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Pengembangan Media Pembelajaran Game PowerPoint Interaktif Materi “Operasi Penjumlahan dan Pengurangan” pada Mata Pelajaran Matematika untuk Siswa Kelas 2 Sekolah Dasar Aisyah, Adinda Siti; Amimufida, Salma Salsabilla; Ningsih, Intan Anzar Wahyu; Mahmudah, Alya Luthfia Choirina; Oktavia, Zeti Eka Ramaniza; Istiq’faroh, Nurul; Zahroh, Ulfi Amanatuz
Journal of Contemporary Issues in Primary Education Vol. 3 No. 1 (2025): Journal of Contemporary Issues in Primary Education
Publisher : CV. Kurnia Grup

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61476/f3k08974

Abstract

In the learning process in the classroom, a pleasant learning atmosphere must be created so that students remain motivated to enthusiastically learn, one of which is by using Interactive PowerPoint Game learning media. This learning media can make students more active, learning becomes interactive and fun, and can educate students by playing while learning. The purpose of developing learning media is to determine the feasibility and practicality of Interactive PowerPoint Games in learning mathematics in the classroom. The method used in this research is the Analyze, Design, Development, Implementation and Evaluation (ADDIE) model. Data collection techniques in this study used validation questionnaires and student response interviews. The results showed that validators and students gave positive responses to the Interactive PowerPoint Game learning media. It can be seen in the validation assessment of Interactive PowerPoint Games by several experts, namely material experts with an average score of 96.94% with very good criteria, media experts with an average score of 92.55% with very good criteria, and design experts with an average score of 87.44% with very good criteria. While the results of student response interviews as a whole gave positive responses. Based on the results of the study, it can be concluded that the learning media for Interactive PowerPoint Games is declared feasible and practical to use to meet the needs of innovative learning media and increase student motivation in learning.
Efektivitas Model Pembelajaran Teams Games Tournament (TGT) terhadap Hasil Belajar Kognitif Peserta Didik di Kelas IV C SDN Keboansikep 2 pada Materi Penjumlahan dan Pengurangan Bilangan Cacah 1-100 Aisyah, Adinda Siti; Zahrah, Ananda Amanatuz; Nikmah, Ellya Mafazatun; Zahroh, Ulfi Aminatuz; Budiyono
Journal of Contemporary Issues in Primary Education Vol. 3 No. 1 (2025): Journal of Contemporary Issues in Primary Education
Publisher : CV. Kurnia Grup

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61476/gv36s572

Abstract

Mathematics is a fundamental subject that must be learned from elementary school through higher education. However, based on preliminary observations conducted at SDN Keboansikep 2, it was found that many students still struggle to understand the concepts of addition and subtraction of whole numbers 1-11 due to the use of conventional leraning models without variation. This makes students easily bored, which in turn affects their learning outcomes negatively. This study aims to determine the effectiveness of the Teams Games Tournament (TGT) learning model on the cognitive learning outcomes of Grade IV C students at SDN Keboansikep 2 on the topic of addition and subtraction of whole numbers from 1-100. The research employed a quantitative approach using a pre-experimental method with a one-group pretest-posttest design. The data collection technique used a multiple-choice cognitive test consisting of 20 items. Data were analyzed using descriptive statistics and inferential statistics, specifically the paired sample t-test and N-gain analysis. Descriptive statistics analysis showed an average pretest score of 66.54 and a posttest score of 80.19, indicating an increase of 13.654 points. Inferential statistics analysis using the paired sample t-test yielded a Sig. (2-tailed) value of 0.0001 < 0.05, indicating a difference in learning outcomes before and after the implementation of the TGT model. The N-gain results showed an average score of 0.475 (moderate) and a percentage of 47.52% (fairly effective). Based on these findings, it can be concluded that the TGT learning model resulted a difference and is fairly effective in the cognitive learning outcomes of Grade IV C students at SDN Keboansikep 2 on topic of addition and subtraction of whole numbers 1-100. It is recommended that educators consistently implement the TGT learning model in elementary school classrooms.