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ENHANCING FIFTH GRADERS’ LEARNING INTEREST THROUGH QR CODE-BASED SNAKES AND LADDERS MEDIA Dya Ayu Agustiana Putri; Leny Suryaning Astutik
SUKMA: Jurnal Pendidikan Vol. 10 No. 1 (2026)
Publisher : Yayasan Sukma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32533/10104.2026

Abstract

Learning media through games can increase students’ enthusiasm, as reflected in their learning interest. The purpose of this study was to examine the effect of QR Code-based Snakes and Ladders media on the learning interest of fifth-grade students at SD 2 Tiudan in symbiosis material. Specifically, this research aimed to determine whether the integration of QR Code-based interactive elements into traditional Snakes and Ladders could provide a more engaging and effective learning experience, thereby fostering greater student interest in science learning. This research employed a quantitative approach with an experimental design. The sampling technique used saturated sampling with a total of 60 respondents. Data collection was carried out using a learning interest test. Data analysis employed an independent samples t-test using Jamovi 2.3.28. The post-test t-test results showed a p-value < 0.001, which is lower than 0.05, indicating that H0 was rejected and Ha was accepted. Thus, the QR Code-based Snakes and Ladders media significantly influenced the learning interest of fifth-grade students at SD 2 Tiudan in symbiosis material. Based on the hypothesis testing, it was concluded that QR Code-based Snakes and Ladders media had a significant effect on students’ learning interest in the symbiosis topic.
The effect of place value board learning media on the learning outcomes of third-grade elementary school students Adhwaul Mumtazah; Dya Ayu Agustiana Putri; Fera Dwidarti
Arshaka: Social Sciences and Education Vol 2 No 1 (2026): Arshaka: Pedagogy and Learning Review
Publisher : Creative Smart Visionary

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65779/arshaka.v2i1.88

Abstract

Mathematics learning in elementary schools still faces the problem of low student learning outcomes, especially in the material of place value of numbers, due to learning that tends to be abstract and minimal use of concrete learning media. This study aims to determine the effect of using the Place Value Board learning media on the mathematics learning outcomes of third-grade elementary school students. This study uses a quantitative approach with a quasi-experimental method through a nonequivalent control group design. The research subjects consisted of two classes, namely the experimental class given treatment using the Place Value Board media and the control class using conventional learning. Data were collected through learning outcome tests in the form of pretests and posttests that have been tested for validity and reliability. Data analysis was carried out using an independent sample t-test. The results showed that there was no significant difference between the two groups in the pretest, but there was a significant difference in the posttest with a significance value of p <0.001. This indicates that the use of the Place Value Board media has a significant effect in improving students' mathematics learning outcomes. Thus, the Place Value Board media is effective for helping students understand the concept of place value concretely. The implications of this study indicate that teachers are advised to utilize concrete learning media to improve the quality of mathematics learning in elementary schools.
DAMPAK IMPLEMENTASI PROBLEM BASED LEARNING PADA TINGKAT KEPERCAYAAN DIRI PESERTA DIDIK Violda Nofirstka Arviariani; Dya Ayu Agustiana Putri; Leny Suryaning Astutik
Al-Irsyad Journal of Mathematics Education Vol 4 No 1 (2025): AL–IRSYAD JOURNAL OF MATHEMATICS EDUCATION
Publisher : Sekolah Tinggi Keguruan dan Ilmu Pendidikan Darud Da'wah Wal Irsyad Pinrang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58917/ijme.v4i1.146

Abstract

Studi ini didasarkan pada kurangnya kepercayaan diri siswa terhadap kemampuan mereka untuk berpartisipasi aktif dalam proses pembelajaran di kelas, seperti yang terlihat dari ketakutan mereka menjawab pertanyaan di depan kelas dan ketidakmampuan mereka untuk melakukannya.. Penelitian ini bertujuan untuk menganalisis pengaruh model pembelajaran Problem Based Learning (PBL) terhadap kepercayaan diri siswa kelas IV dalam pembelajaran matematika di MI Aswaja Besole. Metode penelitian yang digunakan adalah eksperimental dengan desain angket awal dan angket akhir. Sampel penelitian berjumlah 55 siswa yang dibagi menjadi dua kelas, yaitu kelas eksperimen dan kelas kontrol. Hasil penelitian menunjukkan bahwa model PBL berpengaruh signifikan terhadap kepercayaan diri siswa dalam pembelajaran matematika. Penelitian ini menyimpulkan bahwa model PBL efektif dalam meningkatkan kepercayaan diri siswa dalam pembelajaran matematika.
PENGARUH MODEL PEMBELAJARAN RADEC TERHADAP LITERASI MATEMATIS DAN KEMANDIRIAN BELAJAR SISWA PADA MATERI BANGUN DATAR KELAS III SDN 05 BAGO DAN SDN 03 KEPATIHAN KABUPATEN TULUNGAGUNG Lely Melan Mega Auliya; Dya Ayu Agustiana Putri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Verified
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.59150

Abstract

In the era of the industrial revolution 4.0, science and technology are currently developing very rapidly, so it demands continuous innovation in the world of education. This study aims to determine the influence of the RADEC (Read,Answer, Discuss, Explain, and Create) learning model on mathematical literacy and student learning independence in the flat building materials of grade III SDN 5 Bago and SDN 3 Kepatihan, Tulungagung Regency. This study uses a quantitative approach with a quasi-experimental design method using a nonequivalent control group design. The research population was all third grade students of SDN 5 Bago and SDN 3 Kepatihan, Tulungagung Regency. The research sample consisted of experimental classes that were given treatment using the RADEC learning model and control classes that used conventional learning. Data collection techniques were carried out through mathematical literacy tests, learning independence questionnaires, observation, and documentation. The data was analyzed using prerequisite tests that included normality and homogeneity tests, then followed by hypothesis tests. The results of the study showed that there was an influence of the RADEC learning model on students' mathematical literacy and student learning independence in flat building materials. Students who learn using the RADEC learning model obtain better results than students who learn using conventional learning. Thus, the RADEC learning model can be used as an effective learning alternative to improve mathematical literacy and learning independence of elementary school students.
PENGEMBANGAN SMART TOY GEOMETRI ETNOMATEMATIKA TERINTEGRASI QR CODE UNTUK BERPIKIR KREATIF DAN PERCAYA DIRI SISWA SD Dya Ayu Agustiana Putri; Ammy Aulia Renata Anny; Titis Adellya Puri
Pedagogy: Jurnal Pendidikan Matematika Vol. 11 No. 3 (2026): Pedagogy : Jurnal Pendidikan Matematika
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/8wdv7633

Abstract

Kesulitan memahami sifat bangun ruang, terbatasnya variasi gagasan, dan keraguan menyampaikan pendapat menjadi persoalan dalam pembelajaran geometri sekolah dasar. Pengembangan ini bertujuan menghasilkan media Smart Toy Geometri berorientasi etnomatematika terintegrasi QR Code serta menilai kevalidan, kepraktisan, dan potensi keefektifannya terhadap berpikir kreatif dan percaya diri siswa. Metode Research And Development menggunakan model ADDIE yang mencakup analisis, perancangan, pengembangan, implementasi, dan evaluasi. Uji lapangan melibatkan 61 siswa kelas V SDN 1 Jepun Tulungagung, terdiri atas 31 siswa kelompok eksperimen dan 30 siswa kelompok kontrol. Data dikumpulkan melalui observasi, wawancara, lembar validasi, angket, dan tes berpikir kreatif. Analisis menggunakan persentase deskriptif dan MANOVA melalui Jamovi 2.7.12, didahului uji normalitas dan homogenitas. Validasi media mencapai 92,11% dan materi 95,00%, keduanya berkategori sangat valid, sedangkan respons guru dan siswa menunjukkan kategori sangat praktis. Pada data simulasi, MANOVA menunjukkan perbedaan simultan berpikir kreatif dan percaya diri, F(2, 58) = 11,4; p < 0,001, dengan skor kelompok eksperimen lebih tinggi. Uji univariat juga menunjukkan perbedaan signifikan pada kedua variabel (p < 0,001). Perpaduan benda manipulatif, konteks budaya, dan materi digital menyediakan kegiatan membandingkan bangun, mencoba alternatif gagasan, serta menjelaskan hasil pekerjaan. Media memenuhi kriteria sangat valid dan sangat praktis untuk pembelajaran geometri, sedangkan keefektifannya terhadap berpikir kreatif dan percaya diri masih memerlukan pengujian menggunakan data pembelajaran aktual.
Pendampingan Pengembangan Rumah Belajar Digital Terintegrasi Google Sites dan QR Code Dya Ayu Agustiana Putri; Ammy Aulia Renata Anny; Muhammad Roif Balighoturrosyidin
Jurnal Pengabdian Masyarakat (ABDIRA) Vol 6, No 4 (2026): Abdira
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/abdira.v6i4.2479

Abstract

This community service program was initiated because digital teaching materials used by teachers at SDN 1 Jepun Tulungagung were scattered across several platforms, making access and reuse difficult. The program aimed to assist 22 teachers in developing a Digital Learning Hub integrated with Google Sites and QR Codes while strengthening 21st-century skills. Participatory Action Research was implemented through initial identification and reflection, participatory planning, mentoring action, and evaluation with follow-up reflection. The mentoring covered page organization, insertion of materials, videos, electronic worksheets, quizzes, QR Code creation and testing, and the design of 4C-oriented activities. Evaluation used two separate closed-ended questionnaires with a 1-5 scale and descriptive analysis. Teachers' final understanding reached 97.00%, while responses to the mentoring reached 92.55%; both results were categorized as very good. The findings underscore the importance of practical and sustained mentoring for organized, accessible, and 4C-oriented digital learning management.