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The PENERAPAN MEDIA INTERAKTIF WORDWALL PADA PEMBELAJARAN MENGENAL KEBERAGAMAN SOSIAL DAN BUDAYA DI INDONESIA UPAYA MENINGKATKAN MOTIVASI BELAJAR DAN KEAKTIFAN PESERTA DIDIK KELAS IV SDN NGIJO 01: Penelitian deskriptif kualitatif Mutia, Hasna; Sabrina, Putri Syahida Nur; Saputra, Hendriek Farhan; Wirawan, Aryan; Maulida, Adzkia; Kurnianto, Bagas
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.25226

Abstract

Masalah rendahnya motivasi dan keaktifan peserta didik dalam pembelajaran Pendidikan Pancasila, khususnya pada materi keberagaman sosial dan budaya di Indonesia, masih menjadi tantangan di SDN Ngijo 01. Kurangnya penggunaan media pembelajaran inovatif menyebabkan proses belajar cenderung monoton dan berpusat pada guru, sehingga siswa kurang terlibat secara aktif. Penelitian ini bertujuan untuk menganalisis penerapan media interaktif Wordwall dalam meningkatkan motivasi belajar dan keaktifan siswa kelas IV. Metode penelitian yang digunakan adalah deskriptif kualitatif dengan teknik pengumpulan data berupa observasi, wawancara, dokumentasi, dan angket. Subjek penelitian adalah guru wali kelas IV dan 26 siswa kelas IV SDN Ngijo 01. Data dianalisis menggunakan model Miles and Huberman melalui tahapan reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa penerapan media interaktif Wordwall pada pembelajaran keberagaman sosial dan budaya mampu meningkatkan motivasi belajar dan keaktifan siswa. Siswa menjadi lebih antusias, aktif bertanya, serta terlibat dalam diskusi dan pemecahan masalah. Guru juga merasakan kemudahan dalam menyampaikan materi dan mengelola kelas. Dengan demikian, penggunaan media interaktif Wordwall efektif sebagai solusi inovatif untuk meningkatkan kualitas proses pembelajaran Pendidikan Pancasila di sekolah dasar.
Analisis Persepsi Peserta Didik mengenai Efektivitas Video Pembelajaran dan Quizizz pada Hasil Belajar IPAS Peserta Didik Kelas V SDN Purwoyoso 03 Kota Semarang Cholisah, Nur Hikmah Al; Kurnianto, Bagas
Jurnal Simki Pedagogia Vol 8 No 2 (2025): Volume 8 Nomor 2 Tahun 2025
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jsp.v8i2.1085

Abstract

The utilization of learning media such as learning videos and quizizz applications is one of the innovations in improving the quality of learning in the classroom. Learners tend to form perceptions of these media based on the quality of the display, delivery of material, and interactive and fun learning experiences. Learners' perceptions of learning video and quizizz media are how they recognize, understand, and interpret their experiences when using these two media in the learning process. This study aims to analyze how students' perceptions of the use of learning video media and quizizz media and what factors influence students' perceptions of the effectiveness of learning videos and quizizz. The method used in this research is descriptive with qualitative analysis and the research site is carried out at Purwoyoso 03 State Elementary School in Semarang City with informants of the principal, grade V teacher, and 5 students from each class. The data collection process is carried out by observation, interview, questionnaire, and documentation. The results showed that fifth grade students have positive perceptions of learning videos that increase understanding, focus, and interest in learning, as well as quizzes that encourage engagement, motivation, and understanding through interactive features. This perception is influenced by physical conditions, expectations, understanding of the material, involvement, and habits in using the media.
Pengembangan Media Monopoli Puisi untuk Meningkatkan Kemampuan Menulis Puisi pada Siswa Kelas IV SD Negeri Karangsuno Tsania, Alvina Nafis; Kurnianto, Bagas
Jurnal Simki Pedagogia Vol 8 No 2 (2025): Volume 8 Nomor 2 Tahun 2025
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jsp.v8i2.1086

Abstract

The purpose of this study was to improve students' poetry writing skills, through the development of appropriate and effective learning media in the form of Monopoly Poetry media. This study applies the ADDIE R&D model method. The subjects of the study included 26 students and teachers of grade IV at SD Negeri Karangsuno, material validators, and media validators. The results of the feasibility test carried out by the material validator obtained a percentage of 90% and from the media validator obtained a percentage of 84%, both of which were included in the "Very Appropriate" criteria. This Monopoly Poetry media received a positive score from the results of the student response questionnaire with a percentage of 88.33% and teacher responses of 92% with the "Very Appropriate" criteria. When viewed from the results of the paired sample t test and the n-gain test, it can be seen that this Monopoly Poetry media is effective to use. The results of the paired sample t test obtained a Sig. (2 tailed) value of 0.00 <0.05, then H0 is rejected, while the results of the n-gain test showed a mean of 0.72 with the "High" criteria. So, the Monopoly Poetry media is appropriate and effective to use for learning to write poetry.
Pengembangan Media Flipbook Berbasis Augmented Reality Materi Kenampakan Alam untuk Meningkatkan Motivasi Belajar Siswa Kelas III Sekolah Dasar Asasiatinnisa, Takhlishu; Kurnianto, Bagas
Paedagogie Vol 21 No 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16433

Abstract

This study aims to develop Augmented Reality-based flipbook learning media for IPAS material and measure its effectiveness in increasing the learning motivation of third-grade elementary school students. The approach used is Research and Development (R&D) with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects were third-grade students at Gisikdrono 02 Public Elementary School. Data collection instruments included expert validation questionnaires, motivation questionnaires, teacher and student response questionnaires, observations, and pretest and posttest tests. The data obtained were then analyzed descriptively and statistically to see the increase in student learning motivation after the media was used. The results of the research revealed that the Augmented Reality-based flipbook media developed received a “very feasible” rating from subject matter experts and media experts. The implementation results showed that student learning motivation increased from 65% at the beginning to 88% after using the media, which indicates an increase in the learning motivation of third-grade students in IPAS learning. In addition, the pretest and posttest results and statistical tests also improved after using this AR Flipbook media. Based on the research findings, flipbook media integrated with Augmented Reality technology proved to be effective in encouraging learning motivation among third-grade elementary school students.
Pendidikan Pancasila PENGEMBANGAN MEDIA SMATAPA UNTUK MENINGKATKAN KREATIVITAS PENDIDIKAN PANCASILA PESERTA DIDIK KELAS IV SD NEGERI SUMBEREJO 2 KABUPATEN SRAGEN Pramudita, Sevia Ashri Tri; Kurnianto, Bagas
Jurnal Gentala Pendidikan Dasar Vol. 11 No. 2 (2026): Jurnal Gentala Pendidikan Dasar
Publisher : Department of Primary School Teacher Education, Faculty of Teacher Training and Education, Jambi University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/gentala.v11i2.54324

Abstract

Creativity is one of the key competencies of the 21st century that needs to be developed from the elementary school level. PISA 2022 data shows that only 31% of Indonesian students achieve a basic level of creative thinking proficiency, well below the OECD average of 78%. This condition is exacerbated by the lack of use of interactive learning media, especially in Pancasila Education subjects which are often taught conventionally through lectures and package books. Therefore, this study aims to: (1) test the feasibility of the Smatapa media (Smart box Taat Pancasila) in Pancasila Education learning; (2) measure students' creativity improvement; and (3) test the effectiveness of Smatapa media for Grade IV students of SD Negeri Sumberejo 2, Sragen Regency. The study employed a Research and Development (R&D) method with the ADDIE development model. Research subjects were 25 Grade IV students. Data were collected through validation questionnaires, creativity questionnaires, and pretest-posttest instruments. Results showed: (1) Smatapa media was declared highly feasible by content experts (89%) and media experts (94.67%); (2) student creativity improvement reached an N-Gain value of 0.496 (medium category); (3) cognitive learning outcomes improved significantly with an N-Gain of 0.72 (high category), posttest mean of 79.2 up from pretest mean of 25.76, and Wilcoxon test showing Asymp. Sig. (2-tailed) <0.001. Smatapa media is proven feasible and effective for Pancasila Education learning in elementary school.
Pengembangan Media Pembelajaran Kartu Permainan Berbasis Truth or Dare untuk Meningkatkan Kemampuan Berpikir Kritis Pendidikan Pancasila pada Siswa Kelas IV SD Negeri 03 Sragi Anggraeni, Rita; Kurnianto, Bagas
Journal of Authentic Research Vol. 5 No. 2 (2026): May
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/mhwhx057

Abstract

Rendahnya kemampuan berpikir kritis siswa dalam pembelajaran Pendidikan Pancasila serta terbatasnya penggunaan media pembelajaran yang inovatif dan menarik menjadi latar belakang utama penelitian ini. Penelitian ini bertujuan untuk mengembangkan media pembelajaran kartu permainan berbasis truth or dare serta menguji kelayakan dan keefektifannya dalam meningkatkan kemampuan berpikir kritis pada pembelajaran Pendidikan Pancasila. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE. Subjek penelitian berjumlah 28 siswa kelas IV SD Negeri 03 Sragi, dengan uji coba skala kecil melibatkan 12 siswa dan uji coba skala besar melibatkan 28 siswa. Hasil validasi menunjukkan media memperoleh predikat sangat layak dengan persentase 93% dari ahli media dan 92% dari ahli materi. Hasil uji paired sample t-test memperoleh nilai signifikansi 0,000 (<0,05), yang membuktikan adanya peningkatan kemampuan berpikir kritis setelah penggunaan media. Rata-rata nilai pretest siswa sebesar 63,57 meningkat menjadi 77,42 pada posttest. Nilai N-Gain yang diperoleh berada pada rentang 0,36–0,41 dengan kategori sedang. Secara praktis, pengembangan media ini memberikan implikasi bagi guru Pendidikan Pancasila di sekolah dasar untuk menghadirkan pembelajaran yang lebih interaktif, menyenangkan, dan berpusat pada siswa, serta menjadi alternatif solusi atas keterbatasan media pembelajaran konvensional yang cenderung monoton. Dengan demikian, media kartu permainan truth or dare dinyatakan layak dan efektif dalam meningkatkan kemampuan berpikir kritis peserta didik kelas IV SD Negeri 03 Sragi.