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Peningkatan Hasil Belajar Siswa melalui Wordwall pada Materi Pecahan Campuran Rachmah, Maulidia Nur; Aisiya Firdaus, Mei Nur; Aini, Nurul
Nusantara Educational Review Vol 2 No 2 (2024): Nusantara Educational Review
Publisher : LPPM UNUSIDA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/ner.v2i2.1297

Abstract

Penelitian ini bertujuan untuk melihat pengaruh sebuah penggunaan aplikasi Wordwall terhadap peningkatan hasil belajar matematika dengan materi pembelajaran Pecahan Campuran pada kelas V SDN Pesawahan. Wordwall adalah aplikasi atau platform digital yang menyediakan berbagai game atau permainan edukatif media interaktif yang dapat digunakan sebagai alat bantu pembelajaran. Metode penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK). Penelitian ini dilakukan dalam dua siklus, yang masing-masing terdiri dari tahap perencanaan, pelaksanaan, observasi dan refleksi. Pada penelitian ini subjek penelitian adalah peserta didik kelas V SDN Pesawahan yang terletak pada kecamatan porong. Data yang dikumpulkan oleh peneliti, melalui tes belajar matematika sebelum dan sesudah tindakan penelitian, serta melalui obsevasi pada peserta didik dan wawancara guru kelas. Hasil penelitian ini menunjukkan sebuah peningkatan yang signifikan dalam hasil belajar matematika peserta didik kelas V SDN Pesawahan setelah menggunakan aplikasi Wordwall. This study aims to see the effect of using the Wordwall application on improving mathematics learning outcomes with Mixed Fractions learning materials in class V of SDN Pesawahan. Wordwall is a digital application or platform that provides various interactive media educational games or games that can be used as learning aids. The research method used is Classroom Action Research (CAR). This research was conducted in two cycles, each consisting of planning, implementation, observation and reflection stages. In this study, the research subjects were class V students of SDN Pesawahan located in Porong District. Data was collected by researchers, through mathematics learning tests before and after the research action, as well as through observation of students and interviews with class teachers. The results of this study show a significant increase in mathematics learning outcomes of class V students of SDN Pesawahan after using the Wordwall application.
PENGGUNAAN GADGET TERHADAP HASIL BELAJAR PESERTA DIDIK KELAS 5 SDN PUCANG 3 SIDOARJO: ANALISIS PERAN SEKOLAH DAN ORANG TUA Rachmah, Maulidia Nur; Rozy, Fakhrur
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.26224

Abstract

The rapid development of digital technology has significantly impacted the field of education, including the use of gadgets among elementary school students. At SDN Pucang 3 Sidoarjo, the high ownership of gadgets among students provides opportunities for utilizing technology as a learning tool. However, uncontrolled use may lead to negative effects such as reduced concentration, gadget addiction, and declining academic performance. This study aims to analyze the school policy regarding gadget usage, the teacher's role in integrating gadgets into the learning process, and the role of parents in supervising gadget use at home. This research employs a qualitative approach with a case study method. Data collection techniques include interviews, observations, documentation, and questionnaires involving the school principal, 5th-grade teachers, students, and parents. The results indicate that the school policy restricts gadget use to students in grades 5 and 6, specifically for learning activities that require digital access under teacher supervision. Teachers play a critical role in facilitating engaging, adaptive, and technology-based learning. Meanwhile, parents demonstrate strong awareness in monitoring their children’s gadget usage at home by setting time limits, applying parental control features, and using dialogic approaches. The use of gadgets in learning has been shown to enhance students’ motivation, material comprehension, creativity, and academic achievement. Collaboration between teachers and parents is a key factor in optimizing the benefits of technology while minimizing its potential negative impacts in primary education.
Peningkatan Hasil Belajar Siswa melalui Wordwall pada Materi Pecahan Campuran Rachmah, Maulidia Nur; Aisiya Firdaus, Mei Nur; Aini, Nurul
Nusantara Educational Review Vol 2 No 2 (2024): Nusantara Educational Review
Publisher : LPPM UNUSIDA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/ner.v2i2.1297

Abstract

Penelitian ini bertujuan untuk melihat pengaruh sebuah penggunaan aplikasi Wordwall terhadap peningkatan hasil belajar matematika dengan materi pembelajaran Pecahan Campuran pada kelas V SDN Pesawahan. Wordwall adalah aplikasi atau platform digital yang menyediakan berbagai game atau permainan edukatif media interaktif yang dapat digunakan sebagai alat bantu pembelajaran. Metode penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK). Penelitian ini dilakukan dalam dua siklus, yang masing-masing terdiri dari tahap perencanaan, pelaksanaan, observasi dan refleksi. Pada penelitian ini subjek penelitian adalah peserta didik kelas V SDN Pesawahan yang terletak pada kecamatan porong. Data yang dikumpulkan oleh peneliti, melalui tes belajar matematika sebelum dan sesudah tindakan penelitian, serta melalui obsevasi pada peserta didik dan wawancara guru kelas. Hasil penelitian ini menunjukkan sebuah peningkatan yang signifikan dalam hasil belajar matematika peserta didik kelas V SDN Pesawahan setelah menggunakan aplikasi Wordwall. This study aims to see the effect of using the Wordwall application on improving mathematics learning outcomes with Mixed Fractions learning materials in class V of SDN Pesawahan. Wordwall is a digital application or platform that provides various interactive media educational games or games that can be used as learning aids. The research method used is Classroom Action Research (CAR). This research was conducted in two cycles, each consisting of planning, implementation, observation and reflection stages. In this study, the research subjects were class V students of SDN Pesawahan located in Porong District. Data was collected by researchers, through mathematics learning tests before and after the research action, as well as through observation of students and interviews with class teachers. The results of this study show a significant increase in mathematics learning outcomes of class V students of SDN Pesawahan after using the Wordwall application.