Atika Susanti
Pendidikan Guru Sekolah Dasar, Universitas Bengkulu

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Enhancing Literacy and Numeracy: Developing Snakes and Ladders Oriented Toward Higher Order Thinking Skills Atika Susanti; Abdul Muktadir
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 8 No. 5 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v8i5.5948

Abstract

This research aims to develop learning media for the snake and ladder game oriented toward higher-order thinking Skills (HOTS) to enhance literacy and numeracy in elementary schools. The method used is Research and Development (R&D) with the ADDIE model. The subjects of this research are fifth-grade students. The instruments include validation sheets for content and design experts and teacher and student response questionnaires. Instrument testing was conducted using a feasibility validity test. Data collection techniques involve document analysis, observation, interviews, questionnaires, and tests. Data analysis was performed using descriptive analysis and descriptive statistics. The results show that the snake and ladder media received a validation score of 0.91 from content experts and 0.93 from design experts. Teacher responses scored 0.94, while student responses reached 0.93, indicating excellent criteria. This media also enhanced students' literacy and numeracy skills, with average scores of 69.22 in Cycle 1 and 85.55 in Cycle 2. Based on these results, improving game features and increasing the variety of HOTS questions is recommended.
Pengaruh Platform Educaplay Terhadap Minat Belajar Pendidikan Pancasila Siswa Kelas IV SDN Gugus XI Kota Bengkulu Meza Yunita; Atika Susanti; Yusnia
JURIDIKDAS Vol 9 No 2 (2026)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/juridikdas.v9i2.52516

Abstract

This study aims to determine whether there is an effect of the Educaplay Platform on the learning interest in Pancasila Education among fourth-grade students of SDN Gugus XI, Bengkulu City. This research employed a quantitative approach using a Quasi-experimental method with the Matching Only Pretest-Posttest Control Group Design. The population of this study consisted of fourth-grade students of SDN Gugus XI, Bengkulu City. The sample included students of class IV A at SDN 4 as the experimental lass and students of class IV C as the control class, selected through Cluster Random Sampling technique. The research technique involved administering a pretest and posttest in the form of a questionnaire consisting of 12 statement items. Based on the research results, the mean score in Pancasila Education was 54.11. The statistical analysis showed a t-value of -2.353 and a Sig. (2-tailed) value of 0.023. The t-table distribution at a significance level of 0.05 was 1.675. Since the calculated t-value exceeded the t-table value at the 0.05 significance level, there was a significant difference between the experimental and control classes.The difference in mean scores occurred due to the different treatments applied; the experimental class used the Educaplay Platform in learning, while the control class did not. It can be concluded that the data indicate a significant difference in mean scores, demonstrating that the Educaplay Platform has an effect on students’ learning interest in Pancasila Education. Keywords: Platform Platform, Learning Interest, Pancasila Education.