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Effectiveness of Big Clock Media in Teaching Analog Clock to Grade 1 Elementary School Students Muhtaj, Mughnil; Alviansyah, David; Nailah, Faiqatun; Murtiyani, Tri; Kurnianto, Wirayoga Abdillah; Kurniawan, Yudi
Vocational: Journal of Educational Technology Vol. 1 No. 2 (2025)
Publisher : Yayasan Pendidikan Dan Pengembangan Harapan Ananda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58740/vocational.v1i2.356

Abstract

This study aims to measure the effectiveness of using big clock media in improving grade 1 elementary students' understanding of the concept of reading analog clocks. The research method used is a quantitative method with a pretest-posttest design to compare the results of students' initial and final tests after learning using large clock media. This research was conducted at SDN Pabian 4, with five students as samples. The results showed an increase in students' understanding of analog clock reading material, as indicated by the increase in the average score from the initial test of 36% to 84% in the final test. This finding emphasizes the importance of using concrete media in learning mathematics, especially for abstract materials. This research is expected to encourage further innovation in the development of creative and applicable educational media, as well as provide insight for educators in optimizing the teaching and learning process.
Pengaruh Media Permainan Interaktif Berbasis Digital (Kahoot) Terhadap Hasil Belajar Kognitif Siswa Pada Materi Ipas Kelas IV Sekolah Dasar Negeri Karangduak 1 Alviansyah, David; Nailah, Faiqatun; Azizah, Nur; Akbar, Faishal; Hardiansyah, FramzHardiansyah
JURNAL MANAJEMEN PENDIDIKAN Vol 13, No 2 (2025): Jurnal Manajemen Pendidikan
Publisher : Universitas Pakuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33751/jmp.v13i2.13013

Abstract

THE EFFECT OF DIGITAL-BASED INTERACTIVE GAME MEDIA (KAHOOT) ON STUDENTS' COGNITIVE LEARNING OUTCOMES IN IPAS MATERIAL FOR FOURTH-GRADE STUDENTS OF SDN KARANGDUWAK 1 This study aims to analyze the effect of using the Kahoot-based interactive digital game media on students’ learning outcomes in the Science and Social Studies (IPAS) subject for fourth-grade students at SDN Karangduak 1. The background of this research arises from the low level of student engagement and motivation in the learning process, which is still dominated by conventional methods. This research employed a quantitative approach with a quasi-experimental design, using the pretest–posttest control group design model. The subjects consisted of two classes: the experimental class using Kahoot and the control class applying the lecture method. Learning outcome data were collected through multiple-choice tests administered before and after the treatment and analyzed using normality testing and an Independent Sample t-test. The results revealed a significant difference between the average scores of students in the experimental and control groups, with a significance value of 0.000 0.05. This finding indicates that the use of Kahoot effectively improves students’ learning outcomes. Interactive digital game media such as Kahoot have been proven to create an active, enjoyable, and collaborative learning atmosphere while increasing students’ motivation and concentration throughout the learning process.