Astawa, I Made Sujwasa
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Pemanfaatan Media Papan Kata dalam Meningkatkan Kemampuan Literasi Dasar dan Keaktifan Belajar Di Kelas I SDN 2 Ampenan Saputra, Sarjan; Astawa, I Made Sujwasa; Khaer, Fikratul
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 6 No. 4 (2025): November
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v6i4.1371

Abstract

This study is a Classroom Action Research (CAR) conducted at SDN 2 Ampenan with the aim of improving first-grade students’ basic literacy skills and learning activeness through the use of word-board media. The study was motivated by the low level of students’ early reading skills, as many students still struggled to recognize letters and combine them into words. The research was carried out in two cycles, each consisting of the planning, implementation, observation, and reflection stages. The subjects of the study were 20 first-grade students. Data collection instruments included observation sheets, field notes, and reading skill tests. The results showed an improvement in students’ reading skills from Cycle I to Cycle II. In Cycle I, 12 students (60%) achieved mastery, while 8 students (40%) had not yet met the criteria. After revisions were implemented in Cycle II, the number of students who achieved mastery increased to 17 (85%), with only 3 students (15%) remaining below the standard. In addition, the use of word-board media was found to enhance students’ learning activeness, as evidenced by increased participation, enthusiasm, and confidence during reading activities. In conclusion, the use of word-board media is effective in improving basic literacy skills as well as promoting learning activeness among first-grade students at SDN 2 Ampenan.
Implementasi Aplikasi Happily Interactive Learning untuk Meningkatkan Hasil Belajar IPA Kelas VI Di SDN 02 Ampenan Maulida, Nurul; Astawa, I Made Sujwasa; Khaer, Fikratul
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 6 No. 4 (2025): November
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v6i4.1355

Abstract

 The low science learning outcomes of sixth-grade students at SDN 02 Ampenan on the topics of the skeleton, joints, and muscles, with a mastery level of only 31.58%, indicate the need for more interactive and engaging learning media. This study aimed to improve science learning outcomes through the implementation of the Happily Interactive Learning application, which was specifically designed with various gamification features such as Cheerful Learning Materials, Trio Fun Assessment, Adventure Attendance, and Achievement Gallery. The research employed Classroom Action Research (CAR) using the Kemmis and McTaggart model with two cycles involving 19 sixth-grade students at SDN 02 Ampenan. Data were collected through observation, learning outcome tests, and student response questionnaires, and were analyzed using descriptive qualitative and quantitative methods. The results showed a significant improvement in learning mastery from 31.58% in the pre-action stage to 78.95% in Cycle 1, reaching 100% in Cycle 2 with a class average of 83.68. The application also successfully enhanced students’ motivation and active participation, with 95% of students reporting that learning became more enjoyable. The implementation of the Happily Interactive Learning application proved effective as an innovative digital learning media capable of transforming science learning into a more interactive, meaningful, and enjoyable experience.