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The Effect of Educandy Game on Social Studies Learning Outcomes of Food Technology Materials in Grade 3 of SD Negeri Cibatok 1 Lailatul Maghfiroh, Filla; Wati, Ambar; Nizah, Nur Ainun; Yeni Sugiarti, Iis; Rahmat Permana, Faisal
Asian Journal of Social and Humanities Vol. 2 No. 12 (2024): Asian Journal of Social and Humanities
Publisher : Pelopor Publikasi Akademika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59888/ajosh.v2i12.373

Abstract

There is minimal use of innovative learning media in schools, especially at the elementary school level, even though in elementary schools students really need help with learning media to understand the material presented by the teacher. Included in class 3 social studies subjects. The aim of this research is to find out student learning outcomes using educational games, so that we can find out students' activities in the learning process in social studies subjects using direct observation methods at school. The subjects of this research were 1 learning media expert and 1 practitioner, namely the teacher. The test subjects were 46 grade 3 students consisting of the experimental class and the control class. Data collection methods are observation, interviews, tests and questionnaires. The data analysis technique used is quantitative descriptive analysis and statistics. The results of the research, namely the results of media validity tests for the Educandy game application, based on assessments from material and media experts supported by teacher and student responses, show that the media validity value is very high and feasible with an average percentage value of 95%. The results of the T-test show that there is a significant difference in student learning outcomes before and after media use. Educandy game learning media in social studies subjects are suitable for use and are effective in improving student learning outcomes.
CATUR EMPATI (CEMPA) : An Innovative Educational Game Approach to Enhance Empathy and Prevent Bullying Fadhilah Hidayat, Shofa; Nasiriyah, Mudiyah; Herawan, Endang; Yeni Sugiarti, Iis
Jurnal Educative: Journal of Educational Studies Vol. 10 No. 1 (2025): June 2025
Publisher : Universitas Islam Negeri Sjech M. Djamil Djambek Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30983/educative.v10i1.9550

Abstract

Low empathy in students is a major factor significantly driving the emergence and continuation of bullying behavior in the school environment. This study aimed to measure the effectiveness of the empathy chess educational game (catur empati – Cempa ) in increasing empathy of elementary school students, analyzing the impact of Cempa on reducing physical and verbal bullying in the elementary school environment. This research employed a mixed methods approach with an explanatory sequential design. The data collection techniques included pretests-posttests, interviews, and questionnaires. The data analysis technique in this study used the N-Gain test from the pretest-posttest results and triangulation from the results of interviews and questionnaires. The results in this study show the effectiveness of the Cempa in increasing student empathy through pretest and posttest. The average N-Gain value on empathy knowledge and empathy attitudes is classified as a moderate category. Meanwhile, the average N-Gain value in the aspect of empathy action is classified as a low category. The impact of the educative game Cempa on physical and verbal bullying is also seen to have decreased bullying behavior. This is due to the level of empathy, knowledge, and attitudes of students who have increased after playing Cempa. So, it is proven that the Cempa can increase empathy to reduce bullying behavior
The Effect of Educandy Game on Social Studies Learning Outcomes of Food Technology Materials in Grade 3 of SD Negeri Cibatok 1 Lailatul Maghfiroh, Filla; Wati, Ambar; Nizah, Nur Ainun; Yeni Sugiarti, Iis; Rahmat Permana, Faisal
Asian Journal of Social and Humanities Vol. 2 No. 12 (2024): Asian Journal of Social and Humanities
Publisher : Pelopor Publikasi Akademika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59888/ajosh.v2i12.373

Abstract

There is minimal use of innovative learning media in schools, especially at the elementary school level, even though in elementary schools students really need help with learning media to understand the material presented by the teacher. Included in class 3 social studies subjects. The aim of this research is to find out student learning outcomes using educational games, so that we can find out students' activities in the learning process in social studies subjects using direct observation methods at school. The subjects of this research were 1 learning media expert and 1 practitioner, namely the teacher. The test subjects were 46 grade 3 students consisting of the experimental class and the control class. Data collection methods are observation, interviews, tests and questionnaires. The data analysis technique used is quantitative descriptive analysis and statistics. The results of the research, namely the results of media validity tests for the Educandy game application, based on assessments from material and media experts supported by teacher and student responses, show that the media validity value is very high and feasible with an average percentage value of 95%. The results of the T-test show that there is a significant difference in student learning outcomes before and after media use. Educandy game learning media in social studies subjects are suitable for use and are effective in improving student learning outcomes.