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Journal : jpled

PENGEMBANGAN FLASHCARD DENGAN MENGGUNAKAN MODEL PBL UNTUK MENINGKATKAN ADVERSITY QUATIENT SISWA KELAS IV SISWA KELAS IV SDN KABUPATEN BLITAR Hazin Tri Wulandari; Shofi Nur Amalia; Ragil Tri Oktaviani
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.689

Abstract

This study aims to develop flash card learning media on the material of flat area with Problem Based Learning (PBL) approach to improve Adversity Quotient (AQ) of fourth grade students of SDN Ngoran 02 Blitar Regency. The background of this study is the low fighting power of students in learning mathematics which is characterized by passivity and giving up easily when facing difficult problems. The method used is Research and Development (R&D) with the ADDIE development model which includes the stages of analysis, design, development, implementation, and evaluation. Media expert validation scored 90% (very valid), material expert validation 95.5% (very valid), and feasibility validation 91.1% (very feasible). AQ measurement was conducted through pretest and posttest questionnaires, with an average pretest score of 6.06 and posttest of 10.18 from a maximum score of 12. These results show a significant increase in students’ AQ after the application of PBL-based flash card media. Thus, the flash card media developed is effective in increasing students’ fighting power in learning mathematics flat area material.
PENGEMBANGAN E-MODUL BERBASIS PBL MENINGKATKAN NUMERASI SISWA KELAS 5 SD KABUPATEN BLITAR Nur Salma Salsabila; Shofi Nur Amalia; Ragil Tri Oktaviani
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.690

Abstract

To strengthen students numeracy competence, researchers want to make electronic learning devices, for example e-modules for Fraction Materials. This research uses the development method (R&D) with the ADDIE development model which consists of 5 stages, namely analysis, design, development, implementation and evaluation. The results obtained from this study are in the form of e-module development products based on problem-based learning fraction materials that get validation results as material expert validation gets 92%, media expert validation gets 97%, feasibility gets 94%. In addition, the product that the researcher developed received an N-Gain score of 0.717 which indicates that this product is effective in increasing students' numeracy. Thus, it can be concluded that e-modules based on problem-based learning are declared valid, feasible and effective for increasing the numeracy of grade 5 students on fraction material.
Development of Interactive Powerpoint Media Based on Deep Learning Assisted by Canva Economic Activity Materials in Indonesia Grade 5 Lailatus Sa’adah; Shofi Nur Amalia; Cindya Alfi
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.708

Abstract

This article is a development study that explains the development of interactive PowerPoint media based on deep learning assisted by Canva for economic activity materials in Indonesia for fifth-grade. The background for this study stems from the minimal use of technology-based learning media in schools, which has resulted in low student participation in learning. Teachers often rely solely on textbooks and blackboards without utilizing other more engaging media. To address this issue, the researcher developed an interactive PowerPoint presentation based on deep learning with the assistance of Canva. An interactive PowerPoint presentation is an educational medium that supports engaging learning activities, involving interaction between teachers and students as users, thereby helping students become enthusiastic about understanding the material. Deep learning is a learning approach that emphasizes in-depth understanding of concepts and mastery of competencies. Students are encouraged to actively engage in the learning process. The researcher's objective in developing interactive PowerPoint media based on deep learning is to determine the validity and attractiveness of interactive PowerPoint media. The research method used is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The expert validation results for the media obtained 95%, subject matter experts 97.5%, teacher appeal 95%, and student appeal results.
Comic Design Using the Canva Application with Critical Thinking Enhancement on the Topic of Hindu and Buddhist Historical Heritage in Elementary School Nanindya Filanti Tiaeni; Shofi Nur Amalia; Cindya Alfi
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.711

Abstract

The delivery of material using physical books as the main source makes the learning process less attractive to students, especially in history learning. Generally, this is due to the abundance of material to be learned and teachers who are fixated on lecturing methods. Developing learning media design in comic format is one solution proposed by researchers in this study. This study aims to create an effective and practical learning media design to support the teaching-learning process and improve studdent’s critical thinking skills, especially in historical studies. The research and development method used in this study refers to the ASSURE model, which consists of six stages tailored to needs. The validation results by media experts showed a score of 89%, material experts scored 92%, and linguists scored 87%. The assessment of the product's appeal was conducted by 5th-grade teachers, who gave a perfect score of 100%. The target group for product testing was 26th students from five grade at 1ST Sukorejo Elementary School, Sutojayan District, who achieved an average final score of 85% in the critical thinking skills category. Based on the research results, it can be concluded that this learning media is feasible and attractive for use in teaching-learning activities
Development of Baamboozle Media on the Material "Various Forms of Energy" in Grade III UPT SDN Plosorejo 01 to Improve Students' Critical Thinking Achsani, Muhammad Septi Ulil; Shofi Nur Amalia; Ragil Tri Oktaviani
Journal of Practice Learning and Educational Development Vol. 6 No. 2 (2026): Journal of Practice Learning and Educational Development (JPLED) in Press
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i2.1110

Abstract

This research aims to develop web-based learning media using Baamboozle on the topic of various forms of energy for third-grade students at UPT SDN Plosorejo 01, with the goal of enhancing critical thinking skills. The background of the research is the lack of varied, engaging, and interactive learning media, which affects students' attention and understanding of energy materials. The method used is Research and Development (R&D) with the ADDIE model, which includes needs analysis, design, development, implementation, and evaluation. Data were collected thru observation, interviews, questionnaires, tests, and documentation, and analyzed using qualitative and quantitative techniques. The research results show that the developed Baamboozle media is valid and feasible to use, as well as effective in enhancing students' critical thinking skills based on the tests and validations conducted. In conclusion, the web-based Baamboozle learning media can be an innovative solution to enhance students' motivation and critical thinking in learning energy material in elementary schools.
PENGEMBANGAN CROSSWORD PUZZLE PENGEMBANGAN CROSSWORD PUZZLE MELALUI PROBLEM BASED LEARNING PADA MATERI PETA INDONESIA UNTUK MENINGKATKAN BERPIKIR KRITIS SISWA KELAS V UPT SD NEGRI MINGGIRSARI KABUPATEN BLITAR: PENGEMBANGAN CROSSWORD PUZZLE MELALUI PROBLEM BASED LEARNING M. Chafidh Tamami; Mohamad Fatih; Shofi Nur Amalia
Journal of Practice Learning and Educational Development Vol. 6 No. 3 (2026): Journal of Practice Learning and Educational Development (JPLED) in Press
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i3.1456

Abstract

This study sought to create a crossword-puzzle teaching aid using a problem-based learning approach on the Indonesian map topic to enhance fifth graders’ critical thinking at UPT SD Negeri Minggirsari, Blitar RegencyThe ADDIE paradigm, This was applied in the research and development design and includes analysis, design, development, implementation, and assessment. The product's fitness for usage was indicated by validation ratings of 81.2% from a subject-matter expert and 92.5% from a media expert. A pretest total of 1,020 and a posttest total of 1,853 were obtained by testing the product with 20 students, resulting in an N-gain of 0.84 (high). As a result, the problem-based crossword puzzle helped students develop their critical thinking skills about the Indonesian map.