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PENGARUH MEDIA MATH BINGO TERHADAP HASIL BELAJAR MATERI RASIO KELAS V SDN LARANGAN SORJAN 2 Mauliyana; Zahrani Susilo, Claudya
Al-Adawat : Jurnal Pendidikan Madrasah Ibtidaiyah Vol. 3 No. 02 (2024): AGUSTUS
Publisher : PGMI UNHASY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/aldawat.v3i02.5990

Abstract

The use of innovative learning media is essenstial in helping students comprehend abstract mathematical concepts, including ratio. One of the media that can be utilized is Math Bingo, whish is designed to create an interactive and engaging learning environtment. This  study aims to describe the influence of Math Bingo on the learning outcomes of fifth  grade students at SDN Larangan Sorjan 2 Klampis Bangkalan in ratio material. The research method employed is a quasi experimental design with a pretest postest control group, involving a sample of 27 fifth grade students at SDN Larangan Sorjan 2 Klampus Bangkalan. Data were collected through observation, interviews, and pretest-postetst techniques. Analysis using t-test yielded a t-value of 1.705619, and with t-table value at df 26 and a significance level of 0,05 being 0,00000030, t-calculated >t-table (1,705619>0,00000030). Additionally, the significance level was less than 0,05 (0,00000030 < 0,05). Thus, according to the t-test criteria , H0 is rejected, and H1 is accepted, indicating a significant influence on the learning outcome of fofth grade students at SDN Larangan Sorjan 2 Klampis Bangkalan
PENGEMBANGAN MEDIA PAPAN PINTAR MATEMATIKA PADA MATERI PERHITUNGAN WAKTU KELAS 3 Sukaryono, Mega Indah Permatasari; Zahrani Susilo, Claudya
Al-Adawat : Jurnal Pendidikan Madrasah Ibtidaiyah Vol. 3 No. 01 (2024): FEBRUARI
Publisher : PGMI UNHASY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/aldawat.v3i01.6005

Abstract

Dalam menunjang kegiatan belajar mengajar, penggunaan media pembelajaran tidak bisa dilepaskan dari siswa. Sebab media sangat mempengaruhi respon siswa terhadap jenis media dalam pembelajaran. Efisiensi dan efektivitas belajar anak akan meningkat jika disesuaikan dengan media yang digunakan. Hal ini untuk menopang, memperbanyak pemahaman materi yang diajarkan oleh guru. Anak akan tumbuh dengan mempunyai jiwa semangat, aktif, antusias yang tinggi. Dari segi metode, penelitian ini menggunakan metode penelitian dan pengembangan (Research and Development) yang menghasilkan produk media. Hasil pengembangan berbentuk papan yang berupa perhitungan waktu secara detail. Dengan model pengembangan dari Dick and Carrey melalui 10 tahapan yaitu : identifikasi tujuan bersama, uraian pembelajaran, uraian peserta didik konteks dan tujuan umum, pengembangan instrument penilaian, pengembangan strategi pembelajaran, memilih bahan pembelajaran, mendesain dan evaluasi formatif, melaksanakan revisi, evaluasi sumatif. Hasil penelitian pengembangan media papan pintar matematika menunjukkan presentase dari validator materi 82% dengan kategori valid, dan presentase dari validator media 88% kategori sangat valid. Adapun hasil respon wali kelas yaitu 100% kategori sangat layak dan praktis. Uji coba skala kecil menghasilkan nilai 98% dari 6 siswa, dan uji coba skala besar menghasilkan nilai 88%. Berdasarkan hasil analisis secara keseluruhan maka media pengembangan papan pintar matematika materi perhitungan waktu dinyatakan layak.
TRANSFORMASI PEMBELAJARAN MATEMATIKA MATERI BILANGAN CACAH MELALUI WORDWALL PADA SISWA KELAS III Khusmiati Dewi; Zahrani Susilo, Claudya
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 In Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.37917

Abstract

The main focus of this study was on the effectiveness of the interactive media Wordwall in optimizing the learning of integer multiplication for third-grade elementary school students. Using a quantitative approach and a one-group pretest-posttest design, the study involved 28 students as the main sample. The background of this study stemmed from the situation of students with difficulties in mastering basic mathematical concepts and low motivation towards the subject. The research instruments consisted of multiple-choice and essay tests administered during the pretest before learning using Wordwall and the posttest after learning. The normality test results showed that the data were normally distributed and therefore suitable for parametric analysis. The paired sample t-test showed an increase in the average score from 57,11 to 83,93 with a difference of 26,82 points and a very large effect size, so that Wordwall was declared effective in improving learning outcomes in mathematics on the subject of multiplication of whole numbers.
PENGEMBANGAN MEDIA GAME QUIZ INTERAKTIF BERBASIS MODEL ADDIE PADA MATERI PENJUMLAHAN DAN PENGURANGAN KELAS II SD : Penelitian Skripsi Nuraini, Putri; Zahrani Susilo, Claudya
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42746

Abstract

This study seeks to create interactive quiz game media with Canva, employing the ADDIE paradigm for addition and subtraction content aimed for second-grade primary pupils, and to evaluate its validity and usability. This study is a research and development endeavor using the five steps of the ADDIE model: analysis, design, development, implementation, and evaluation. The study participants were 15 second-grade pupils from SDN Pundong 2 Jombang. The study tools included a media expert validation form and a student practicality questionnaire on a four-point Likert scale (1–4). The data were examined using qualitative and quantitative descriptive methods by calculating the feasibility percentage. The validation findings from three media specialists yielded an average percentage of 85.56%, categorizing it as very practical. The results of the practicality exam, derived from student replies, indicated an average percentage of 75% within the practical area. Indicators of motivation and learning engagement achieved a notable 83%, suggesting that gaming features may enhance students' active involvement in mathematics education. The built interactive quiz game is deemed very realistic and useful for teaching addition and subtraction to second-grade primary students. This medium is anticipated to serve as an alternative to digital learning innovations that enhance students' attention, engagement, and educational experiences in a more pleasurable and significant manner.
TAKALINTAR MEDIA AND CONCRETE LEARNING EXPERIENCES IN MULTIPLICATION LEARNING: A PHILOSOPHICAL ANALYSIS BASED ON DALE’S CONE OF EXPERIENCE FOR GRADE III STUDENTS OF SDN BANDUNG 2 JOMBANG Ichdah Maslichah, Nora; Zahrani Susilo, Claudya
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 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.v11i01.43723

Abstract

This study aims to analyze the role of Takalintar media as a learning tool in improving students’ understanding of multiplication concepts in elementary school mathematics learning. The study focuses on examining students’ learning experiences through the perspective of Edgar Dale’s Cone of Experience, which emphasizes the importance of concrete learning experiences in the learning process. This research used a qualitative approach with a philosophical analysis method. The research was conducted in Grade III at SDN Bandung 2 Jombang. Data were collected through observation of learning activities, documentation of the teaching and learning process, and literature review related to learning media, experiential learning, and mathematics education. The data were analyzed using qualitative descriptive analysis through the stages of data reduction, data organization, interpretation, and conceptual synthesis. The findings indicate that the use of Takalintar media provides concrete, visual, and interactive learning experiences that help students understand multiplication concepts more effectively. Based on Dale’s Cone of Experience, Takalintar media facilitates learning experiences that move from abstract verbal explanations toward more demonstrative and visual learning activities. These learning experiences encourage students to actively explore multiplication patterns, participate in discussions, and develop conceptual understanding of mathematical relationships. Therefore, the use of Takalintar media can contribute to the development of meaningful mathematics learning by supporting experiential learning and enhancing students’ conceptual understanding of multiplication in elementary school.
THE INTEGRATION OF WORDWALL GAMIFICATION WITHIN THE TEAM GAMES TOURNAMENT MODEL: ITS IMPACT ON ELEMENTARY STUDENTS` MATHEMATICS LEARNING OUTCOMES Lutfiyah Sari, Yessy; Zahrani Susilo, Claudya
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 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.v11i01.44119

Abstract

This study aims to examine the effect of integrating Wordwall-based gamification within the Team Games Tournament (TGT) learning model on elementary students’ mathematics learning outcomes. The research was motivated by the low mathematics achievement of students, which is often associated with teacher-centered instructional practices and limited student engagement. A quantitative approach with a pre-experimental design, specifically the one-group pretest–posttest design, was employed in this study. The participants consisted of 30 fourth-grade students at SDN Grogol 2, Jombang Regency, selected using a saturated sampling technique.Data were collected through learning achievement tests administered before (pretest) and after (posttest) the implementation of the instructional treatment. The data were analyzed using descriptive statistics and inferential analysis, including the Shapiro–Wilk normality test and paired sample t-test. The results revealed a significant improvement in students’ learning outcomes, as indicated by the increase in the mean score from 64.7 in the pretest to 81.46 in the posttest. In addition, the percentage of students achieving mastery learning increased from 13.33% to 90%. The hypothesis testing showed a significance value of 0.000 (p < 0.05), indicating a statistically significant difference between pretest and posttest results. These findings demonstrate that the integration of Wordwall gamification within the TGT model effectively enhances students’ mathematics learning outcomes. This improvement is supported by increased student engagement, active participation, collaborative learning, and higher motivation fostered through game-based and interactive learning environments. In conclusion, the integration of Wordwall gamification within the Team Games Tournament model can be considered an effective and innovative instructional strategy to improve mathematics learning outcomes in elementary education