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Mystery Box Media Increases Motivation and Learning Achievement of Fourth Grade Students in Civics Learning Nuhaa, Faadiyah; Witanto, Yuli
Jurnal Penelitian dan Pengembangan Pendidikan Vol. 8 No. 3 (2024): October
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppp.v8i3.79420

Abstract

Lack of use of interesting, creative, and diverse learning resources in the classroom can reduce students' motivation to learn, resulting in low student achievement. Therefore, this research aims to analyze the use of mystery box media on student motivation and learning achievement in Civics class IV elementary school subjects. This type of research uses a quasi-experimental approach in experimental quantitative research. The design of this research is an unequal control group design. The sample for this research was 25 experimental class students and 19 control class students. The data collection techniques are tests, questionnaires, documentation, observation, and interviews. Validity and reliability tests are used in the testing instrument. The data analysis techniques used are t-test, N-Gain, homogeneity test, normality test, and descriptive analysis. The research results showed that the experimental class's average post-test learning achievement score was more significant than the average post-test score for the control class. The t-test value shows differences in student learning outcomes after using mystery box media in the Civics class IV elementary school subject. In addition, the experimental group showed a higher learning motivation level than the control group. It was concluded that the application of mystery box media was significantly practical for students' learning motivation and achievement in class IV civics education (PPKn) in elementary school.
Analysis of students discipline on the learning process at elementary school Angita, Roza; Witanto, Yuli
JPPI (Jurnal Penelitian Pendidikan Indonesia) Vol 10, No 4 (2024): JPPI (Jurnal Penelitian Pendidikan Indonesia)
Publisher : Indonesian Institute for Counseling, Education and Theraphy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/020244379

Abstract

The problem of student discipline is an important thing that must be considered. It is known that in the learning process there are various discipline problems committed by students such as skipping school, arriving late, disobeying school rules and regulations, not doing the assigned tasks, not focusing on learning, etc. often occur. If these various problems are left unchecked, they will interfere with the student learning process and have an impact on their learning achievement. This study aims to determine the problems of student discipline in grade V of SD Negeri 2 Ngampel during the learning process and its impact on learning achievement, as well as the efforts given by teachers in instilling the value of discipline towards students. This research was aimed at teachers and grade V students at SD Negeri 2 Ngampel. This research uses a qualitative approach with data collection techniques obtained from interviews, observations, questionnaires and documentation. Based on the results of the analysis, it can be concluded that the discipline of grade V students at SD Negeri 2 Ngampel during learning is quite good. However, it needs to be improved again when viewed from several existing discipline problems. A teacher plays an important role in striving to instill the value of discipline to students so that the learning process can run effectively
Integrated Volume Card Game Make A Match Learning Model: Improving Motivation of Learning Outcomes of the Concept of Spatial Building Wahyuni, Anggun Tri; Witanto, Yuli
Journal Evaluation in Education (JEE) Vol 6 No 1 (2025): January
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jee.v6i1.1385

Abstract

Purpose of the study: This study aims to design, develop, and evaluate the effectiveness of an innovative interactive learning medium, a volume card game integrated with the Make a Match cooperative learning model, to enhance students' conceptual understanding of volume in mathematics. Methodology: Using an ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Data collection tools included pretest-posttest questionnaires, expert validation sheets, and N-Gain analysis to assess the media’s validity and learning effectiveness. Statistical analysis, including the Paired Samples T-Test, was conducted using SPSS software. Main Findings: The findings revealed that the volume card game achieved a high validity score of 91% according to expert evaluations, indicating that it is well-suited for classroom use. Furthermore, the game significantly improved student learning outcomes, as evidenced by the Paired Samples T-Test results (p = 0.000) and an N-Gain score of 0.7575, which falls in the high category. Positive feedback was overwhelming, with 98.6% of students reporting that the game was engaging, enjoyable, and effective in fostering their understanding of volume concepts. Novelty/Originality of this study: This study introduces an innovative combination of interactive learning tools and cooperative learning strategies, addressing the challenges of teaching abstract mathematical concepts. By merging gamification with collaborative learning, the volume card game provides an engaging and practical approach to enhance motivation and deepen conceptual understanding. The novelty of this research lies in its dual focus on integrating educational games with cooperative learning and demonstrating its scalable potential for application in broader mathematical topics and academic contexts.
E-Module Teaching Materials Based on Heyzine Flipbook on the Meaning of NKRI for Grade IV Elementary School Puspitaningrum, Putri Norma; Witanto, Yuli
Journal of Education Reseach and Evaluation Vol 8 No 3 (2024): August
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jere.v8i3.78326

Abstract

Currently, there are still many students who do not understand the Pancasila and Citizenship Education learning material. This is due to the lack of digital learning media to facilitate students' independent learning of PPKn. This research aims to develop a Civics e-module based on the Heyzine flipbook on the Meaning of the Unitary State of the Republic of Indonesia (NKRI) material for Class IV Elementary School. This type of research is R & D (Research and Development) development research. The development model in this research uses the ADDIE model. The research subjects were 1 media expert and 1 material expert. This small group trial was conducted on four students from class IV elementary school. The methods used to collect data are observation, interviews, questionnaires, and tests. The instruments used to collect data are validation sheets, questionnaire sheets, and test questions. The data analysis techniques used in this research are quantitative and qualitative data analysis. The research results, namely the assessment by material experts, obtained 87.50%, and media experts obtained a score of 84.09% with very good criteria. Evaluation of the effectiveness of use through the N-gain test obtained a score of 67.1% with moderate criteria, and the interpretation category was quite effective. Assessing responses via student questionnaires obtained an average score of 93% with very good criteria. It was concluded that e-modules are very suitable for use and can improve student learning outcomes in Pancasila and Citizenship Education subjects.
Big Book Media Based on Local Wisdom Batang Regency Material on Making Friends in Diversity setyaningrum, Atika; Witanto, Yuli
Jurnal Ilmiah Pendidikan Profesi Guru Vol. 7 No. 3 (2024): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jippg.v7i3.85524

Abstract

Indonesian language in elementary school plays a vital role in developing emotions, but many students still get low learning outcomes. This is because students still have difficulty reading. This study aims to create big book media to improve the reading skills of second-grade elementary school students. The research method used is Research and Development (R&D), which uses the 8-stage development procedure of the Sugiyono model. The subjects of the study were learning media experts and learning material experts. The trial subjects were 30 students. The methods used in collecting data were observation, interviews, questionnaires, documentation and tests. The techniques used to analyze the data were qualitative, quantitative, descriptive analysis, and inferential statistics. The study's results were the assessment given by learning media experts of 93.47% (very good) and learning material experts 81.66% (very good). The results of teacher and student assessments obtained a percentage of 100% (very good). The t-test results showed a significant difference between learning outcomes in the pretest data, namely before and after using the Big Book media. Therefore, the big book media based on Local Wisdow is effective for learning Diversity Material for Grade II Elementary Schools in Batang Regency.
Keefektifan Model Teams Games Tournament (TGT) Berbantuan Media Permainan Ular Tangga Berbasis Misi Terhadap Motivasi dan Hasil Belajar Matematika Kelas III Sekolah Dasar Yulianti, Dyah Rahmah; Witanto, Yuli
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.
The Development of a Pop-Up Book Media Containing Ahaslides for Mathematics Lessons on Solid Figures for 5th Grade at SDN Jatisari 01 Bayu Angherayati, Hikmah; Witanto, Yuli
Dinasti International Journal of Education Management And Social Science Vol. 5 No. 6 (2024): Dinasti International Journal of Education Management and Social Science (Augus
Publisher : Dinasti Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/dijemss.v5i6.3213

Abstract

This research aims to develop and evaluate an innovative instructional media, namely a pop-up book integrated with Ahaslides, for teaching mathematics, specifically the topic of spatial geometry, to 5th-grade students at SDN Jatisari 01, Central Java. The Research and Development (R&D) method employing the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) was utilized. The analysis phase was conducted to identify the needs and gaps in students' understanding of spatial geometry. Subsequently, the pop-up book media was designed with the goal of enhancing student comprehension through interactive and engaging visualizations. The development process involved creating appropriate content and integrating it with Ahaslides to present the material dynamically. The implementation of this media was carried out in the everyday classroom context, followed by an evaluation of its effectiveness in improving student learning outcomes. This research is expected to contribute to the development of more innovative and effective instructional media to support elementary mathematics education.
Powtoon-Based Learning Videos for Quality Elementary School Learning Outcomes Setiawan, Deni; Suratno, Suratno; Ansori, Isa; Witanto, Yuli; Marjuni, Marjuni; Rahmadani, Ni Kadek Aris; Supriyanto, Teguh
ABDIMAS: Jurnal Pengabdian Masyarakat Vol. 6 No. 2 (2023): ABDIMAS UMTAS: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM Universitas Muhammadiyah Tasikmalaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35568/abdimas.v6i2.3228

Abstract

Elementary school teachers in Cluster Dewi Kunthi Gunungpati Semarang still need to become skilled at creating learning videos. Due to misunderstanding, the teacher's educational background is not in educational technology, and the experience of creating learning videos is minimal. This service aims to provide enrichment, skills, evaluation, and creation of learning media. The material provided is Powtoon-based learning video creation skills. The learning media used are in the form of Powtoon-based learning videos and learning media modules. The use of learning media will make it easier for elementary school children to absorb the material. The method used is direct and guided learning. Community service activities were conducted for eight months, with eight training meetings and guidance. Direct learning is done by conditioning the teacher as a participant, following and conducting copyright training, and evaluating learning videos. Skills and evaluation materials are carried out in 6 meetings. Supervised is intended to carry out direct supervision, coaching, and training. The service results show that teachers master making Powtoon-based videos, as evidenced by the collection of learning videos. The service succeeded in increasing teacher skills in creating Powtoon-based learning videos.
KEEFEKTIFAN MODEL PEMBELAJARAN TWO STAY TWO STRAY BERBANTUAN MEDIA GEOBOARD TERHADAP AKTIVITAS DAN HASIL BELAJAR LUAS DAERAH BANGUN DATAR KELAS V SD Sifa, Nor Laila; Witanto, Yuli
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 5 No. 2 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v5i2.5360

Abstract

The lack of use of interesting and innovative learning models and media can contribute to low activity and achievement of students' mathematics learning outcomes. This study aims to: (1) analyze the difference in student learning activities between learning that applies the Two Stay Two Stray model with the help of geoboard media and learning that uses the Direct Instruction model with the help of flat building replicas; (2) examine the difference in student learning outcomes between the two learning approaches; (3) evaluate the effectiveness of the implementation of the Two Stay Two Stray model assisted by geoboard media on increasing student learning activities; and (4) to examine the effectiveness of the model on students' mathematics learning outcomes. This study uses a quasi-experimental method with a posttest-only control group design. This study involved 50 students as a sample, which included 26 students in the experimental class and 24 students in the control class. Data collection techniques include observation, interviews, documentation, learning activity questionnaires, and multiple-choice tests to measure learning outcomes. The collected data was analyzed using the Independent Sample t-Test and the One Sample t-Test. The results of the analysis using the Independent Sample t-Test on learning activities showed a tcount value of 2.274 which was greater than the ttable of 2.010, while the learning results showed a tcount of 3.310 > ttable of 2.010. Furthermore, the results of the One Sample t-Test on learning activities showed a tcount of 3.338 which was greater than the ttable of 2.059. The student learning results through the same test showed a tcal value of 4.464 > a ttable of 2.059. Based on these findings, it can be concluded that there is a significant average difference between the experimental class and the control class. Thus, the application of the Two Stay Two Stray learning model supported by geoboard media has proven to be effective in improving student learning activities and outcomes in mathematics. ABSTRAKKurangnya penggunaan model dan media pembelajaran yang menarik dan inovatif dapat berkontribusi terhadap rendahnya aktivitas serta pencapaian hasil belajar matematika siswa. Penelitian ini bertujuan untuk: (1) menganalisis perbedaan aktivitas belajar siswa antara pembelajaran yang menerapkan model Two Stay Two Stray dengan bantuan media geoboard dan pembelajaran yang menggunakan model Direct Instruction dengan bantuan replika bangun datar; (2) menguji perbedaan hasil belajar siswa antara kedua pendekatan pembelajaran tersebut; (3) mengevaluasi efektivitas penerapan model Two Stay Two Stray berbantuan media geoboard terhadap peningkatan aktivitas belajar siswa; dan (4) mengkaji efektivitas model tersebut terhadap hasil belajar matematika siswa. Penelitian ini menggunakan metode kuasi eksperimen dengan rancangan posttest-only control group design.. Penelitian ini melibatkan 50 siswa sebagai sampel, yang meliputi dari 26 siswa pada kelas eksperimen dan 24 siswa pada kelas kontrol. Teknik pengumpulan data meliputi observasi, wawancara, dokumentasi, angket aktivitas belajar, serta tes pilihan ganda untuk mengukur hasil belajar. Data yang terkumpul dianalisis menggunakan Independent Sample t-Test dan One Sample t-Test. Hasil analisis menggunakan Independent Sample t-Test terhadap aktivitas belajar menunjukkan nilai thitung sebesar 2,274 yang lebih besar daripada ttabel sebesar 2,010, sementara hasil belajar menunjukkan thitung sebesar 3,310 > ttabel 2,010. Selanjutnya, hasil uji One Sample t-Test terhadap aktivitas belajar menunjukkan thitung sebesar 3,338 yang lebih besar daripada ttabel 2,059. Adapun hasil belajar siswa melalui uji yang sama menunjukkan nilai thitung sebesar 4,464 > ttabel 2,059. Berdasarkan temuan tersebut, dapat disimpulkan bahwa terdapat perbedaan rata-rata yang signifikan antara kelas eksperimen dan kelas kontrol. Dengan demikian, penerapan model pembelajaran Two Stay Two Stray yang didukung oleh media geoboard terbukti efektif dalam meningkatkan aktivitas serta hasil belajar siswa dalam pembelajaran matematika.
PENGEMBANGAN FLIPBOOK ETNOMATEMATIKA BERBASIS BUDAYA SEMARANG UNTUK PEMBELAJARAN PENJUMLAHAN DAN PENGURANGAN PECAHAN Kirana, Diva; Witanto, Yuli
Al-Irsyad Journal of Mathematics Education Vol 4 No 2 (2025): Juli 2025
Publisher : Sekolah Tinggi Keguruan dan Ilmu Pendidikan Darud Da'wah Wal Irsyad Pinrang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58917/ijme.v4i2.244

Abstract

Penelitian ini bertujuan mengembangkan serta menguji kelayakan dan keefektifan flipbook etnomatematika berbasis budaya Semarang untuk siswa kelas V SD pada materi penjumlahan dan pengurangan pecahan. Di era perkembangan ilmu pengetahuan dan teknologi saat ini, kemampuan matematika sangat penting. Di sisi lain, pengetahuan tentang budaya juga diperlukan agar jati diri bangsa tetap terjaga. Salah satu cara untuk mengintegrasikan keduanya dalam pembelajaran, yaitu dengan menggunakan media belajar etnomatematika. Metode yang digunakan dalam penelitian ini adalah Research and Development (R&D) dengan model pengembangan yang meliputi tahap planning (merencanakan), producing (memproduksi), dan evaluation (mengevaluasi). Melalui langkah-langkah tersebut, penelitian ini berhasil mengembangkan flipbook etnomatematika berbasis Budaya Semarang yang dinilai sangat layak oleh ahli materi (91,25%) dan ahli media (85%). Selain itu, media ini juga mendapat respons positif oleh siswa yang menggunakannya. Berdasarkan pretest dan posttest, rata-rata hasil belajar siswa pada materi penjumlahan dan pengurangan pecahan meningkat sebesar 18,5, sementara peningkatan pengetahuan tentang budaya Semarang mencapai 25,88. Meskipun demikian, hasil N-Gain pada materi matematika hanya sebesar 0,274 (kategori tidak efektif), sedangkan untuk pengetahuan budaya sebesar 0,586 (kategori cukup efektif). Dengan demikian, media ini dinilai layak digunakan dan cukup efektif dalam meningkatkan pengetahuan budaya, meskipun belum terbukti efektif dalam meningkatkan hasil belajar matematika.