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Systematic Literature Review: Gamification in Mathematics Learning Silvia Indarti; Liyana Sunanto
Ar-Rasyid: Jurnal Publikasi Penelitian Ilmiah Vol. 2 No. 1 (2026): Ar-Rasyid: Jurnal Publikasi Penelitian Ilmiah (Januari 2026)
Publisher : PT. Saha Kreasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64788/ar-rasyid.v2i1.267

Abstract

This study aims to analyze the implementation, trends, and research focus of gamification in mathematics learning using a Systematic Literature Review (SLR) approach. Following PRISMA guidelines, articles published between 2015 and 2025 were collected from databases including Google Scholar, DOAJ, Garuda, and Sinta. A total of 100 initial articles were identified, of which 15 met the inclusion criteria and were analyzed in depth. The findings indicate that gamification has a positive impact on students’ motivation, engagement, conceptual understanding, and learning outcomes in mathematics. The dominant research domain is the development of gamification-based learning media, such as interactive applications, e-modules, and electronic worksheets, often designed using the ADDIE model. Other research areas include pedagogical impact, which highlights improvements in students’ participation, enjoyment, and creative thinking, and technology integration, addressing challenges related to digital tools, teacher readiness, and infrastructure. Overall, gamification emerges as a promising pedagogical approach that can enhance learning experiences, foster active participation, and support the development of higher-order thinking skills. Despite these benefits, studies on long-term technology integration, sustainable implementation, and alignment with current curriculum frameworks remain limited. Future research is recommended to explore empirical effectiveness, teacher digital competence, sustainable integration of gamified learning, and its potential to promote critical thinking, problem-solving, and creativity in mathematics education.
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 Pembelajaran Buku Pop-Up Digital Berbasis Kode QR untuk Meningkatkan Literasi Membaca dan Literasi Digital Siswa Sekolah Dasar : Systematic Literature Review (SLR) Ahmad Yusron; Liyana Sunanto
Sinergi : Jurnal Ilmiah Multidisiplin Vol. 2 No. 1 (2026): Sinergi: Jurnal Ilmiah Multidisiplin
Publisher : PT. AHLAL PUBLISHER NUSANTARA

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Abstract

The QR Code–based digital Pop-Up Book is designed to improve reading skills and digital literacy among elementary school students. Through an analysis of 15 articles from various national and international journals, it was found that this medium is highly valid and practical for use. The research results indicate a significant improvement in students’ learning outcomes and reading interest after using this medium, particularly in science, civics, and thematic learning. In addition, this medium is able to integrate the advantages of printed and digital media, providing a more engaging and interactive learning experience. However, further research on a larger scale and over a longer period is still needed to ensure its sustained effectiveness across various learning contexts.   Keywords: Pop-Up Book, QR Code, Reading Literacy, Digital Literacy, Elementary School   Abstrak Buku Pop-Up digital berbasis Kode QR dirancang untuk meningkatkan kemampuan membaca dan literasi digital siswa sekolah dasar. Melalui analisis terhadap 15 artikel dari berbagai jurnal nasional dan internasional, ditemukan bahwa media ini sangat valid dan praktis untuk digunakan. Hasil penelitian menunjukkan peningkatan hasil belajar dan minat baca siswa yang signifikan setelah menggunakan media ini, terutama pada pembelajaran IPA, PPKn, dan tematik. Selain itu, media ini mampu mengintegrasikan keunggulan media cetak dan digital, serta memberikan pengalaman belajar yang lebih menarik dan interaktif. Namun, penelitian lebih lanjut dalam skala yang lebih besar dan jangka panjang masih diperlukan untuk memastikan efektivitasnya yang berkelanjutan dalam berbagai konteks pembelajaran.   Kata Kunci: Buku Pop-Up, Kode QR, Literasi Membaca, Literasi Digital, Sekolah Dasar
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.