Widya Pratiwi Nawawi
universitas muhammadiyah kotabumi

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

ANALISIS PEMBELAJARAN IPA BERBASIS PERMAINAN TEKA-TEKI DALAM MENINGKATKAN MINAT BELAJAR SISWA DI SEKOLAH DASAR SEBUAH TINJAUAN LITERATUR Liza Adelia Putri; Widya Pratiwi Nawawi; Dian Ayu Nurani; Abila Desti Amanda
Mimbar PGSD Flobamorata Vol. 1 No. 4 (2023): Mimbar PGSD Flobamorata
Publisher : Program Studi Pendidikan Guru Sekolah Dasar-Universitas Muhammadiyah Kupang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51494/mpf.v1i4.1355

Abstract

This research aims to investigate the effect of using puzzle games in science learning on students’ interest in learning at the elementary school level. A literature review reveals that a learning approach that involves puzzle game elements can increase students’ interest in learning. Several important findings in the literature include that the use of puzzle games in learning can make the science learning process more interesting and enjoyable for students. Puzzle games can stimulate students’ critical thinking and problem-solving skills, which are important skills in science learning. This type of research is a library study or library research with a library data collection method carried out by reading and recording journals, articles, ebooks. The research results show that students who are involved in puzzle game-based learning tend to be more enthusiastic and participate actively in learning. Previous research also shows that the use of puzzle games can strengthen relationships between teachers and students and increase learning motivation. However, it is important to note that the effectiveness of this learning method can vary depending on its implementation and student characteristics. Further research is needed to measure the impact of using puzzle games in science learning in more depth, as well as to understand how contextual factors can influence students’ interest in learning. In elementary school.
PENERAPAN MEDIA GAME KAHOOT TERHADAP HASIL BELAJAR MATEMATIKA DiSEKOLAH DASAR: SYSTEMATIC LITERATURE REVIEW Widya Pratiwi Nawawi; Berta Apriza; Purna Bayu Nugroho
Journal for Lesson and Learning Studies Vol. 8 No. 2 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jlls.v8i2.92261

Abstract

Many students experience difficulties and show low interest in learning mathematics. One possible solution to enhance students’ motivation and engagement is the use of interactive quiz-based game media such as Kahoot. This study aims to analyze the effectiveness of Kahoot in improving elementary school students’ mathematics learning outcomes. The method employed is a systematic literature review by examining scholarly articles published between 2020 and 2024, obtained through Google Scholar searches. From a total of 18,700 articles identified, a screening process based on inclusion criteria was conducted, resulting in 10 articles selected for review. Data were analyzed using a descriptive qualitative approach. The findings indicate that Kahoot is effective in strengthening the understanding of basic mathematical concepts and increasing students’ learning motivation. However, several limitations were identified, including unequal access to technology and students’ tendency to focus more on competition rather than comprehension of the material. Overall, the implementation of Kahoot creates enjoyable and interactive learning experiences, contributing positively to the improvement of mathematics learning outcomes. The implications of this study highlight that integrating interactive digital media into the learning process can enrich teaching strategies, although challenges related to technology access need to be addressed in future implementations.