Claim Missing Document
Check
Articles

Found 4 Documents
Search

NEEDS ANALYSIS FOR DEVELOPING A BOARD GAME TO IMPROVE SPEAKING SKILLS IN THIRD GRADE ELEMENTARY STUDENTS Nurlaela; Gusti Yarmi; Cecep Kustandi
SOSIOEDUKASI Vol 14 No 2 (2025): SOSIOEDUKASI : JURNAL ILMIAH ILMU PENDIDIKAN DAN SOSIAL
Publisher : Fakultas Keguruan Dan Ilmu Pendidikan Universaitas PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36526/sosioedukasi.v14i3.5746

Abstract

This research aims to analyze the needs for developing a board game as a learning medium to to enhance the speaking skills of third-grade elementary school students. Speaking is a crucial language skill that supports communication, confidence, and idea expression. However, many students still struggle to speak fluently and confidently, especially especially in storytelling. A fun and interactive learning medium is needed to address this issue, in line with students' cognitive development. This qualitative descriptive study involved interviews, observations, and questionnaires with teachers and students in a public elementary school. The findings reveal a lack of varied and engaging media for speaking activities. Students show strong interest in game-based learning, especially when it includes local cultural content and progressive challenge levels. The results indicate that a well-designed board game can effectively encourage student participation and improve their speaking abilities. This analysis will serve as the foundation for developing a board game prototype for third grade learners’ needs.
PENGEMBANGAN GAME EDUKASI PETUALANGAN SI WUNDA UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KOMPUTASIONAL (COMPUTATIONAL THINKING) SISWA KELAS IV SD Ahmad Irfan; Gusti Yarmi; Sendi Ramdhani
Jurnal Muara Pendidikan Vol. 10 No. 2 (2025): Jurnal Muara Pendidikan, Vol 10 Issue 2, Desember 2025
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v10i2.3756

Abstract

Computational thinking is an essential 21st-century skill that remains low among elementary school students, particularly in Science and Social Studies (IPAS) learning on the topic of changes in the state of matter. This study aims to develop and evaluate the feasibility, practicality, and effectiveness of an educational game entitled The Adventure of Wunda as an interactive learning medium. The research employed a Research and Development (R&D) approach using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages. The instruments included expert validation sheets, student response questionnaires, and pre-test and post-test assessments of computational thinking skills. The results showed that the game was valid according to experts, received “practical–very practical” responses from students, and effectively improved computational thinking skills, as indicated by a high N-Gain score and a significant difference based on the Wilcoxon test. Therefore, The Adventure of Wunda is feasible and effective for IPAS learning in elementary schools.
ANALYSIS OF NEEDS FOR DEVELOPING TEACHING MATERIALS FOR WRITING ADVERTISING TEXTS BASED ON ANDROID PLATFORM APPLICATIONS FOR CLASS VIII STUDENTS Muhamad Faisal Assyuza; Miftahulkhairah Anwar; Gusti Yarmi
Proceedings of the 1st International Conference on Social Science (ICSS) Vol. 3 No. 1 (2024): Proceedings of the 4rd International Conference on Social Science (ICSS)
Publisher : Green Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/icss.v3i1.158

Abstract

This research is motivated by the low ability of students to write attractive advertising texts. This is because the teaching materials available in schools are not yet able to facilitate students being able to write text advertisements well. The research carried out in this study was descriptive qualitative research, namely to describe students' needs for teaching materials that suit the students' needs
Optimalisasi Literasi Digital dan Motivasi Belajar Siswa Kelas VI Sekolah Dasar Melalui Multimedia Interaktif Berbasis Genially Yurika Oktaviane; Gusti Yarmi; Astri Dwi Jayanti Suhandoko
Jurnal Impresi Indonesia Vol. 4 No. 10 (2025): Jurnal Impresi Indonesia
Publisher : Riviera Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58344/jii.v4i10.7039

Abstract

Penelitian ini mengembangkan multimedia interaktif berbasis Genially untuk meningkatkan literasi digital dan motivasi belajar siswa kelas VI SD. Latar belakang didasarkan pada rendahnya kompetensi literasi siswa (rata-rata 75,88) dan terbatasnya pemanfaatan media digital oleh guru. Metode penelitian menggunakan R&D dengan model ADDIE yang melibatkan 84 siswa dari empat SDN di Jakarta. Pengumpulan data melalui validasi ahli, tes literasi digital, angket motivasi, dan observasi. Hasil penelitian menunjukkan produk sangat layak (skor validasi 90,10%) dan praktis (skor 90,24%). Analisis statistik membuktikan peningkatan signifikan literasi digital (N-Gain 58,61%) dan motivasi belajar (N-Gain 57,66%) dengan sig. 0,000. Observasi menunjukkan peningkatan partisipasi dan antusiasme siswa. Disimpulkan bahwa multimedia Genially efektif meningkatkan literasi digital dan motivasi belajar. Implementasi memerlukan dukungan infrastruktur dan pelatihan guru. Penelitian lanjutan disarankan dengan sampel lebih luas.