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Development of Canva-Based Digital Media for Teaching Mathematics: Counting Numbers Up to 10,000 in Grade IV Elementary School Annisa Salsabila; Annisa Siti Wardah; Salsa Amelia Putri; Tita Mahharani; Alfiana Nurussama; Teten Ginanjar Rahayu
OMEGA: Jurnal Keilmuan Pendidikan Matematika Vol. 5 No. 1 (2026): OMEGA: Jurnal Keilmuan Pendidikan Matematika
Publisher : Program Studi Pendidikan Matematika, Fakultas Keguruan Dan Ilmu Pendidikan, Universitas Alwashliyah Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47662/jkpm.v5i1.1159

Abstract

This study aims to: a) Test the validity of Canva-based interactive mathematics learning media on whole number materials in elementary school ; and b) Test the practicality level of the learning media according to student responses. This study is a type of Research and Development (R&D) using the ADDIE Development model consisting of five stages: Analysis, Design, Development, Implementation, and Evaluation. The Research subjects were fourth-grade elementary school students. The instruments used included validation sheets and practicality questionnaires. The validity test results from material and media experts obtained an average percentage of 87.58%, falling into the "Very Valid" category. The practicality test results through student response questionnaires obtained an average percentage of 95.04%, categorized as "Very Practical". Based on these results, the "Walacah" media is effective as a cognitive mediation tool to improve students' understanding of whole numbers up to 10,000.
Pengembangan Media Pembelajaran Interaktif Berbasis Canva Berdasarkan Model Discovery Learning Pada Materi Pengolahan Data Dwiana May Astiningsih; Naila Tsuraya Zahra; Riska Risma Yanti; Alfiana Nurussama; Teten Ginanjar Rahayu
Jurnal Ilmu Pendidikan Guru Sekolah Dasar dan Usia Dini Vol. 2 No. 3 (2025): PEDASUD - Desember
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/pedasud.v2i3.1068

Abstract

The development of digital technology demands innovation in mathematics education at the elementary school level, particularly regarding data processing topics, which students still find challenging. Low learning interest and a lack of student engagement in understanding the concepts of mean, median, and mode are issues that need to be addressed through the use of interactive learning media. This study aims to develop and test the validity and practicality of "MEMODI," a Canva-based interactive mathematics learning medium for fifth-grade data processing materials. This study employed the Research and Development (R&D) method using the ADDIE development model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The research subjects were fifth-grade students at SDN 4 Nagri Kaler. Data collection techniques included validation sheets from material and media experts, as well as student response questionnaires. Data were analyzed using quantitative descriptive techniques by calculating feasibility percentages. The results indicated that the "MEMODI" learning medium achieved a very high validity score, with an average percentage of 92.25%, and a practicality level of 95%, falling into the "very practical" category. The implementation of the medium showed that the use of Canva was able to increase student engagement, facilitate the understanding of mean, median, and mode concepts, and support independent learning through interactive features and direct feedback. Consequently, the Canva-based interactive learning medium "MEMODI" is declared valid, practical, and feasible for use as an alternative mathematics learning medium in elementary schools.
Pengembangan Media Pembelajaran Berbasis Canva pada Materi Mengontruksi dan Mengurai Bangun Ruang Berdasarkan Teori Van Hiele: Development of Canva-Based Learning Media on the Material of Constructing and Decomposing Spatial Figures Based on Van Hiele's Theory Najwa Yumna Mahira; Citra Husnullia Nurazizah; Nayla Adzkiya Amin; Alfiana Nurussama; Teten Ginanjar Rahayu
Jurnal Kolaboratif Sains (Special Issue) - Jurnal Kolaboratif Sains (JKS) - Januari 2026
Publisher : Universitas Muhammadiyah Palu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56338/jks.v9i1.10100

Abstract

Penelitian ini difokuskan pada pengembangan media pembelajaran matematika berbasis Canva yang digunakan pada materi mengonstruksi dan mengurai bangun ruang untuk peserta didik kelas VI sekolah dasar dengan mengacu pada tahapan berpikir geometri dalam teori Van Hiele. Jenis penelitian yang digunakan adalah penelitian pengembangan (research and development) dengan prosedur ADDIE yang meliputi tahap analisis kebutuhan, perancangan media, pengembangan produk, pelaksanaan pembelajaran, serta evaluasi hasil. Penelitian dilaksanakan di SD Negeri 04 Bambu Apus dengan melibatkan 25 peserta didik kelas VI sebagai subjek penelitian. Data penelitian diperoleh melalui proses validasi oleh ahli materi dan ahli media menggunakan lembar penilaian, serta melalui penyebaran angket kepada peserta didik untuk mengetahui respon terhadap media yang digunakan. Berdasarkan hasil validasi ahli, media pembelajaran menunjukkan tingkat kelayakan yang sangat tinggi dengan persentase rata-rata sebesar 92,49%. Sementara itu, hasil angket menunjukkan bahwa media pembelajaran memiliki tingkat kepraktisan sebesar 87,60% dan termasuk dalam kategori sangat praktis. Media yang dikembangkan mampu membantu peserta didik memahami konsep bangun ruang melalui penyajian visual yang menarik dan alur materi yang terstruktur, sehingga dapat mendukung perkembangan kemampuan berpikir geometri sesuai dengan teori Van Hiele. Media pembelajaran berbasis Canva yang dikembangkan dinyatakan layak dan dapat diterapkan dalam pembelajaran matematika di sekolah dasar.
The Effect of Game Based Learning Model Assisted by Blooket Media on English Vocabulary Mastery of Elementary School Students Dellisa Ahyani; Nadia Tiara Antik Sari; Alfiana Nurussama
Literasi: Jurnal Pendidikan Guru Indonesia Vol. 5 No. 2 (2026): Juni
Publisher : Lembaga Bale Literasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58218/literasi.v5i2.3142

Abstract

This study aims to determine the effect of the Game Based Learning model assisted by Blooket media on the mastery of English vocabulary among fifth-grade students of SDN 2 Sindangkasih, Purwakarta Regency. The research employed a quasi-experimental method with a nonequivalent control group design. The sample consisted of 54 students: class VA (27 students) as the experimental group and class VB (27 students) as the control group. Data were collected through pretest and posttest, analyzed using Shapiro-Wilk normality test, homogeneity test, independent sample t-test, N-Gain test, and simple linear regression with SPSS version 29. The results showed: (1) there is a significant effect of the Game Based Learning model assisted by Blooket media on students’ English vocabulary mastery with a coefficient of determination of 56.3%; (2) the improvement in vocabulary mastery in the experimental group (N-Gain 61.70%, medium category) was higher and significant compared to the control group (N-Gain 18.68%, low category) with sig. value 0.001 < 0.05. It is concluded that the Game Based Learning model assisted by Blooket media is effective in improving English vocabulary mastery among elementary school students.
Analisis Kualitas Butir Soal Pemahaman Siswa Kelas 1 SD Materi Penjumlahan dan Pengurangan Menggunakan Tes Buatan Guru Berbasis Program Anates: Analysis of the Quality of Question Items for Grade 1 Elementary School Students' Understanding of Addition and Subtraction Material Using Teacher-Made Tests Based on the Anates Program Thalytha Majma Tsaqifa Taftazani; Nurul Hasna Haifa; Nazwa Safira; Hafiziani Eka Putri; Alfiana Nurussama
Jurnal Kolaboratif Sains Vol. 8 No. 1: Januari 2025 - Jurnal Kolaboratif Sains (JKS)
Publisher : Universitas Muhammadiyah Palu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56338/jks.v8i1.6666

Abstract

Penelitian ini bertujuan untuk menganalisis kualitas butir soal yang disusun oleh guru untuk mengukur pemahaman siswa kelas 1 SD pada materi penjumlahan dan pengurangan. Analisis dilakukan menggunakan program Anates yang membantu mengevaluasi validitas, reliabilitas, tingkat kesukaran, daya pembeda, dan efektivitas pengecoh dari setiap butir soal. Subjek penelitian adalah siswa kelas 1 SD di salah satu sekolah dasar di wilayah Bekasi tepatnya di SDN Sumurbatu 1 berjumlah 30 siswa. Data diperoleh melalui hasil tes yang terdiri dari sejumlah 5 butir soal uraian. Hasil penelitian menunjukkan bahwa sebagian besar butir soal memiliki tingkat kesukaran dari mudah hingga sedang, daya pembeda yang baik, dan pengecoh yang efektif. Selain itu, validitas dan reliabilitas tes secara keseluruhan berada pada kategori baik, menunjukkan bahwa instrumen tes ini dapat diandalkan untuk mengukur pemahaman siswa. Rekomendasi, beberapa soal memerlukan revisi untuk meningkatkan kualitasnya yaitu dengan meningkatkan kesukaran dalam setiap butir soal. Soal yang tidak mengalami revisi sudah dapat digunakan sebagai alat evaluasi untuk mengukur pemahaman siswa. Temuan ini diharapkan dapat menjadi acuan bagi guru dalam menyusun dan mengevaluasi soal untuk meningkatkan kualitas pembelajaran serta pemahaman siswa pada materi dasar matematika.
Smart Safety for Kids melalui Penguatan Kompetensi Guru PAUD dalam Mengembangkan Media Edukasi Keselamatan Diri Berbasis Teachable Machine Dhea Ardiyanti; Asep Kurnia Jayadinata; Gia Nikawanti; Alfiana Nurussama; Alya Rizky Febriani; Alfira Khoirunnisa; Devi Aulianti; Annisa Al-Aribah; Laksminawati Agustine Arifin
Bima Abdi: Jurnal Pengabdian Masyarakat Vol. 6 No. 3 (2026): Bima Abdi: Jurnal Pengabdian Masyarakat
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/ba-jpm.v6i3.5350

Abstract

Pemanfaatan teknologi Artificial Intelligence (AI) dalam pembelajaran membuka peluang bagi guru PAUD untuk mengembangkan media pembelajaran yang inovatif dan interaktif. Kegiatan Pengabdian kepada masyarakat ini bertujuan untuk meningkatkan komptensi guru PAUD dalam mengembangkan media edukasi keselamatan diri berbasis Teachable Machine dan pictoblox. Kegiatan dilaksanakan di Gedung Universitas Pendidikan Indonesia Kampus Purwakarta pada Kamis 16 Juli 2026 dengan menggunakan metode pelatihan partisipatif. Peserta berjumlah 10 guru PAUD dari sekolah mitra yang ditentukan melalui teknik purposive sampling, dengan kriteria guru aktif dan bersedia mengikuti seluruh rangkaian kegiatan. Pelaksanaan kegiatan meliputi tahap persiapan, penyampaian materi, demonstrasi, praktik langsung, pendampingan, dan evaluasi. Materi pelatihan mencakup konsep keselamatan diri anak serta pemanfaatan AI dalam pengembangan media pembelajaran. Evaluasi dilakukan melalui pretest, posttest, dan observasi selama pelaksanaan kegiatan. Hasil pretest menunjukkan bahwa peserta telah memiliki kesiapan dalam menggunakana teknologi digital, yang ditunjukkan oleh 100% pesera terbiasa menggunakan laptop atau kemputer dan media pembelajaran digital. Namun, pengetahuan terkait dengan Teachable machine dan pictoblox masih terbatas. Setelah pelatihan, terjadi peningkatan respon yang positif terhadap pengguanaan teachable machine dan pictoblox. Secara keseluruhan, kegaitan pelatihan berbasis praktik dan penadmpingan dapat meningkatkan kesiapan dan kompetensi guru dalam memangfaatkan AI untuk mengembangkan media edukasi keselamatan diri anak. Kegiatan lanjutan diperlukan untuk memperkuat kemandirian guru dan mengoptimalkan implementasi media di lingkungan pembelajaran PAUD.
Effects of Edu-Board Game-Assisted STAD on Elementary School Students' Mathematics Problem Solving: A Quasi-Experimental Study Febby Deca Lestari; Hafiziani Eka Putri; Teten Ginanjar Rahayu; Alfiana Nurussama; Mariano Dos Santos
Prisma Sains : Jurnal Pengkajian Ilmu dan Pembelajaran Matematika dan IPA IKIP Mataram Vol. 14 No. 4: October 2026
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/j-ps.v14i4.21336

Abstract

Mathematical problem-solving is an essential competency in elementary education, yet students often experience difficulties when solving problems involving Least Common Multiple (LCM) and Greatest Common Factor (GCF). This study compared changes in mathematical problem-solving performance between Grade IV students receiving Edu-Board Game-Assisted Student Teams Achievement Divisions (STAD) and those receiving Problem-Based Learning (PBL) supported by ice-cream-stick manipulatives. A quasi-experimental nonequivalent pretest-posttest design involved 60 students from two intact classes, with 30 students in each instructional condition. Mathematical problem-solving was assessed using five constructed-response problems based on four problem-solving stages. Both groups showed substantial improvement from pretest to posttest. The experimental group increased from a mean of 41.33 to 73.67, while the comparison group increased from 26.27 to 60.53. The groups differed significantly at baseline, t(43.76) = -4.77, p < .001. After accounting for pretest performance, the adjusted posttest difference favored the experimental condition but was not statistically significant, B = 4.04, 95% CI [-0.53, 8.60], F(1, 57) = 3.14, p = .082, partial eta squared = .052. Supplementary analysis showed higher N-Gain in the experimental group (57.12%) than in the comparison group (46.34%), t(58) = 3.30, p = .002, Cohen’s d = 0.851. These findings indicate that Edu-Board Game-Assisted STAD represents a viable active approach for elementary mathematical problem solving, although its adjusted advantage over active PBL was not statistically established.
Penguatan Sekolah Aman Bermartabat di SDN Maracang Purwakarta melalui Pencegahan Kekerasan Seksual dan Bullying Hafiziani Eka Putri; Alfiana Nurussama; Ahsani Taqwim; Rizka Malfiana Fitri; Algia Rizkania Azzahra; Ayudiah Pratiwi K; Fasya Nabilla Azkia; Bunga Fahrunnisa; Zaskia Rachmadini Putri Arrafi
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 7 No. 1 (2026): Edisi Januari - April
Publisher : Lembaga Dongan Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan meningkatkan pemahaman dan kesadaran guru serta orang tua dalam menciptakan lingkungan pendidikan yang aman dan bermartabat sebagai upaya pencegahan kekerasan seksual dan bullying di sekolah dasar. Program dilaksanakan melalui workshop partisipatif di SDN Maracang Purwakarta yang melibatkan guru, tenaga kependidikan, dan komite sekolah. Metode kegiatan meliputi penyampaian materi, diskusi kelompok, simulasi kasus, serta sesi refleksi diri. Evaluasi dilakukan melalui survei pascakegiatan untuk mengukur perubahan pengetahuan, sikap, dan motivasi peserta. Hasil menunjukkan bahwa 92,3% peserta memperoleh pengetahuan baru mengenai pencegahan kekerasan seksual dan bullying, sementara 100% peserta menyatakan termotivasi untuk menciptakan lingkungan sekolah yang aman. Temuan ini menunjukkan bahwa pendekatan reflektif dan kolaboratif efektif dalam meningkatkan kapasitas dan komitmen warga sekolah. Dengan demikian, kegiatan ini disimpulkan berkontribusi positif dalam membangun budaya pendidikan dasar yang menjunjung perlindungan, empati, dan martabat anak
Integrating Unplugged Coding into Experiential Learning: Its Impact on Elementary Students' Mathematical Conceptual Understanding Nurul Hasna Haifa; Hafiziani Eka Putri; Alfiana Nurussama; Teten Ginanjar Rahayu
Lambda: Jurnal Ilmiah Pendidikan MIPA dan Aplikasinya Vol. 6 No. 3 (2026): Lambda
Publisher : Lembaga Bale Literasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58218/lambda.v6i3.4397

Abstract

The integration of coding into Indonesia's elementary curriculum is often constrained by limited technological infrastructure, while students' understanding of number-related concepts remains low. This study examined the effectiveness of an experiential learning model based on unplugged coding in improving elementary students' conceptual understanding of numbers. Using a quantitative quasi-experimental approach with a Nonequivalent Control Group Design, 48 third-grade students from Purwakarta Regency (2025/2026 academic year) were purposively selected and divided into an experimental group (24 students), taught with the unplugged-coding-based experiential model, and a control group (24 students), taught using Problem-Based Learning. Conceptual understanding was measured through a descriptive test covering four indicators, with data analyzed via normality, homogeneity, and independent-sample t-tests, and N-Gain calculations using SPSS. Results showed a statistically significant difference between groups (p = 0.005), with the experimental group scoring higher than the control group. The N-Gain analysis revealed an average improvement of 60.34% (moderately effective) in the experimental group versus 42.83% (least effective) in the control group. These findings confirm that the unplugged-coding-based experiential learning model effectively enhances students' understanding of number concepts, offering a practical, technology-independent strategy for resource-limited educational settings.