Dila Aerin Septiani
Universitas Pendidikan Indonesia

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PENGEMBANGAN MEDIA PEMBELAJARAN MATEMATIKA BERBASIS CANVA DENGAN PENDEKATAN TEORI VAN HIELE PADA MATERI MENGONSTRUKSI SERTA MENGURAI KUBUS DAN BALOK UNTUK SISWA FASE C SEKOLAH DASAR Dila Aerin Septiani; Khaila Azzahra Syaqib; Sa'adah Nuraeni; Alfiana Nurussama; Teten Ginanjar Rahayu
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2025): Volume 12 No. 01 Maret 2026
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.10968

Abstract

This research is motivated by the need for interactive learning media to help elementary school students understand geometry of three-dimensional shapes, particularly in constructing and deconstructing cubes and rectangular prisms, which are abstract in nature. This study aims to examine the feasibility of mathematics learning media on three-dimensional geometry materials through validation by media experts and subject-matter experts, as well as to test the practicality of the CUBYLAND media through student response questionnaires. The research method used is Research and Development (R&D) with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consisted of 22 sixth-grade elementary school students. Data were collected through subject-matter expert validation sheets, media expert validation sheets, and student response questionnaires. The validation results showed that the learning media obtained a feasibility percentage of 95.96% from subject-matter experts and 90.90% from media experts, with an average of 93.43%, which falls into the “very feasible” category. The implementation results indicated that students gave positive responses to the aspects of visual appearance, ease of use, and engagement in learning. Based on the evaluation results, Canva-based learning media using the Van Hiele theory approach are declared feasible and practical to be used as an alternative mathematics learning media in elementary schools.
Strategi Game-Based Learning untuk Mengatasi Kejenuhan Belajar Siswa SD dalam Pengelolaan Kelas Abad 21 Fitri Nurhasanah; Dila Aerin Septiani; Geanada Al Shabira; Ghaisani Shidqi Ramadhani; Gita Dwiyan; Sofyan Iskandar
Taman Cendekia: Jurnal Pendidikan Ke-SD-an Vol 10 No 1 (2026): Juni 2026
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/tc.v10i1.21105

Abstract

Kejenuhan belajar merupakan masalah yang sering dialami siswa sekolah dasar akibat pembelajaran yang monoton dan kurang melibatkan siswa secara aktif. Penelitian ini bertujuan mendeskripsikan efektivitas Game-Based Learning (GBL) sebagai strategi pengelolaan kelas abad ke-21 untuk mengurangi kejenuhan belajar. Penelitian menggunakan studi kepustakaan dengan pendekatan deskriptif kualitatif. Artikel dikumpulkan melalui Google Scholar menggunakan kata kunci tertentu dan kriteria inklusi seperti fokus pada GBL, konteks sekolah dasar, akses penuh, serta tahun terbit 2020–2025. Dari 30 artikel awal, 18 artikel memenuhi kriteria kelayakan. Data dianalisis menggunakan content analysis melalui proses koding, kategorisasi tema, dan sintesis temuan. Hasil kajian menunjukkan bahwa GBL meningkatkan motivasi, keterlibatan, dan hasil belajar sekaligus menurunkan kejenuhan melalui aktivitas permainan digital maupun non-digital yang interaktif. Temuan tematik menegaskan bahwa GBL mendukung otonomi, kompetensi, dan kolaborasi siswa sehingga pembelajaran menjadi lebih bermakna dan menyenangkan. Dengan demikian, GBL merupakan pendekatan pedagogis yang efektif dan selaras dengan prinsip pengelolaan kelas abad ke-21.