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Inovasi Media Pembelajaran IPA “Struktur dan Fungsi Bagian Tumbuhan” Menggunakan Kahoot Sebagai Kuis Interaktif untuk Kelas 4 SD Ayu Novirianti; Ika Putra Viratama
Jurnal Pendidikan Kimia, Fisika dan Biologi Vol. 2 No. 1 (2026): Januari : Jurnal Pendidikan Kimia, Fisika dan Biologi
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/jupenkifb.v2i1.1016

Abstract

The development of information technology requires innovative learning media to improve the quality of instruction in elementary schools. One technology-based learning medium that can be utilized is Kahoot as an interactive quiz. This study aims to describe the implementation of Kahoot in science learning on the topic of plant structure and functions and its effects on students’ conceptual understanding, learning activeness, and motivation in fourth-grade elementary school students. This research employed a descriptive approach with data collection techniques including observation, learning outcome tests, and documentation. The results indicate that the use of Kahoot creates a more interactive and engaging learning environment, increases students’ active participation, and enhances their understanding of plant structure and function concepts. In addition, Kahoot is effective as an evaluation tool because it provides immediate feedback and presents learning outcomes quickly and systematically. However, the use of Kahoot also has limitations, particularly its dependence on the availability of digital devices and stable internet access. Therefore, Kahoot can be used as an innovative alternative learning medium, provided that school conditions are considered and it is combined with other learning methods to optimize science learning.
Pengembangan Game Edukasi IPA “Rantai Makanan dan Ekosistem” Berbasis Kuis Interaktif Kahoot untuk Siswa Kelas V Diva Amilia Ramadhani; Ika Putra Viratama
Jurnal Pendidikan Kimia, Fisika dan Biologi Vol. 2 No. 2 (2026): Maret : Jurnal Pendidikan Kimia, Fisika dan Biologi
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/jupenkifb.v2i2.1022

Abstract

Strengthening scientific literacy in elementary science learning requires interactive and contextual instructional strategies. Game-based learning has been shown to enhance student motivation and engagement (Clark et al., 2016). This study aims to develop and examine the effectiveness of an interactive quiz-based educational game on the topic of food chains and ecosystems for fifth-grade students. The research employed a Research and Development approach using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages (Yusuf & Rahman, 2023). The participants were 25 students. Data were collected through pretest and posttest instruments and analyzed using the N-Gain formula to measure learning improvement. The findings indicate a moderate to high increase in students’ learning outcomes after the implementation of the developed media. In addition, students demonstrated greater participation during the learning process. These results suggest that interactive quiz-based educational games can serve as an effective alternative strategy to enhance conceptual understanding in elementary science education.
Pengembangan Bank Soal Interaktif "Adaptasi Makhluk Hidup" Berbasis Quizlet Untuk Evaluasi Pembelajaran IPA Kelas 6 SD Rahmalia Ayu Isnaini; Ika Putra Viratama
Jurnal Insan Pendidikan dan Sosial Humaniora Vol. 4 No. 2 (2026): Jurnal Insan Pendidikan dan Sosial Humaniora
Publisher : International Forum of Researchers and Lecturers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/jipsoshum-widyakarya.v4i2.5897

Abstract

Science learning in elementary schools requires evaluation strategies that are able to measure conceptual understanding while enhancing students’ motivation and engagement. One of the contextual science topics in Grade VI that requires visualization is the adaptation of living organisms. However, science learning evaluation is still dominated by conventional assessment instruments that are less varied and have not optimally utilized digital technology. This study aims to examine the development of an interactive question bank based on Quizlet as an alternative assessment tool for science learning on the topic of adaptation of living organisms in Grade VI elementary schools. This study employs a qualitative approach using a literature review method by analyzing relevant scientific articles, books, and educational policy documents. The results of the review indicate that a Quizlet-based interactive question bank has the potential to improve the quality of learning evaluation through the use of varied and interactive questions accompanied by immediate feedback. The use of Quizlet also supports student-centered learning and aligns with the principles of meaningful assessment promoted in the Merdeka Curriculum.
Produksi Media Pembelajaran IPA "Perubahan Wujud Benda" Melalui Video Animasi BrainPOP dan Soal Interaktif untuk Kelas 4 SD Isrowiyah Isrowiyah; Ika Putra Viratama
Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian Vol. 2 No. 1 (2026): Februari : Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian
Publisher : Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/aljabar.v2i1.938

Abstract

Science learning in elementary schools, especially regarding the material on changes in the state of matter, requires media that can present concepts in a concrete and interesting way so So that it is easy for students to understand. This research aims to develop a science learning medium about changes in the states of matter through BrainPOP animated videos equipped with interactive questions for fourth-grade elementary school students, and to evaluate the level of feasibility and studentThis research focuses on students’ feedback toward the developed learning media. It adopts a The research and development (R&D) methodology based on the ADDIE model includes steps such as needs analysis, instructional design, product development, implementation, and evaluation. The students involved in the research were in fourth grade  elementary school students, fourth-grade teachers, and validators from material experts and media experts. The process of data collection involved multiple methods such as direct observation, in-depth interviews, and the distribution of questionnaires obtained were analyzed using quantitative and qualitative descriptive techniques. The results of the study indicate that the developed learning media is classified as very feasible based on validation provided by material experts and media experts. In addition, the results of limited trials indicate that students gave a very positive response to the use of these learning media. Therefore, science learning media based on BrainPOP animated videos and interactive questions can be considered a feasible alternative to increase the interest and understanding of fourth-grade elementary school students.
Pengembangan Modul Interaktif IPA "Gaya dan Gerak" Menggunakan Fitur Interaktif ClassPoint dalam Presentasi Pembelajaran untuk Kelas 4 SD Miske Aprillia Herawati; Ika Putra Viratama
Jurnal Motivasi Pendidikan dan Bahasa Vol. 4 No. 2 (2026): Jurnal Motivasi Pendidikan dan Bahasa
Publisher : International Forum of Researchers and Lecturers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/jmpb-widyakarya.v4i2.6408

Abstract

This study aims to develop and describe the use of interactive modules in science learning on the topic of force and motion, which are designed by utilizing the interactive features of ClassPoint in learning presentations for fourth-grade elementary school students. Science learning, especially the topic of force and motion, is often considered difficult for students to understand when delivered using conventional methods, so that more innovative and interactive learning media are needed. This study uses a qualitative approach to explore how ClassPoint-based interactive modules can improve learning effectiveness, active participation, and student learning motivation, where interactive features such as quizzes, polls, and material visualization are designed to help students understand the concepts of force and motion in a more real and meaningful way. In addition, this module supports the implementation of adaptive learning and is in accordance with the principles of the Independent Curriculum, which emphasizes student-centered learning; thus, this ClassPoint-based interactive science module can be an effective alternative learning media to improve the quality of science learning at the elementary school level.