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Diyah Andini Kusumastuti; Umi Mahmudah

Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

This research aims to develop and evaluate learning media based on traditional engklek games in improving the understanding of the concept of flat building in grade II students of SD/MI. The background of the research is based on the low interest and understanding of students in basic geometry materials and the lack of contextual and fun learning media innovations. The research approach used is qualitative descriptive with data collection techniques through observation, interviews, and documentation. The results showed that the ankle media was effective in improving students' understanding of flat shapes such as squares, triangles, and circles, with an increase in the average student score from 66.2 to 83.5. In addition, the use of this media also increases students' enthusiasm, active participation, and collaboration and socialization skills during the learning process. These findings are in line with constructivist and sociocultural theories that emphasize the importance of active and contextual learning. Engklek learning media not only enriches a meaningful mathematics learning experience, but also contributes to the preservation of local culture. This study recommends the use of traditional games as an innovative strategy in mathematics learning in elementary schools.

Selvia Ayu Wardani; Desy Dwi Riana; Dwi Kameluh Agustina

Intellektika : Jurnal Ilmiah Mahasiswa 2023 STIKes Ibnu Sina Ajibarang

. Based on needs analysis and interviews, it shows that flat building material does not use innovative media and the minimal use of technology-based learning media, causes students to feel bored and less interested when learning in class. This research aims to produce LABADA Game products for feasible flat building materials. This type of RnD development research has been developed by Sugiono with seven steps, namely (1) looking for potential and problems at SDN Kepanjenlor 2, SDN Sentul 1 and SDN Sentul 3, (2) Carrying out research and collection by interviewing class IV teachers, distributing needs questionnaires students and observing mathematics learning, (3) product design is carried out by analyzing learning and planning product content, (4) Design validation is carried out by 9 validators consisting of 3 material validators each, media validator and language validator, (5) Design revision carried out based on expert advice, (6) Limited trials carried out by 10 class IV students and 5 class IV teachers, (7) product revisions based on teacher and student suggestions. The instrument in this research is a questionnaire. The feasibility results from material expert validators were 91.85%, media experts 89.44%, and language experts 86.67%. The results of the teacher's readability questionnaire for the LABADA game obtained a percentage of 91.29% and the results of the student's readability questionnaire obtained a percentage of 94.17%.