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The Effect of PjBL Assisted by Mentimeter Media on Learning Outcomes of Geometry Material I Putu Suardipa; Nyoman Lisna Handayani; I Komang Wahyu Wiguna; Made Ferry Kurniawan
International Journal of Elementary Education Vol 9 No 1 (2025): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v1i1.94549

Abstract

The low mathematics learning outcomes among elementary school students, particularly in the topic of decimal numbers, are caused by a lack of active student engagement, limited variation in teaching methods, and minimal integration of technology in the learning process. The aim of this study is to analyze the effectiveness of the Project-Based Learning (PjBL) model assisted by the digital media Mentimeter in improving elementary students' mathematics learning outcomes on the topic of decimal numbers. This research employed a quasi-experimental method with a pre-test post-test control group design, involving 186 fourth-grade elementary school students. The sample was selected through random sampling, with Class IV A as the experimental group (27 students) and Class IV B as the control group (15 students). Data were collected through observation, interviews, tests, and documentation. A t-test was used to analyze the data. The t-test results showed that among the 32 tested students, the tvalue was 7.074 and the ttable was 1.683, indicating that the null hypothesis (Ho) was rejected and the alternative hypothesis (H1) was accepted, revealing a significant difference between the two groups. This study implies the importance of integrating project-based learning models with the support of interactive digital media such as Mentimeter to create a more engaging, participatory, and meaningful learning experience for elementary school students, especially in mathematics education.
Pengembangan Media Pembelajaran PPTX Inovatif Berbantuan Edpuzzle Pada Mapel IPAS Kelas IV Gugus VI Ni Komang Ari Widiani; I Made Ariasa Giri; I Komang Wahyu Wiguna
Jurnal Pendidikan Guru Sekolah Dasar Vol. 2 No. 4 (2025): August
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/pgsd.v2i4.1726

Abstract

Penelitian ini bertujuan untuk menghasilkan media pembelajaran interaktif berupa PPTX inovatif berbantuan edpuzzle untuk mata pelajaran IPAS kelas IV di Gugus VI, Kecamatan Sawan  yang valid dan praktis. Metode penelitian yang digunakan adalah Research and Development (penelitian dan pengembangan) dengan model pengembangan ADDIE (Analysis, Design, Development, Implementation, dan Evaluation). Model ADDIE yang digunakan dibatasi sampai tahap Implementation karena keterbatasan waktu. Teknik pengumpulan data yang digunakan meliputi wawancara dan penggunaan kuesioner. Hasil penelitian menunjukan bahwa media pembelajaran PPTX inovatif berbantuan edpuzzle memperoleh nilai validitas tinggi, yaitu 0,8 untuk ahli bahasa, 0,9 untuk validitas media dan materi. Pada uji kepraktisan menggunakan angket dengan responden lima orang guru kelas IV dan 20 peserta didik. Hasil kepraktisan memperoleh skor 94% pada uji kepraktisan praktisi dan 93,9% pada uji kepraktisan peserta didik. Dari data tersebut, penelitian pengembangan media pembelajaran PPTX inovatif berbantuan edpuzzle untuk materi indonesiaku kaya budaya pada mata pelajaran IPAS dengan kategori sangat layak dan sangat praktis digunakan
Implementation of the Wordwall Platform as an Effort to Improve Students' Mathematics Learning Achievement in Elementary School Kadek Lilik Dwi Cahyaningsih; I Putu Suardipa; I Komang Wahyu Wiguna
Literasi: Jurnal Pendidikan Guru Indonesia Vol. 5 No. 2 (2026): Juni
Publisher : Lembaga Bale Literasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58218/literasi.v5i2.3262

Abstract

This study aims to delineate the efficacy of employing the Wordwall application to optimize Mathematics learning outcomes for fourth-grade students at SD Negeri 5 Karangasem. The fundamental problem precipitating this research was the low fulfillment of learning mastery criteria due to the dominance of one-way teaching and the minimal use of interactive media, making Mathematics perceived as difficult by students. This study adopted a Classroom Action Research (CAR) design with a descriptive quantitative approach, executed across two cycles (comprising planning, action, observation, and reflection phases). The subjects involved 28 fourth-grade students. Data collection was conducted through cognitive tests, activity observation sheets, and documentation. Empirical findings indicate that utilizing Wordwall significantly boosted students' academic achievements. During the pre-cycle phase, the class average was only 55 with a classical mastery rate of 35.7%. Following the intervention in Cycle I, the average score climbed to 70 with a passing rate of 65%. In Cycle II, a sharper escalation occurred, with the average score hitting 85 and the classical mastery rate reaching 89%. Beyond cognitive improvements, field observations demonstrated increased motivation and active student participation, driven by interactive gamification elements such as quizzes, matching games, and random wheels. In conclusion, the Wordwall application is highly effective in elevating elementary students' Mathematics scores. This study recommends that educators integrate digital game-based media to construct dynamic and interactive learning environments while supporting digital acceleration in primary education.
PENGEMBANGAN MEDIA PEMBELAJARAN GAMES COUNTDOWN CALLENGE BERBANTUAN WORDWALL PADA MATA PELAJARAN IPAS KELAS III SD Widiartini, Luh; I Made Sedana; I Komang Wahyu Wiguna
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.53665

Abstract

  Learning media with an attractive and interactive design has the potential to encourage increased student engagement in the learning process. However, in reality, the need for engaging and interactive media is still not fully met, resulting in low student participation and easily boredom during learning. This research aimed to develop learning media that can support the effectiveness of the teaching and learning process. The media developed was the Countdown Callenge game supported by a Wordwall for the topic "Energy Around Us" aimed at third-grade elementary school students. The research method used in this study was Research and Development (R&D) with the ADDIE model, which includes the stages of analysis, design, development, and implementation. Data were collected through observation, interviews, documentation, and questionnaires. Data were analyzed using quantitative descriptive analysis techniques. Based on the research results, the developed media achieved very high validity, with scores of 0.93 from material experts, 0.94 from media experts, and 0.88 from language experts. The results of the practicality test also showed that 87% of teachers and 97% of students rated it as very practical. Thus, the Games Countdown Challenge media assisted by Wordwall is declared suitable for use as an alternative media for learning science that is interactive, interesting, and increases students' active involvement in the learning process ABSTRAK Media pembelajaran dengan desain yang menarik dan interaktif berpotensi mendorong peningkatan keterlibatan siswa dalam proses pembelajaran. Namun, pada kenyataannya, kebutuhan akan media yang menarik dan interaktif masih belum sepenuhnya terpenuhi, sehingga mengakibatkan partisipasi siswa yang rendah dan mudah bosan selama pembelajaran. Penelitian ini bertujuan untuk mengembangkan media pembelajaran yang dapat mendukung efektivitas proses pengajaran dan pembelajaran. Media yang dikembangkan adalah Games Countdown Challenge berbantuan Wordwall untuk topik "Energi di Sekitar Kita" yang ditujukan untuk siswa kelas III sekolah dasar. Metode penelitian yang digunakan dalam penelitian ini adalah Penelitian dan Pengembangan (R&D) dengan model ADDIE, yang meliputi tahapan analisis, desain, pengembangan, dan implementasi. Data dikumpulkan melalui observasi, wawancara, dokumentasi, dan kuesioner. Data dianalisis menggunakan teknik analisis deskriptif kuantitatif. Berdasarkan hasil penelitian, media yang dikembangkan mencapai validitas yang sangat tinggi, dengan skor 0,93 dari ahli materi, 0,94 dari ahli media, dan 0,88 dari ahli bahasa. Hasil uji kepraktisan juga menunjukkan bahwa 87% guru dan 97% siswa menilai media tersebut sangat praktis. Dengan demikian, media Games Countdown Challenge berbantuan Wordwall dinyatakan cocok digunakan sebagai media alternatif pembelajaran IPAS yang interaktif, menarik, dan meningkatkan keterlibatan aktif siswa dalam proses pembelajaran.