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Power Point-Based Educational Game on Science Learning to Support Elementary School Students' Learning Activities Levitasari, Anggita Nur; Cahyadi, Fajar; Rofian, Rofian
QALAMUNA: Jurnal Pendidikan, Sosial, dan Agama Vol 16 No 2 (2024): Qalamuna - Jurnal Pendidikan, Sosial, dan Agama
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Program Pascasarjana IAI Sunan Giri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/qalamuna.v16i2.5081

Abstract

Technological developments also have an impact on the world of education. Teachers to be able to use technology to create learning that is fun, interactive,and motivating. The purpose of this study is to determine the response of teachers and students as well as the effectiveness of interactive learning media PowerPoint game . This study uses Research and Development research using the ADDIE model, namely through the stages of analysis, design, development, implementation, and evaluation as research steps. Data collection is done by observation, interviews, expert validation, and questionnaires. The developed interactive learning media receives high feasibility ratings, with material experts, media experts, and linguists affirming its validity and suitability for testing. Student responses indicate strong engagement and interest, while teacher feedback underscores its potential as a valuable learning tool. Quantitative analysis of student learning outcomes reveals a significant improvement, with an average increase of 60.60%. Thus, the developed interactive learning media proves effective in enhancing student learning outcomes. The study advocates for the incorporation of this media into the school curriculum, emphasizing the importance of teacher guidance to optimize its utilization. Furthermore, it encourages ongoing development to align with technological advancements, ensuring continuous improvement in interactive learning experiences.
Digitall Storytelling Untuk Meningkatkaln Karakter Siswa Sekolah Dasar Pada Kurikulum “Merdeka Belajar” Levitasari, Anggita Nur
BASICA Vol. 3 No. 1 (2023)
Publisher : Program Studi Pendidikan Guru Madrasah Ibtidaiyah INSURI Ponorogo

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

Abstract

This article aims to explain the effect of digital storytelling to improve the caliber of elementary school students in the “Freedom to learn” curriculum. The type of research used was a literature study that was conducted in advance. The collection of data was carried out by tracking journal articles through Google Scholar, Sinta, and other sources on the internet. Before digital storytelling was introduced, it was discovered that there was a significant backlog in the delivery of digital storytelling. After the use of digital storytelling, the results of the analysis of the results of the research conducted showed a positive and significant effect of the use of digital storytelling on the character improvement of elementary school students under the “Freedom of learning” curriculum. Digital storytelling contains character values, such as educational, social, moral, cultural, historical, and imaginative values that can help students' character. It can be concluded that digital storytelling has a significant impact on improving the caloric content of elementary school students, this hall is also one of the caloric content of the “Freedom of Learning” curriculum.
Power Point-Based Educational Game on Science Learning to Support Elementary School Students' Learning Activities Levitasari, Anggita Nur; Cahyadi, Fajar; Rofian, Rofian
QALAMUNA: Jurnal Pendidikan, Sosial, dan Agama Vol. 16 No. 2 (2024): Qalamuna - Jurnal Pendidikan, Sosial, dan Agama
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Program Pascasarjana IAI Sunan Giri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/qalamuna.v16i2.5081

Abstract

Technological developments also have an impact on the world of education. Teachers to be able to use technology to create learning that is fun, interactive,and motivating. The purpose of this study is to determine the response of teachers and students as well as the effectiveness of interactive learning media PowerPoint game . This study uses Research and Development research using the ADDIE model, namely through the stages of analysis, design, development, implementation, and evaluation as research steps. Data collection is done by observation, interviews, expert validation, and questionnaires. The developed interactive learning media receives high feasibility ratings, with material experts, media experts, and linguists affirming its validity and suitability for testing. Student responses indicate strong engagement and interest, while teacher feedback underscores its potential as a valuable learning tool. Quantitative analysis of student learning outcomes reveals a significant improvement, with an average increase of 60.60%. Thus, the developed interactive learning media proves effective in enhancing student learning outcomes. The study advocates for the incorporation of this media into the school curriculum, emphasizing the importance of teacher guidance to optimize its utilization. Furthermore, it encourages ongoing development to align with technological advancements, ensuring continuous improvement in interactive learning experiences.