Sevina Dwi Permata Putri
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PENGEMBANGAN MEDIA PEMBELAJARAN GAMIFIKASI BERBANTUAN GENIALLY DAN EDUCAPLAY DALAM MENINGKATKAN MINAT BELAJAR SISWA PADA MATERI PENJUMLAHAN DAN PENGURANGAN BILANGAN CACAH Sevina Dwi Permata Putri; Sri Rahayu; Nyamik Rahayu Sesanti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 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.v10i3.29986

Abstract

The low interest in learning mathematics among students occurs because teachers still use conventional learning media that are less interactive and engaging. This study aims to determine the feasibility, practicality, and effectiveness of gamified learning media assisted by Genially and Educaplay on addition and subtraction of whole numbers to increase the learning interest of second-grade students. This research employed the Research and Development (R&D) method with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The research subjects included students, classroom teachers, and validators consisting of material, media, and language experts. The instruments used were validation questionnaires, student and teacher response questionnaires, and learning interest questionnaires, with data collected through observation, questionnaires, and documentation. The analysis results showed that the learning media were categorized as “very feasible” with a percentage of 87.5% from material experts, 95.83% from media experts, and 100% from language experts. The practicality of the media was in the “very practical” category with a percentage of 81.94% from teachers and 94.8% from students. The effectiveness of the media was categorized as “effective” with a percentage of 87.41%. Thus, gamified learning media assisted by Genially and Educaplay are proven to be feasible, practical, and effective in increasing students’ learning interest in addition and subtraction of whole numbers, making it a potential alternative for interactive mathematics learning in lower elementary grades.  
PENINGKATAN MINAT BELAJAR PESERTA DIDIK KELAS V PADA MATERI MASA PUBERTAS MELALUI PENGGUNAAN MEDIA KARTU EDUKASI (PUBERTY CARD) DI SDN PISANGCANDI 4 Sevina Dwi Permata Putri; Romia Hari Susanti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 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.v11i02.53496

Abstract

This study aims to improve the learning interest of fifth-grade students on puberty material through the use of Educational Card media (Puberty Card) at SDN Pisangcandi 4. Low learning interest was identified from initial observations, indicated by lack of enthusiasm, limited verbal participation, and minimal interaction during learning. This classroom action research was conducted in two cycles using the Kemmis and McTaggart model, involving 24 fifth-grade students. In Cycle I, the Puberty Card was used in its basic form combined with a mystery box. In Cycle II, improvements were made by laminating the cards, adding a 3m×3m giant snakes and ladders game, and integrating Wordwall digital media. Data were collected through learning interest questionnaires, teacher and student response questionnaires, and documentation. Results showed that average learning interest increased significantly from 61.46% (low category) in Cycle I to 90.20% (very high category) in Cycle II, surpassing the success indicator of ≥75%. Media practicality also improved from 76.12% (practical) to 94.21% (very practical). The use of Puberty Card media combined with interactive and digital learning tools is concluded to effectively enhance student learning interest on puberty material at the elementary school level. Penelitian ini bertujuan meningkatkan minat belajar peserta didik kelas V pada materi masa pubertas melalui penggunaan media Kartu Edukasi (Puberty Card) di SDN Pisangcandi 4. Rendahnya minat belajar teridentifikasi dari pengamatan awal, ditunjukkan dengan kurangnya antusiasme, minimnya keberanian berbicara, dan rendahnya interaksi selama pembelajaran. Penelitian Tindakan Kelas ini dilaksanakan dalam dua siklus menggunakan model Kemmis dan McTaggart, dengan subjek 24 peserta didik kelas V. Pada Siklus I, Puberty Card digunakan dalam bentuk sederhana dikombinasikan dengan misteri box. Pada Siklus II, dilakukan perbaikan berupa laminasi kartu, penambahan ular tangga raksasa berukuran 3m×3m, dan integrasi media digital Wordwall. Data dikumpulkan melalui angket minat belajar, angket respon guru dan siswa, serta dokumentasi. Hasil penelitian menunjukkan rata-rata minat belajar meningkat dari 61,46% (kategori rendah) pada Siklus I menjadi 90,20% (kategori sangat tinggi) pada Siklus II, melampaui indikator keberhasilan ≥75%. Kepraktisan media juga meningkat dari 76,12% (praktis) menjadi 94,21% (sangat praktis). Disimpulkan bahwa penggunaan media Puberty Card yang dikombinasikan dengan media interaktif dan digital efektif meningkatkan minat belajar peserta didik pada materi pubertas di sekolah dasar.