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Pengembangan Pendekatan Pembelajaran Matematika Realistik (PMRI) Dengan Konteks Permainan Tradisional Untuk Meningkatkan Kemampuan Pemecahan Masalah Siswa Kelas III Najwa; Liyana Sunanto
Sinergi : Jurnal Ilmiah Multidisiplin Vol. 1 No. 2 (2025): Sinergi: Jurnal Ilmiah Multidisiplin
Publisher : PT. AHLAL PUBLISHER NUSANTARA

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Abstract

The main objective of this research is to examine the development and findings regarding the implementation of the Indonesian Realistic Mathematics Education (PMRI) approach through traditional games to enhance students’ mathematical problem-solving skills in elementary schools. The study employs a Systematic Literature Review (SLR) using the PRISMA protocol, which includes journal identification, screening, inclusion, keyword-based data coding, data extraction, and comprehensive analysis of selected studies. Literature was collected from international and national databases, including Google Scholar, ScienceDirect, ResearchGate, and SINTA, covering publications from 2020 to 2025. An initial search identified 1,128 articles, which were filtered according to inclusion and exclusion criteria, resulting in 15 final journals analyzed. The findings reveal that integrating traditional games such as congklak, engklek, dengklaq, and lore within the PMRI framework significantly improves students’ mathematical understanding, logical reasoning, motivation, and active participation in learning. However, studies focusing on curriculum design, digital adaptation, and teacher competency development remain limited, indicating potential areas for future research. This study suggests that future investigations should explore the development of adaptive PMRI models that integrate local cultural contexts and digital technology to enhance problem-solving abilities and creativity in mathematics learning at the primary level. Keywords: realistic mathematics education, PMRI, traditional games, problem-solving skills, elementary school, systematic literature review.   Abstrak Tujuan utama penelitian ini adalah untuk menelaah perkembangan dan temuan terkait implementasi Pendekatan Pembelajaran Matematika Realistik Indonesia (PMRI) melalui permainan tradisional dalam upaya meningkatkan kemampuan pemecahan masalah matematis siswa sekolah dasar. Penelitian ini menggunakan metode Systematic Literature Review (SLR) dengan protokol PRISMA, yang mencakup tahap identifikasi jurnal, penyaringan, inklusi, pengkodean data berdasarkan kata kunci, ekstraksi data, serta analisis menyeluruh terhadap jurnal yang terpilih. Pencarian literatur dilakukan melalui basis data internasional dan nasional, termasuk Google Scholar, ScienceDirect, ResearchGate, dan SINTA, dengan periode publikasi antara 2020 hingga 2025. Dari pencarian awal sebanyak 1.128 artikel, dilakukan penyaringan berdasarkan kriteria inklusi dan eksklusi sehingga diperoleh 15 jurnal final yang dianalisis. Hasil penelitian menunjukkan bahwa integrasi permainan tradisional seperti congklak, engklek, dengklaq, dan lore dalam kerangka PMRI secara signifikan meningkatkan pemahaman konsep matematika, penalaran logis, motivasi belajar, dan partisipasi aktif siswa. Namun, penelitian yang berfokus pada pengembangan desain kurikulum, adaptasi digital, dan kompetensi guru masih terbatas, sehingga membuka peluang penelitian lanjutan. Penelitian ini merekomendasikan agar kajian di masa depan mengembangkan model PMRI adaptif yang mengintegrasikan konteks budaya lokal dan teknologi digital untuk meningkatkan kemampuan pemecahan masalah dan kreativitas siswa dalam pembelajaran matematika di sekolah dasar. Kata kunci: pembelajaran matematika realistik, PMRI, permainan tradisional, kemampuan pemecahan masalah, sekolah dasar, systematic literature review.
UPAYA PENINGKATAN KEAKTIFAN DAN HASIL BELAJAR SISWA DENGAN MENGGUNAKAN MODEL DISCOVERY LEARNING DI SEKOLAH DASAR Ririn Andriani Kumala Dewi; Liyana Sunanto; Casniti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 t
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.23960

Abstract

This research is motivated by the low activeness and student learning outcomes in IPAS subjects. From the results of observations, it is known that there are still many activeness scores and student learning outcomes that are still below the minimum completeness criteria (KKM), so it is necessary to take action to improve student activeness and learning outcomes. The purpose of this study was to determine the application of the discovery learning model, student activeness, and student learning outcomes in IPAS subjects with the research subject of 24 class IV students of UPTD SDN 1 Tegalgirang, Bangodua District, Indramayu Regency. This research uses the PTK method with the discovery learning learning model. The data collection techniques used were test sheets and observation sheets. Based on the results of the research in cycle I, the application of the discovery learning model obtained a score of 50%, increased by 64% in cycle II, increased to 87% in cycle III. Student activeness in cycle I obtained a value of 43% increased by 61% in cycle II increased to 86% in cycle III. Student learning outcomes in cycle I obtained a score of 33.3% increased to 58.3% in cycle II increased to 87% in cycle III.
PENGARUH MODEL PEMBELAJARAN MAKE A MATCH TERHADAP HASIL BELAJAR DAN KEAKTIFAN SISWA PADA PELAJARAN IPAS KELAS V SEKOLAH DASAR Liyana Sunanto; Dede Hadiansah; Muhamad Wahyudi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31103

Abstract

The author's concern about the low learning outcomes and student activity in science lessons in grade V of elementary school was the background to this research. The low factor of student learning outcomes is due to the low level of conceptual understanding and activeness of students, because many students do not understand the material they are studying. One effort that can be made is to apply the make a match learning model in science learning. This study aims to: 1) determine the effect of the make a match learning model on learning outcomes in social studies lessons for grade V at SDN V Gunungsari and 2) determine the effect of the make a match learning model on student activity in social studies lessons for grade V at SDN V Gunungsari. This study uses one group pretest-posttest design method. The instrument in this study uses test items to see learning outcomes and questionnaires to determine student activity in Science lessons. Data analysis for hypothesis testing uses paired sample t-test because the data is normally distributed. The results of the paired sample t-test for learning outcomes obtained a sig value (2-tailed) of 0.000 <0.05 and for the paired sample t-test value of the student activity questionnaire obtained a sig value (2-tailed) of 0.000 <0.05. Based on the results of this study, there is an influence of the make a match learning model on learning outcomes and student activity in the fifth grade of elementary school science lessons.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS LITERASI DIGITAL UNTUK MENINGKATKAN KEMAMPUAN MEMBACA SISWA SEKOLAH DASAR Restu andika; Liyana Sunanto
Integrative Perspectives of Social and Science Journal Vol. 2 No. 05 Oktober (2025): Integrative Perspectives of Social and Science Journal
Publisher : PT Wahana Global Education

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Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran interaktif berbasis literasi digital yang dirancang untuk meningkatkan kemampuan membaca siswa sekolah dasar. Berdasarkan kajian pustaka, perkembangan teknologi digital telah memberikan peluang besar bagi dunia pendidikan, khususnya dalam pembelajaran membaca yang membutuhkan pendekatan menarik dan kontekstual. Media interaktif memungkinkan siswa berinteraksi secara langsung dengan materi, sehingga mendorong keterlibatan aktif, kemandirian belajar, dan peningkatan pemahaman teks. Melalui literasi digital, siswa tidak hanya belajar membaca teks, tetapi juga mengembangkan kemampuan berpikir kritis, memahami informasi digital, serta menggunakan teknologi secara etis dan produktif. Kajian literatur menunjukkan bahwa penggunaan media digital interaktif dapat memperkaya pengalaman belajar, menumbuhkan motivasi, dan memperkuat keterampilan bahasa. Oleh karena itu, pengembangan media pembelajaran berbasis literasi digital menjadi strategi penting untuk menghadapi tantangan pembelajaran abad ke-21 dan menciptakan proses belajar yang adaptif, kreatif, serta relevan dengan kebutuhan siswa sekolah dasar di era digital.
PENGEMBANGAN MEDIA ROLE PLAYING CARDS UNTUK MENINGKATKAN KETERAMPILAN BERBICARA SSIWA KELAS IV SEKOLAH DASAR Eka Dwi Nengsih; Liyana Sunanto
Jurnal Riset Multidisiplin Edukasi Vol. 2 No. 12 (2025): Jurnal Riset Multidisiplin Edukasi (Edisi Desember 2025)
Publisher : PT. Hasba Edukasi Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71282/jurmie.v2i12.1392

Abstract

Speaking ability is one of the essential language skills in Indonesian language learning at the elementary level. However, in practice, students often face difficulties expressing ideas orally due to conventional learning approaches and limited communicative activities. This study aims to develop Role Playing Cards media as an interactive learning tool to improve the speaking skills of fourth-grade students at UPTD SDN 2 Karangkendal. The research employed a Research and Development (R&D) method using the ADDIE model, consisting of five stages: analysis, design, development, implementation, and evaluation. The subjects were 30 fourth-grade students. The media was designed using Canva and enhanced with CapCut for video-based support. Validation results from media and material experts indicated a feasibility percentage of 91.8%, categorized as very feasible. Classroom implementation revealed a significant improvement in students’ speaking performance, with the average pre-test score increasing from 67.3 to 85.6 in the post-test, and an N-Gain Score of 0.67, categorized as moderate to high improvement. These findings suggest that the Role Playing Cards media is effective for enhancing elementary students’ speaking skills in Indonesian language learning.
Pengembangan Media Pembelajaran Interaktif Berbasis Power Point Untuk Meningkatkan Pemahaman Konsep IPAS Siswa Sekolah Dasar Khansah Inas Syarifah; Liyana Sunanto
Sinergi : Jurnal Ilmiah Multidisiplin Vol. 1 No. 2 (2025): Sinergi: Jurnal Ilmiah Multidisiplin
Publisher : PT. AHLAL PUBLISHER NUSANTARA

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Abstract

This study aims to develop and examine the effectiveness of interactive learning media based on PowerPoint in improving elementary school students' conceptual understanding. This research used the Research and Development (R&D) method with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research subjects were 20 fourth-grade students at SDN 1 Dukuh Jeruk during the second semester of the 2024/2025 academic year. The research instruments included a Likert-scale student response questionnaire and midterm test (UTS) scores for the IPAS subject. The results showed that the interactive PowerPoint-based learning media was considered engaging, easy to use, and helpful in understanding learning concepts. The average questionnaire score reached 4.2 (very good category), and the average UTS score increased from 67.2 to 73.9 after using the media. It can be concluded that interactive PowerPoint-based learning media is effective in improving students’ conceptual understanding in IPAS. Keywords: Interactive Media, PowerPoint, Concept Understanding, Elementary School   Abstrak Penelitian ini bertujuan untuk mengembangkan dan menguji keefektifan media pembelajaran interaktif berbasis PowerPoint dalam meningkatkan pemahaman konsep siswa sekolah dasar. Jenis penelitian yang digunakan adalah penelitian pengembangan (Research and Development) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Subjek penelitian terdiri dari 20 siswa kelas IV SDN 1 Dukuh Jeruk pada semester genap tahun pelajaran 2024/2025. Instrumen penelitian mencakup angket respon siswa dengan skala Likert serta nilai Ujian Tengah Semester (UTS) mata pelajaran IPAS. Hasil penelitian menunjukkan bahwa media pembelajaran interaktif berbasis PowerPoint dinilai menarik, mudah digunakan, dan membantu siswa memahami konsep materi. Nilai rata-rata angket respon siswa mencapai 4,2 (kategori sangat baik), dan nilai rata-rata UTS meningkat dari 67,2 menjadi 73,9 setelah penggunaan media. Dapat disimpulkan bahwa media pembelajaran interaktif berbasis PowerPoint efektif digunakan dalam meningkatkan pemahaman konsep IPAS siswa sekolah dasar. Kata kunci: Media Interaktif, PowerPoint, Pemahaman Konsep, Sekolah Dasar.
Pengembangan Media Pembelajaran Interaktif Berbasis Video Untuk Meningkatkan Pemahaman Konsep IPA Siswa Kelas V Sekolah Dasar Tri Septiyani Fajri; Liyana Sunanto
Sinergi : Jurnal Ilmiah Multidisiplin Vol. 1 No. 2 (2025): Sinergi: Jurnal Ilmiah Multidisiplin
Publisher : PT. AHLAL PUBLISHER NUSANTARA

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Abstract

Science learning in elementary schools often faces challenges due to the lack of engaging and interactive media, especially in abstract topics such as forms and changes of energy. This issue results in students’ low conceptual understanding. This study aims to develop an interactive video-based learning media to enhance fifth-grade students’ understanding of energy concepts. The research employed a Research and Development (R&D) method using the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The media were created using Canva for visual design and CapCut for video editing. The research subjects were 30 fifth-grade students of UPTD SDN 1 Krangkeng, Indramayu Regency. The results of expert validation indicated that the developed media was categorized as highly feasible with an average score of 90.5%. The limited classroom trial showed an improvement in students’ conceptual understanding of energy, with an N-Gain score of 0.64, classified as moderate to high. Furthermore, 93% of students responded positively, and teachers considered the media practical and easy to use. Thus, the interactive video-based learning media is feasible, practical, and effective in improving elementary students’ conceptual understanding of energy and can serve as an innovative alternative for science learning. Keywords: Learning Media, Interactive Video, ADDIE, IPA, Elementary School Abstrak Pembelajaran Ilmu Pengetahuan Alam (IPA) di sekolah dasar sering menghadapi kendala karena keterbatasan media pembelajaran yang menarik dan interaktif, terutama pada materi abstrak seperti bentuk dan perubahan energi. Hal ini berdampak pada rendahnya pemahaman konsep siswa terhadap materi tersebut. Penelitian ini bertujuan untuk mengembangkan media pembelajaran interaktif berbasis video yang dapat meningkatkan pemahaman konsep energi pada siswa kelas V sekolah dasar. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi lima tahap, yaitu Analysis, Design, Development, Implementation, dan Evaluation. Media dikembangkan menggunakan aplikasi Canva untuk desain visual dan CapCut untuk proses editing video. Subjek penelitian adalah 30 siswa kelas V UPTD SDN 1 Krangkeng, Kabupaten Indramayu. Hasil validasi oleh ahli materi dan ahli media menunjukkan bahwa media memperoleh kategori sangat layak dengan rata-rata skor 90,5%. Hasil uji coba terbatas memperlihatkan peningkatan pemahaman konsep energi siswa dengan nilai N-Gain sebesar 0,64 yang termasuk kategori sedang menuju tinggi. Selain itu, 93% siswa memberikan respon positif terhadap media, dan guru menilai media ini praktis serta mudah digunakan. Dengan demikian, media pembelajaran interaktif berbasis video dinyatakan layak, praktis, dan efektif untuk meningkatkan pemahaman konsep energi siswa sekolah dasar serta dapat menjadi alternatif inovatif dalam pembelajaran IPA.. Kata kunci: Media Pembelajaran, Video Interaktif, ADDIE, IPA, Sekolah Dasar.
Analisis Penerapan Model Pembelajaran Group Investigation Pada Pembelajaran IPA Siswa Kelas V SD Negeri 1 Tenajar Lor 1 Selfi Yuliana Sabila; Liyana Sunanto
Sinergi : Jurnal Ilmiah Multidisiplin Vol. 1 No. 2 (2025): Sinergi: Jurnal Ilmiah Multidisiplin
Publisher : PT. AHLAL PUBLISHER NUSANTARA

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Abstract

Learning models play an important role in achieving educational objectives, particularly in science (IPA) learning. Selecting an engaging learning model that is appropriate to the subject matter can encourage students to actively participate in the teaching and learning process. This implies that, during learning activities, students are expected to be confident in communicating, interacting, and expressing arguments. The creation of an enjoyable learning atmosphere can foster students’ ability to understand the material being taught. The Group Investigation learning model can support active learning by emphasizing student-centered learning principles and encouraging critical thinking. This study employed a descriptive method with a qualitative approach. Descriptive research involves collecting data based on factors that support the research object, which are then analyzed to identify their roles. The Group Investigation model requires high-quality communication. Supported by previous studies, this model allows students greater freedom in completing tasks, promotes creativity in problem solving, and encourages active exploration of learning resources that can be used to address problems. Based on the analysis of the implementation of the Group Investigation model in Grade V science learning at SD Negeri Tenajar Lor 1, the triangulation of qualitative data revealed that students felt assisted and motivated in their learning. They also perceived themselves to be more active, leading to the conclusion that the learning process was highly enjoyable. Keywords: Group Investigation Model, Science, Qualitative, Learning, Cooperative Learning.   Abstrak Model pembelajaran sangat berperan penting untuk mencapai tujuan yang ingin dicapai khususnya dalam pelajaran IPA. Pemilihan model pembelajaran yang menarik dan sesuai dengan materi yang diajarkan, akan membuat siswa turut aktif dalam mengikuti kegiatan belajar mengajar. Artinya, bahwa dalam proses pembelajaran diharapkan siswa berani untuk melakukan komunikasi, interaksi dan berargumentasi. Dampak terciptanya suasana belajar yang menyenangkan dapat mendorong munculnya kemampuan siswa untuk memahami materi yang diberikan. Model pembelajaran Group Investigation bisa membantu siswa aktif belajar dengan mengedepankan prinpsip pembelajaran kepada keatifan siswa dalam berifkir. Penelitian yang dipergunakan adalah deskriptif dan pendekatan kualitatif. Penelitian deskriptif merupakan data-data yang dikumpulkan berdasarkan faktor-faktor yang mendukung objek penelitian kemudian dianalisis faktor tersebut yang kemudian dicari peranannya. Group Investigation menuntut komunikasi berkualitas. Dengan didukung sebuah penelitian yang menyatakan dengan adanya pembelajaran group investigation siswa akan lebih bebas dalam mengerjakan, kreatif mencari pemecahan masalah dan aktif dalam pencarian sumber-sumber pembelajaran yang dapat digunakan sebagai pemecahan masalah. Dari hasil analisis penerapan model group investigation pada siswa kelas V dalam pembalajaran IPA di SD Negeri Tenajar Lor 1 berdasarkan hasil triangulasi data penelitian kualitatif menemukan bahwa siswa merasa terbantu dan termotivasi dalam pembelajaran serta siswa juga merasa lebih aktif dalam pembelajarannya dengan menyimpulkan bahwa pembelajaran yang berlangsung sangat menyenangkan. Kata kunci: Model Group Invetigation, IPA, Kualitatif, Pembelajaran, Kooperatif.
Pengembangan Media Powtoon dengan Model Discovery Learning untuk Meningkatkan Minat Belajar dan Hasil Belajar Siswa Kelas IV pada Pelajaran Pendidikan Pancasila Maulidatul Khasanah; Liyana Sunanto
Sinergi : Jurnal Ilmiah Multidisiplin Vol. 1 No. 2 (2025): Sinergi: Jurnal Ilmiah Multidisiplin
Publisher : PT. AHLAL PUBLISHER NUSANTARA

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Abstract

The primary objective of this study is to analyze the development, implementation, and impact of using Powtoon-based learning media integrated with the Discovery Learning model to enhance learning motivation and academic achievement among fourth-grade elementary students in Civics Education (PKN). This research adopts a Systematic Literature Review (SLR) approach guided by the PRISMA protocol, which includes stages of article identification, screening, inclusion, data extraction, and synthesis analysis. Literature was collected from reputable international and national databases, including Google Scholar, Elsevier, Springer, Taylor & Francis, Wiley, Emerald, and Sinta, covering publications between 2020 and 2025. An initial search yielded 1,078 articles, which were filtered based on inclusion and exclusion criteria to obtain 15 final journals for in-depth analysis. The findings reveal that integrating Powtoon media with the Discovery Learning model significantly enhances students’ learning motivation, engagement, and academic performance. Powtoon’s visual and animated features make learning more interactive and enjoyable, while Discovery Learning encourages exploration, problem-solving, and conceptual understanding. This combination fosters active participation, critical thinking, and deeper comprehension in PKN learning contexts. Most studies demonstrate that the use of Powtoon effectively increases students’ interest and learning outcomes across various subjects, especially when paired with inquiry-based strategies such as Discovery Learning. However, research focusing on the long-term implementation framework, teacher readiness, and evaluation models for Powtoon-based learning remains limited. Future research is recommended to develop more comprehensive and adaptive models that align with students’ learning needs and classroom realities. Keywords: Powtoon media, discovery learning, learning motivation, learning outcomes, Civics education, elementary school, systematic literature review.   Abstrak Tujuan utama penelitian ini adalah untuk menganalisis pengembangan, penerapan, dan pengaruh penggunaan media pembelajaran Powtoon yang terintegrasi dengan model Discovery Learning dalam meningkatkan minat dan hasil belajar siswa kelas IV pada mata pelajaran Pendidikan Kewarganegaraan (PKN). Penelitian ini menggunakan pendekatan Systematic Literature Review (SLR) dengan mengacu pada protokol PRISMA, melalui tahapan identifikasi artikel, penyaringan, inklusi, ekstraksi data, hingga analisis sintesis secara menyeluruh. Literatur dikumpulkan dari berbagai basis data nasional dan internasional, seperti Google Scholar, Elsevier, Springer, Taylor & Francis, Wiley, Emerald, dan Sinta, dengan periode publikasi antara tahun 2020 hingga 2025. Dari hasil pencarian awal sebanyak 1.078 artikel, dilakukan proses seleksi berdasarkan kriteria inklusi dan eksklusi, sehingga diperoleh 15 jurnal final yang dianalisis secara mendalam. Hasil penelitian menunjukkan bahwa penggunaan media Powtoon dengan model Discovery Learning memberikan pengaruh positif yang signifikan terhadap peningkatan minat belajar, keterlibatan siswa, serta hasil belajar akademik. Media Powtoon terbukti mampu menyajikan pembelajaran yang interaktif, menarik, dan visual, sehingga memudahkan pemahaman konsep dan mendorong partisipasi aktif siswa. Sementara itu, model Discovery Learning menumbuhkan rasa ingin tahu, kemampuan berpikir kritis, serta kemandirian belajar melalui proses penemuan dan eksplorasi. Kombinasi keduanya menciptakan pembelajaran PKN yang lebih kontekstual dan bermakna. Penelitian yang menyoroti pengembangan kerangka implementasi jangka panjang, kesiapan guru, serta evaluasi model pembelajaran Powtoon berbasis Discovery Learning masih terbatas. Oleh karena itu, diperlukan penelitian lanjutan yang mengembangkan model pembelajaran yang lebih komprehensif, adaptif, dan sesuai dengan kebutuhan peserta didik serta konteks sekolah dasar. Kata kunci: media Powtoon, discovery learning, sekolah dasar, minat belajar, hasil belajar, Pendidikan Kewarganegaraan, systematic literature review.
PENGEMBANGAN MEDIA VIDEO ANIMASI BERBASIS DEEP LEARNING PADA MATERI BANGUN RUANG UNTUK MENINGKATKAN KETERAMPILAN BERHITUNG DI SEKOLAH DASAR Rahmawati Rizqiyani; Liyana Sunanto
AT-TAKLIM: Jurnal Pendidikan Multidisiplin Vol. 2 No. 12 (2025): At-Taklim: Jurnal Pendidikan Multidisiplin (Edisi Desember)
Publisher : PT. Hasba Edukasi Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71282/at-taklim.v2i12.1478

Abstract

The development of digital technology demands innovative learning media that can support elementary school students' understanding of concepts and numeracy skills, especially in abstract geometric shapes. This study aims to examine the potential of developing deep learning-based animated video media in improving elementary school students' numeracy skills and geometric understanding. The research method used is a Research and Development (R&D)-based literature study by analyzing various relevant journals, books, and scientific articles. Analysis techniques include content analysis and comparative analysis to identify advantages, limitations, and opportunities for developing learning media. The results of the study indicate that animated video media is effective in increasing students' motivation and numeracy learning outcomes, but still has limitations in analyzing calculation errors in depth. The integration of deep learning technology allows the development of adaptive and diagnostic media through numeracy error analysis, three-dimensional spatial visualization, and personalized learning. Thus, deep learning-based animated video media has the potential to be a more effective, interactive, and sustainable solution for elementary school students in learning geometric shapes.