Yana Supriyatna
Universitas Mulawarman

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PENGEMBANGAN MEDIA PEMBELAJARAN FLIPBOOK KVISOFT PADA MATERI BAGIAN TUMBUHAN DAN FUNGSINYA DI KELAS IV SDN 004 SAMARINDA ULU Gresia Kristinawati; Muhlis; Rosita Putri Rahmi; Khusnul Khotimah; Yana Supriyatna
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 02 (2025): Volume 11 No. 02 Juni 2025 In Order
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i02.6353

Abstract

The development of the Flipbook Kvisoft media aims to enhance the effectiveness of science learning, specifically on the topic of plant parts and their functions, for fourth-grade students at SDN 004 Samarinda Ulu. This media is designed to be interactive, engaging, and support both students’ and teachers’ needs, thereby increasing motivation, understanding, and reducing boredom in the learning process. This study employed a Research and Development (R&D) method using the 4D development model (Define, Design, Development, and Dissemination). The research development procedure also followed the ADDIE model, consisting of five stages: Analysis, Design, Development, Implementation, and Evaluation. The results of the research and discussion on the development of the Flipbook Kvisoft media for science learning on plant parts and their functions in fourth-grade students at SDN 004 Samarinda Ulu were declared "Highly Feasible" for use in the learning process. Based on the feasibility test results, media validation by media experts obtained a percentage of 84% in the "Highly Feasible" category, while material validation by content experts obtained a percentage of 92% in the "Highly Feasible" category. Meanwhile, the student response questionnaire obtained a percentage of 91% in the "Excellent" category. Therefore, the use of Flipbook Kvisoft media in science learning on plant parts and their functions in fourth-grade students at SDN 004 Samarinda Ulu can be concluded as highly feasible and can be used in the learning process to produce interesting and interactive learning.
Student and Teacher Responses to the Use of Media and Teaching Tools in the STEM Boardgame Nur Hasanah; Erna Suhartini; Tri Wahyuningsih; Yana Supriyatna
Integrated Science Education Journal Vol 7 No 3 (2026): May
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/isej.v7i3.3314

Abstract

Purpose of the study: This study aims to determine the responses of students and teachers to the use of media and teaching tools in the STEM Boardgame, an integrated learning tool that combines board games, teaching modules, and worksheets in STEM learning in elementary schools. Methodology: The study used a quantitative descriptive survey design. The subjects consisted of 27 fifth-grade students and one teacher, selected using purposive sampling based on their direct involvement in learning. Data were collected using a Likert-scale questionnaire with 38 items for students and 39 for teachers, each covering aspects of game and teaching devices. The student instrument was tested for reliability, yielding a Cronbach’s Alpha of 0.924. Data were analyzed using quantitative descriptive methods. Main Findings: Students' responses to the game device aspect reached 83.04% (Very Good) and the teaching device aspect 80.93% (Very Good), with an overall average of 81.99% (Very Good). Teacher responses to the game device aspect reached 92.19% (Very Good) and the teaching device aspect 79.35% (Good), with an average of 85.77% (Very Good). Teachers placed greater emphasis on the board-game aspect, while students rated the teaching-device aspect higher. Novelty/Originality of this study: This study specifically evaluates user responses to integrated STEM learning tools that encompass two aspects simultaneously-the game tool (board game) and the teaching tool from two direct user perspectives. Unlike previous studies, which generally examine only one aspect at a time, this study provides a more comprehensive empirical picture.
Mengaktifkan Kembali Perpustakaan Sekolah dalam Pembuatan Pojok Baca untuk Meningkatkan Minat Baca Siswa Nur Husna; Siti Maysaroh; Aisyah Marpaung; Yholanda Syafitri; Siska Agustina; Nurindah Safitri; Nadya Nur Indah Saputri; Sabina Ayu Wulan Sari; Jumria Jumria; Indah Saputri; Yana Supriyatna; Damsiri Damsiri
Jurnal Pustaka Cendekia Pendidikan Vol. 4 No. 1 (2026): Jurnal Pustaka Cendekia Pendidikan, Volume 4 Nomor 1, Mei - Agustus 2026
Publisher : PT PUSTAKA CENDEKIA GROUP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70292/jpcp.v4i1.688

Abstract

Perpustakaan sekolah merupakan salah satu fasilitas pendidikan yang berfungsi sebagai pusat sumber belajar, tempat siswa mengakses pengetahuan, serta sarana penting dalam menumbuhkan minat baca. Namun, di SDN 001 Samarinda Kota, perpustakaan belum dimanfaatkan secara optimal akibat pengelolaan yang kurang berkelanjutan dan kondisi ruang yang tidak terawat. Kegiatan pengabdian ini bertujuan mengaktifkan kembali perpustakaan melalui pembuatan pojok baca yang nyaman, menarik, dan sesuai dengan karakteristik siswa dalam menumbuhkan minat baca bagi siswa di sekolah dasar. Penelitian ini menggunakan metode deskriptif kualitatif dengan tahapan observasi, perencanaan, pelaksanaan, dan evaluasi. Hasil menunjukkan adanya perubahan signifikan yaitu ruang perpustakaan yang tadinya kurang layak dipergunakan menjadi lebih rapi, bersih, dan dekoratif koleksi buku tertata berdasarkan kategori sehingga mudah diakses serta meningkatnya minat baca siswa yang tercermin dari aktivitas membaca individu maupun kelompok, diskusi kecil, dan interaksi positif antar siswa. Program kerja ini menegaskan bahwa penataan ulang perpustakaan dengan konsep pojok baca bukan hanya memperbaiki kondisi fisik ruang, tetapi juga mampu membangun budaya literasi yang lebih hidup di SDN 001 Samarinda Kota.
PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE STAD BERBANTUAN QUIZIZZ MODE KERTAS TERHADAP HASIL BELAJAR KOGNITIF IPAS SISWA KELAS IV SD Rani Azizah Nikmatusshobrina; Yana Supriyatna; Erna Suhartini
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i4.12423

Abstract

The low mastery of science concepts in primary schools resulting from the dominance of one-way conventional instruction necessitates innovative learning models supported by adaptive evaluation media. This study aimed to analyze the effect of implementing the Student Teams Achievement Division (STAD) cooperative learning model assisted by Quizizz Paper Mode on the cognitive learning outcomes of fourth-grade students in IPAS on the topic of Gaya di Sekitar Kita at SDN 002 Samarinda Kota. The research was conducted in the second semester of the 2025/2026 academic year using a quantitative quasi-experimental method with a nonequivalent control group design. The research sample consisted of 57 fourth-grade students, divided into an experimental class (n=28) receiving STAD instruction assisted by Quizizz Paper Mode and a control class (n=29) receiving conventional lecture-based instruction and standard worksheets. Data were gathered through valid and reliable multiple-choice tests (pretest and posttest). Data were analyzed using normality and homogeneity prerequisite tests, Normalized Gain (N-Gain) calculations, and independent sample t-tests via IBM SPSS Statistics 25. The results demonstrated that the posttest mean score of the experimental class (83.57) significantly outperformed that of the control class (69.66). The experimental class achieved an N-Gain score of 0.61 (moderate category), surpassing the control class score of 0.24 (low category). Hypothesis testing yielded a significance value of p=0.001<0.05, confirming a statistically significant effect of STAD assisted by Quizizz Paper Mode on students' cognitive learning outcomes. The integration of heterogeneous cooperative discussions and paper-scanned digital gamification assessments successfully created an active, collaborative, and engaging learning environment. ABSTRAK Rendahnya penguasaan konsep sains di sekolah dasar akibat dominasi pembelajaran konvensional satu arah menuntut adanya pembaruan model pembelajaran yang interaktif dan didukung media evaluasi adaptif. Penelitian ini bertujuan untuk menganalisis pengaruh penerapan model pembelajaran kooperatif tipe Student Teams Achievement Division (STAD) berbantuan Quizizz Mode Kertas terhadap hasil belajar kognitif IPAS materi Gaya di Sekitar Kita pada siswa kelas IV SDN 002 Samarinda Kota. Penelitian dilaksanakan pada semester genap Tahun Ajaran 2025/2026 menggunakan pendekatan kuantitatif dengan metode eksperimen semu (quasi-experiment) dan desain nonequivalent control group design. Sampel penelitian berjumlah 57 siswa yang terbagi menjadi kelas eksperimen (n=28) yang memperoleh perlakuan model kooperatif STAD berbantuan Quizizz Mode Kertas dan kelas kontrol (n=29) yang memperoleh pembelajaran konvensional metode ceramah dan penugasan lembar kerja kertas. Data dikumpulkan melalui instrumen tes objektif pilihan ganda (pretest dan posttest) yang telah teruji validitas dan reliabilitasnya. Data dianalisis melalui uji prasyarat normalitas dan homogenitas, analisis Normalized Gain (N-Gain), serta uji hipotesis independent sample t-test berbantuan IBM SPSS Statistics 25. Hasil penelitian menunjukkan bahwa rata-rata nilai posttest kelas eksperimen (83,57) lebih tinggi secara signifikan dibandingkan kelas kontrol (69,66). Nilai N-Gain kelas eksperimen mencapai 0,61 (kategori sedang), melampaui kelas kontrol sebesar 0,24 (kategori rendah). Uji hipotesis memperoleh nilai signifikansi p=0,001<0,05, yang membuktikan adanya pengaruh signifikan dari penerapan model STAD berbantuan Quizizz Mode Kertas terhadap peningkatan hasil belajar kognitif IPAS siswa. Kombinasi diskusi kelompok heterogen dan asesmen game-based berbasis pemindaian kertas terbukti efektif menciptakan iklim belajar yang aktif, kolaboratif, dan menyenangkan.    
Hubungan Penggunaan Media Pembelajaran Digital dengan Motivasi Belajar Siswa pada Pembelajaran Pendidikan Pancasila di Kelas V SDN 009 Sungai Kunjang Khoirul Laila Romadhoni; Tri Wahyuningsih; Yana Supriyatna; Mustamiroh Mustamiroh; May Saroh
Jurnal Ilmiah Profesi Pendidikan Vol. 11 No. 4 (2026): November
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jipp.v11i4.5576

Abstract

Penggunaan media pembelajaran digital dapat menjadi salah satu alternatif dalam memberikan variasi penyajian materi dan mendukung keterlibatan siswa dalam pembelajaran Pendidikan Pancasila. Penelitian ini bertujuan untuk mengetahui penggunaan media pembelajaran digital, motivasi belajar siswa, dan hubungan antara keduanya pada pembelajaran Pendidikan Pancasila. Penelitian menggunakan pendekatan kuantitatif dengan jenis penelitian korelasional. Sampel berjumlah 26 siswa kelas V-C SDN 009 Sungai Kunjang yang dipilih secara purposive sampling. Data utama dikumpulkan melalui angket, sedangkan observasi, wawancara, dan dokumentasi digunakan sebagai data pendukung. Instrumen diuji melalui validasi ahli dan uji empiris. Analisis data meliputi statistik deskriptif, uji normalitas Shapiro-Wilk, uji linearitas, dan korelasi Pearson Product Moment. Rata-rata penggunaan media pembelajaran digital sebesar 67,42 dan motivasi belajar sebesar 86,81. Kedua variabel berdistribusi normal dan memiliki hubungan linear. Hasil korelasi Pearson menunjukkan koefisien 0,711 dengan signifikansi 0,000. Dengan demikian, terdapat hubungan yang signifikan, kuat, dan positif antara penggunaan media pembelajaran digital dengan motivasi belajar siswa pada pembelajaran Pendidikan Pancasila di kelas V-C SDN 009 Sungai Kunjang.