saturated sampling technique. Data collection techniques include observation, interviews, questionnaires, and tests, while data analysis was carried out qualitatively and quantitatively through a feasibility test, paired sample t-test, and N-Gain test. The results of the study indicate that the interactive learning media for the Arduino Uno-based counting kit was declared feasible by material experts and media experts. In addition, the use of this media has proven effective in improving student learning outcomes, as indicated by a significant difference between pretest and posttest scores and an increase in the N-Gain score in the moderate category. Thus, the Arduino Uno-based interactive counting kit learning media is feasible and effective for use in mathematics learning on mixed arithmetic operations in elementary schools.