Claim Missing Document
Check
Articles

Entrepreneurial BMC Game: Developing High School Students' Numeracy Literacy Mastery Efa Wahyu Prastyaningtyas; Widi Wulansari; Elis Irmayanti
Dinamika Pendidikan Vol. 20 No. 1 (2025)
Publisher : Economics Education Department Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/dp.v20i1.24326

Abstract

This study aims to test the effectiveness of the Entrepreneurial Business Model Canvas (BMC) Game in improving the numeracy literacy skills of high school students in red-ranked schools in Kediri City. Using a pseudo-experimental method with a one-group pre-test-post-test design on a small-scale trial (20 students of Sultan Agung High School) and a post-test-only design with a non-equivalent group on a large-scale trial (39 students of Al Anwar High School), the research applied a game that integrates entrepreneurial concepts with numeracy literacy. Data analysis using Paired t-test for small scale and independent t-test for large scale showed significant improvement in students' numeracy and literacy skills (p<0.05). On a small scale, the average score increased from 77.10 to 79.25, while on a large scale, the experimental group achieved an average of 79.38 compared to 77.00 for the control group. The Entrepreneurial BMC Game is proven effective in helping students develop their numeracy-based financial data analysis, business projection, and decision-making skills through collaborative and contextual learning. It offers an interesting and applicable alternative numeracy learning solution. Pedagogically, the game fosters active student engagement and enhances higher-order thinking by linking abstract numeracy concepts with real-world entrepreneurial contexts.
Analysis of Technology-Based Learning Using Tiktok at KB Labschool UNP Kediri Osy Harisa; Anik Lestariningrum; Widi Wulansari
Journal of Early Childhood Development and Education Vol. 1 No. 2 (2024): Journal of Early Childhood Development and Education (May)
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/junior.v1i2.181

Abstract

The purpose of this research is to analyze how technology-based learning uses tiktok at KB Labschool UNP Kediri. This research uses a descriptive qualitative approach. This study has a total of 11 children consisting of 5 boys and 6 girls. The instruments used by researchers are observation and documentation. Data analysis techniques through the stages of data reduction, data presentation, and descriptive qualitative conclusions using narrative as a description of the results of the conclusion. The conclusion of the results of this study is that technology-based learning using TikTok can effectively develop physical motor and social emotional aspects in children. Children's abilities are seen in the form of increasing self-confidence and performing in public. 
Pengembangan Media Hakku Box Smart Berbasis Role Play untuk Meningkatkan Hasil Belajar PPKn Siswa Sekolah Dasar Siti Yusnia Rahayu; Novi Nitya Santi; Widi Wulansari
DIKSI: Jurnal Kajian Pendidikan dan Sosial Vol. 7 No. 3 (2026): Diksi: Jurnal Kajian Pendidikan dan Sosial
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/diksi.v7i3.4950

Abstract

Pengamatan ini bermaksud guna mengembangkan media pembelajaran Hakku Box Smart berbasis role play yang sesuai kriteria, praktis, serta efektif dalam meningkatkan capaian belajar siswa kelas III Sekolah Dasar pada materi hak, kewajiban, serta tanggung jawab. Pengamatan ini memakai metode Research and Development (R&D) dengan model pengembangan ADDIE yang melingkupi tahap Analysis, Design, Development, Implementation, serta Evaluation. Subjek pengamatan meliputi dua validator ahli (ahli media dan ahli materi), dua guru kelas III, serta siswa kelas III Sekolah Dasar yang terdiri atas 9 siswa pada uji coba terbatas serta 30 siswa pada uji coba luas. Teknik pengumpulan data memakai observasi, angket analisis kebutuhan, lembar validasi ahli, angket respon guru serta siswa, dan tes hasil belajar berupa pretest serta posttest. Hasil pengamatan membuktikan bahwasannya media Hakku Box Smart mendapatkan tingkat validitas sejumlah 91,38% dengan golongan sangat valid. Tingkat kepraktisan berdasarkan respon guru mencapai 95,00%, sedangkan respon siswa pada uji coba luas sejumlah 91,40%, keduanya termasuk golongan sangat praktis. Hasil uji efektivitas memperlihatkan nilai N-Gain sejumlah 0,625 yang ada pada kategori sedang atau cukup efektif. Dengan demikian, media Hakku Box Smart berbasis role play layak digunakan sebagai media pembelajaran guna meningkatkan capaian belajar peserta didik pada materi hak, kewajiban, serta tanggung jawab di kelas III Sekolah Dasar.