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Implementation of Learning Media with the Concept of "Prop Hunt - QR Coin" to Increase Student Learning Participation in IPS Subjects Pratama, Bima Wahyu; Kurniawan, Bayu; Wati, Arista; Rahayu, Linda Zulkifa
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 3 (2025): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i3.15567

Abstract

This study aims to develop the “Prop Hunt – QR Coin” learning media to enhance student participation in Social Studies (IPS) learning. Employing a Research and Development (R&D) approach with the Design Thinking model, the media integrates gamification and QR Code technology. Conducted in class 8F Tahfidz at SMP Laboratorium Universitas Negeri Malang in 2025, the results showed an increase in student participation from an average score of 40 to 82, with 88% of students meeting the completion criteria. The media effectively motivated students and facilitated interactive learning. Recommendations for future research include expanding implementation to other subjects and incorporating digital literacy training.
DEVELOPMENT OF A TEAM GAMES TOURNAMEN MODEL BASED ON MULTILEVEL GAMES TO INCREASE THE MOTIVATION TO LEARN IPS OF STUDENTS Wati, Arista; Kurniawan, Bayu; Rahayu, Linda Zulkifa; Pratama, Bima Wahyu; Sari, Erna
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 3 (2025): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i3.15580

Abstract

The low motivation of students to learn in social studies subjects shows that the learning model applied is not fully in accordance with the learning needs of students. Learning motivation is one of the important factors that greatly influence the success of the learning process. Therefore, this research aims to develop a learning model that is able to increase student learning motivation through a learner-centered approach. This type of research is a development research (Research and Development) using the Design Thinking model, which consists of five main stages: Empathize, Define, Ideate, Prototype, and Test. The data collection techniques used include observation, interviews, diagnostic tests, and Likert scale questionnaires. While data analysis was carried out descriptively qualitative and quantitative. The product developed is a Team Games Tournament (TGT) learning model based on multilevel games, namely Sambung Kata, Tebak Gaya, and Family Hundred. This model was validated by experts and tested on students of class VIIF SMP Laboratorium UM. The results showed that this model is valid, very practical, and effective in increasing student learning motivation. The increase in student motivation is characterized by an increased awareness to participate in learning, the desire to achieve high grades, complete assignments on time, and high enthusiasm in participating in learning activities without feeling bored. Thus, this multilevel games-based TGT model can be an innovative alternative to increase student learning motivation in social studies subjects
Enhancing Management Effectiveness of the Teacher Educational Program through Job Cards and Activity Control Soesetio, Yuli; Ekawati, Ratna; Pratama, Bima Wahyu; Mayasari, Ervira; Putri, Lifa Rosiana
Journal of Economics and Management Scienties Volume 8 No. 1, December 2025 (Accepted)
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/jems.v8i1.234

Abstract

The Teacher Professional Education Program (PPG) at Universitas Negeri Malang faces several managerial challenges, particularly in terms of timely implementation and financial accountability. This study aims to explore the impact of implementing job cards and activity control systems on improving the effectiveness of PPG program management. A qualitative approach with a case study design was employed. Data were collected through semi-structured interviews, participatory observation, and document analysis related to the implementation of PPG activities. Informants included the director of the postgraduate school, the administrative sub-coordinator of the postgraduate school, and part-time financial staff. Data analysis was conducted thematically using source, technique, and time triangulation to enhance the validity of the findings. The results indicate that job cards provide clarity regarding roles and scheduling of activities, while activity control systems promote consistency in reporting and adherence to established timelines. Both instruments contribute to the development of a more disciplined, transparent, and accountable management system. Furthermore, active involvement of all implementing units fosters a collaborative work culture and accelerates the achievement of program targets. This study contributes for the development of participatory and accountable education management systems.
Development of GEM (Go Explore Malang) to Enhance Understanding of Natural Tourism Potential in Board Game Based Social Studies Learning Efendi, Bintang Muhammad Sahara; Wati, Arista; Pratama, Bima Wahyu; Mutia, Tuti; Prasad, Ravinesh Rohit
Jurnal Riset dan Inovasi Pembelajaran Vol. 5 No. 3 (2025): September-December 2025
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/jrip.v5i3.3782

Abstract

This study aims to develop an innovative learning medium called GEM (Go Explore Malang), a board game designed to enhance students’ understanding of natural tourism potential in the Greater Malang area. The research seeks to improve contextual and engaging Social Studies learning by integrating local content with a game-based approach. The development employed the ADDIE model, consisting of Analysis, Design, Development, Implementation, and Evaluation stages. The product was validated by material and media experts and tested on sixteen ninth-grade students at SMP Negeri 13 Malang. Data were collected using expert validation sheets, student response questionnaires, and learning achievement tests, and analyzed using descriptive statistics. The validation results indicated that GEM achieved 95.71% feasibility from material experts and 81.33% from media experts, categorized as “highly feasible.” Field implementation showed active student participation, increased motivation, and a perfect learning mastery rate. The game effectively enhanced geographical literacy, collaboration, and critical thinking skills through enjoyable play-based interaction. The study was limited to a small sample from one school; future research should expand the testing scope and explore digital adaptations of GEM for wider implementation. GEM can be used as an alternative learning medium that contextualizes Social Studies content, strengthens local awareness, and promotes 21st-century competencies such as collaboration and problem-solving. This research introduces a novel integration of local tourism content into a board game framework, providing a “glocal” innovation that bridges local identity with global learning strategies in Social Studies education.pertama.