Pramudiyanti
Universitas Lampung

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Analysis of 4Cs-Oriented Learning Development Teacher Elementary School Post-Covid-19 Pandemic Dwi Yulianti; Pramudiyanti
Journal of Adaptive Education Vol. 3 No. 1 (2025): Journal of Adaptive Education
Publisher : Program Doktor Pendidikan FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/joaedu.v3i1.1025

Abstract

An analysis of the development of 4Cs-oriented learning for elementary school teachers in the post-COVID-19 pandemic needs to be carried out to determine the level of success in implementing learning during the Covid-19 pandemic while maintaining the quality of learning outcomes oriented to 4Cs skills. These four skills form the basis of student readiness in dealing with the rapid development of science and technology that is occurring in the 21st century. The results of a preliminary study by researchers on nine SD Gugus Raden Intan Kec. Candipuro, South Lampung Regency, Indonesia, found three main problems (1) the learning objectives represented in the learning outcomes of students were not 4Cs oriented: (2) teachers in implementing online learning during the pandemic were not oriented towards achieving 4Cs skills. (3) teachers have not made professional development demands to develop interactive media, interesting methods, and several learning systems that accommodate 4Cs skills oriented learning effectiveness during a pandemic. The sample in this study involved 27 lower grade teachers who taught grades 1, 2, and 3 at SD Gugus Raden Intan Kec. Candipuro, South Lampung Regency, Indonesia. The focus of learning development analysis in this study aims to obtain an intervention that can help improve teacher competence in developing learning that is oriented towards the achievement of the 4Cs skills after the Covid-19 Pandemic.
Efektivitas Model Game Based Learning (GBL) dengan Media Blooket terhadap Hasil Belajar Siswa SMP Abdul Rahman; Pramudiyanti; Daniel Rinaldi
Journal of Classroom Action Research Vol. 8 No. 1 (2026): Februari
Publisher : Program Studi Magister Pendidikan IPA, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jcar.v8i1.13304

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran Game Based Learning (GBL) berbantuan Blooket terhadap hasil belajar siswa pada materi Jaringan Komputer dan Internet di kelas VII SMPN Satu Atap 1 Jatiagung. Permasalahan penelitian ini berawal dari rendahnya hasil belajar siswa yang disebabkan oleh kurangnya variasi metode pembelajaran dan minimnya penggunaan media digital yang menarik serta interaktif. Model Game Based Learning (GBL) berbantuan Blooket diharapkan dapat memberikan pengalaman belajar yang menyenangkan, menumbuhkan motivasi, serta meningkatkan pemahaman siswa terhadap materi pelajaran.Penelitian ini menggunakan metode kuasi eksperimen dengan desain pretest-posttest control group design. Populasi penelitian adalah seluruh siswa kelas VII SMPN Satu Atap 1 Jatiagung tahun pelajaran 2024/2025. Sampel terdiri dari dua kelas, yaitu kelas VIIA sebagai kelas kontrol yang menggunakan pembelajaran konvensional, dan kelas VIIB sebagai kelas eksperimen yang mendapatkan perlakuan dengan model Game Based Learning berbantuan Blooket. Instrumen penelitian berupa tes hasil belajar pilihan ganda yang diberikan sebelum (pretest) dan sesudah pembelajaran (posttest).Hasil penelitian menunjukkan bahwa rata-rata N-Gain kelas eksperimen sebesar 0,6127 (kategori sedang), sedangkan kelas kontrol sebesar 0,2745 (kategori rendah).Dengan demikian, penggunaan Blooket dalam pembelajaran Informatika dapat menjadi inovasi efektif untuk menciptakan proses belajar yang aktif, interaktif, menyenangkan, dan berpusat pada siswa.