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The Effect of Educational Snake and Ladder Games on the Understanding of the Concept of Celestial Bodies in Elementary School Students Suwandi, Bambang; Faradita, Meirza Nanda; Wahyuni, Holy Ichda
Education Journal : Journal Educational Research and Development Vol. 10 No. 1 (2026)
Publisher : LPPM Universitas PGRI Argopuro Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31537/ej.v10i1.2957

Abstract

Persepsi Orang Tua Terhadap Dampak Negatif Permainan Online Roblox pada Siswa Sekolah Dasar Rismawati, Devi; Mirnawati, Lilik Binti; Wahyuni, Holy Ichda
Education Journal : Journal Educational Research and Development Vol. 10 No. 1 (2026)
Publisher : LPPM Universitas PGRI Argopuro Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31537/ej.v10i1.2961

Abstract

This study aims to describe parents' perception of the adverse influence of the online game Roblox on elementary school students, focusing on four dimensions: social, academic, financial, and psychological. This study uses a qualitative approach with a phenomenological study. The data source consists of primary data, namely the parents of three elementary school students who are active Roblox users, and secondary data in the form of supporting documents. The data collection techniques used were semi-structured in-depth interviews, observations, and documentation. The instruments are in the form of interview guides and observation sheets. Data analysis is carried out including data reduction, data presentation, and conclusion drawing and verification. The results of the study showed that parents perceive the bad influence of Roblox as an interrelated syndrome. In the social aspect, Roblox is perceived to shift children's interactions to the virtual world and disrupt family communication. In the academic aspect, this platform is considered a major distraction from concentration and a trigger for procrastination. On the financial aspect, concerns include uncontrolled transactions and the internalization of consumptive value based on virtual social status. On the psychological aspect, parents observe emotional lability and early symptoms of dependence, where the child's emotional well-being becomes highly tied to the experience in the game. It was concluded that parents perceive Roblox not as just entertainment, but as a complex digital ecosystem that simultaneously has the potential to socially isolate children, disrupt academic achievement, distort financial understanding, and threaten their psychological stability.
Pengembangan Media Mathmic (Mathematic Comic) Berbasis Project Based Learning Kelas 2 Sekolah Dasar: Development Of Math Media (Mathematic Comic) Based On Project Based Learning For Grade 2 Elementary School Ayu Pratiwi, Citra; Putra, Deni Adi; Wahyuni, Holy Ichda
Anterior Jurnal Vol. 25 No. 2 (2026): Anterior Jurnal
Publisher : ​Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran Mathmic (Mathematic Comic) berbasis Project Based Learning (PjBL) yang valid, praktis, dan efektif untuk pembelajaran matematika kelas II sekolah dasar. Penelitian menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek penelitian adalah 27 peserta didik kelas II-C SD Negeri Bubutan 4 Surabaya. Teknik pengumpulan data dilakukan melalui lembar validasi ahli materi dan media, angket respon guru dan peserta didik, serta tes hasil belajar. Hasil penelitian menunjukkan bahwa media Mathmic memperoleh tingkat kevalidan sebesar 83,5% dengan kategori sangat valid. Tingkat kepraktisan media mencapai 81%, yang menunjukkan bahwa media mudah digunakan dan menarik bagi guru maupun peserta didik. Sementara itu, hasil analisis keefektivitas menunjukkan ketuntasan belajar klasikal sebesar 85,18%, sehingga media dinyatakan keefektif dalam meningkatkan hasil belajar matematika siswa. Dengan demikian, media Mathmic berbasis Project Based Learning valid digunakan sebagai media pembelajaran inovatif yang mendukung pembelajaran matematika yang kontekstual, aktif, dan menyenangkan di sekolah dasar serta sejalan dengan implementasi Kurikulum Merdeka.