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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
DEVELOPMENT OF SOCIAL STUDIES LEARNING THROUGH ROLE PLAYING GAMIFICATION ASSISTED BY PUPPET MEDIA TO INCREASE COLLABORATIVE STUDENTS OF CLASS 7G UM LABORATORY JUNIOR HIGH SCHOOL Sari, Erna; Kurniawan, Bayu; Rahayu, Linda Zulkifa; Wati, Arista; Choiroh, Dista Ayu Umdatul
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.v10i3.15848

Abstract

This article proposes an innovative approach by combining gamification, role-playing, and puppet media to increase student engagement in group discussions in social studies learning. The Design Thinking method used shows a systematic framework for designing and developing effective learning media. However, this article could have made clearer the challenges faced during implementation and how to overcome them. Although the pilot test results showed significant improvement, the article could have further analyzed the impact of this method on students' understanding of the material. Overall, this article makes a good contribution to the development of learning strategies that are interactive and relevant to the needs of today's students.
Application of Virtual Gallery Walk with Spatial.Io in An Effort to Increase Students' Learning Motivation in Social Studies Choiroh, Dista Ayu Umdatul; Kurniawan, Bayu; Rahayu, Linda Zulkifa; Wati, Arista; 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.v10i3.15850

Abstract

The aim of this study is to enhance students' motivation in learning Social Studies (IPS) through the implementation of a virtual gallery walk learning model using Spatial.io. Spatial.io was selected because it offers an immersive 3D learning environment that supports interactive learning experiences. This research adopts a design thinking approach, consisting of five stages: empathize, define, ideate, prototype, and test. The subjects of the study were 8th-grade students from class 8A at SMP Laboratorium UM Malang. The developed product demonstrated that the application of a virtual gallery walk using Spatial.io effectively increased students' learning motivation, as evidenced by higher levels of active participation, enthusiasm, and positive feedback throughout the learning process.
PENERAPAN SCAFFOLDED DEBATE BATTLE CARD UNTUK MENINGKATKAN KETERAMPILAN KOMUNIKASI PESERTA DIDIK KELAS VIIE SMP LABORATORIUM UM Fatikasari, Achsania Devi; Rahayu, Linda Zulkifa; Kurniawan, Bayu
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Progres
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.24843

Abstract

Low verbal communication skills have become a significant challenge in 21st century learning, especially at the junior high school level. Based on the results of the initial questionnaire in class VIIE SMP Laboratorium UM, most students have difficulty expressing their opinions orally, and many feel limited in vocabulary mastery, which has an impact on low discussion participation and argumentation skills. This study aims to develop and test the effectiveness of Scaffolded Debate Battle Card media in improving students' communication skills. Using the Design Thinking approach which consists of five stages (empathize, define, ideate, prototype, and test), researchers developed learning media in the form of six types of structured debate cards (Statement Card, Evidence Card, Counter Argument Card, Rebuttal Card, Logical Fallacy Card, and Wild Card) equipped with Debate Analysis Sheets. The implementation was conducted on the topic “The Influence of Geographical Factors on Cultural Diversity” involving 32 learners who were divided into pro and contra groups. The results showed substantial improvement on various dimensions of oral communication. Learners showed a marked reduction in communication barriers, including less difficulty expressing opinions, less fear of public speaking, increased ability to explain ideas clearly, and better word choice in discussions. Debate preparation skills showed significant improvement, especially in students' ability to gather additional information and develop a deeper understanding of the debate topic. The media proved effective in overcoming psychological and technical barriers in verbal communication, as well as increasing students' confidence and motivation to learn in the context of social studies learning.
PENGEMBANGAN MEDIA GAMIFIKASI DO OR LEARN CARD DENGAN PENDEKATAN CULTURALLY RESPONSIVE TEACHING UNTUK MENINGKATKAN MOTIVASI BELAJAR IPS PESERTA DIDIK KELAS 8D SMP LABORATORIUM UM Fariski, Aulia Isnaeni; Kurniawan, Bayu; Rahayu, Linda Zulkifa; Naufal, Muhammad
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume 10 Nomor2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.25846

Abstract

Learning motivation is an important element in the success of the educational process, especially in learning Social Sciences (IPS) which is often considered monotonous and irrelevant by students. This study aims to develop and examine the effectiveness of Do or Learn Card learning media based on gamification integrated with the Culturally Responsive Teaching (CRT) approach to increase student learning motivation. This media is designed to provide a fun, participatory learning experience that is in accordance with the cultural background of students. The CRT approach is used to ensure that learning strategies value diversity and accommodate different learning styles. This study uses a development method based on the Design Thinking framework involving five stages: empathize, define, ideate, prototype, and test. The results of the study show that the use of this media has a significant impact on increasing student learning motivation, as indicated by the results of the pretest and posttest as well as positive responses from the satisfaction questionnaire.