Abstract:Penelitian ini bertujuan untuk mendeskripsikan peningkatan hasil belajar IPAS materi Harmoni dalam Ekosistem kelas V dengan menggunakan model pembelajaran problem based learning berbatuan media Wordwall. Penelitian tindakan…
kan kelas ini dilaksanakan secara daring dengan menggunakan whatsaap, google meet, dan Wordwall sebagai media evaluasi. Dilaksanakan sebanyak dua siklus dengan di awali terlebih dahulu dengan siklus pra Tindakan. Subyek penelitian berjumlah 30 siswa, Teknik analisis data yang digunakan adalah analisis kuantitatif dan kualitatif. Teknik analisis kuantitatif untuk membandingkan peningkatan hasil belajar peserta didik. Sedangkan kualitatif dilakukan dengan cara membandingkan proses belajar yang dilakukan guru dan peserta didik saat menggunakan model PBL. Teknik pengumpulan data yang digunakan melalui, observasi, angket, dan tes. Berdasarkan ketuntasan hasil belajar pada siklus 1 dan 2 menunjukkan adanya peningkatan ketuntasan, pada siklus 1 presentase yang tuntas 90% tidak tuntas 10% sedangkan pada siklus 2 terdapat 100% tuntas 0 % tidak tuntas. Berdasarkan hasil penelitian tersebut menunjukkan peningkatkan presentase hasil belajar siswa pada pembelajaran sosiologi dengan model pembelajaran Problem Based learning (PBL) berbantuan media Wordwall.
Abstract:Penelitian ini bertujuan untuk meningkatkan motivasi belajar siswa kelas V SD 28 Rawang pada pembelajaran Bahasa Indonesia melalui penerapan model pembelajaran Game Based Learning (GBL) berbantuan media Wordwall. Metode…
penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam empat siklus, dan masing-masing siklus terdiri dari empat pertemuan. Subjek penelitian adalah 28 siswa kelas V. Instrumen penelitian meliputi lembar observasi motivasi belajar, angket motivasi, dan dokumentasi. Hasil penelitian menunjukkan bahwa penerapan model GBL berbantuan Wordwall dapat meningkatkan motivasi belajar siswa secara signifikan. Rata-rata skor motivasi meningkat dari kategori rendah pada siklus I menjadi tinggi pada siklus IV. Dengan demikian, media Wordwall dalam pendekatan GBL efektif untuk meningkatkan motivasi belajar siswa pada mata pelajaran Bahasa Indonesia.
Abstract:This study aims to analyze the effectiveness of using a Smartboard in increasing students' enthusiasm for learning in the Pancasila Education subject in grade V of SDN 07 Mudiak Lawe, Sungai Pagu District, South Solok Regency.…
gency. From initial observations, it was seen that students' enthusiasm for learning tended to be low, as seen from their inactive attitudes, little interaction, and easily distracted when teachers used less diverse learning methods. To address this, a Smartboard was proposed as an innovative solution. This tool is an interactive whiteboard that uses multimedia and audiovisual technology, so it can combine teaching materials with images, videos, and animations to make learning more interesting and diverse. The method used in this study was the correlation method, namely a quantitative method that studies the relationship between the use of Smartboard interactive features and the level of student enthusiasm for learning. The results showed that the use of Smartboard in learning was proven to be able to increase student enthusiasm for learning. After implementing the Smartboard, students appeared more active and enthusiastic during the learning process, so that their enthusiasm for learning increased and reduced boredom. The implementation of Smartboard involves game-based learning methods such as Duck Race Games and Wordwall, which successfully trigger students' curiosity, focus, and enthusiasm, and encourage them to actively participate in answering questions and interacting in class.
Abstract:This study aims to describe the utilization of interactive technology and artificial intelligence (AI) to enhance the competencies of 21st-century teachers within the Educational Coordination Office of Pangkatan Sub-District,…
rict, Labuhanbatu Regency, North Sumatra Province. The research employed a descriptive qualitative method with a field study approach through a six-day workshop. The subjects of this study consisted of 20 elementary school teachers who participated in training sessions on Quizizz, Wordwall, and the use of AI tools such as ChatGPT in the learning process. Data were collected through observation, interviews, pre-test and post-test assessments, as well as documentation, and were analyzed through data reduction, data presentation, and conclusion drawing. The findings indicate a significant improvement in teachers’ understanding and skills in integrating interactive technology and AI into the learning process. The average pre-test score of 70.00% increased to 89.00% in the post-test, indicating a 19.00% improvement in competency. In addition, teachers successfully developed gamification-based learning media using Quizizz and Wordwall, and utilized artificial intelligence to efficiently design teaching materials and evaluation tasks. The workshop activities also fostered teachers’ motivation, creativity, and digital awareness regarding the importance of innovation in 21st-century education.This study affirms that the integration of interactive technology and AI not only enhances teachers’ pedagogical competencies but also contributes to the development of a more adaptive, collaborative, and digitally relevant learning ecosystem aligned with the needs of the modern era.
Abstract:The application of interactive learning media to improve the learning experience for children can be through introducing technology to early childhood. A strategy for teachers to develop this understanding and ability is…
that teachers can take part in training regarding digital learning media. Training regarding learning media was held at TK Yos Sudarso Purwakarta with the learning media used were Learning Apps and Wordwall. Methods uses in this training are Andragogy method with 3 stages, namely Planning, Implementation, and Evaluation. The results of this service ran smoothly, the learning media training participants were able to understand and complete the training activities well and succeeded in creating digital games using the Learning Apps and Word Wall platforms. Participants gave positive responses to the results of the training that had been carried out and hoped that the use of digital media could expand fun learning strategies in early childhood education.
Keywords: early childhood education; interactive learning media; digital technology
Abstract:One of the impacts of the Covid-19 Pandemic is the change of learning process in elementary schools from offline learning to online learning. The results of the observations at Al-Khoiriyyah islamic elementary school show…
w that partners still had difficulties in utilizing information technology facilities besides there was also a decrease in the enthusiasm of teachers and students in the learning process. The community service team offers solutions by providing training related to interactive learning media and the utilization of technology using the wordwall application. The wordwall application can attract the enthusiasm of teachers and students in the learning process by utilizing various features. This training was attended by 8 participants located at UHW Perbanas on June 24, 2022. The methods used were discussion, independent practice, and evaluation obtained from filling out the pre-test and post-test. The results of the training and mentoring show that 100% of the training participants are able to use wordwalls. The learning media using this wordwall had a significant effect and this was shown by the practical results of each participant who successfully completed the tasks given by the community service team which is 8 participants successfully made a quiz using the wordwall application.
Abstract:This research was undertaken to analyze the influence of the Wordwall application on the speaking skills of eleventh-grade students at SMAN 1 Ciruas. Consequently, Wordwalluantitative methodology and a quasi-experimental…
design involving 82 participants, organized into two equally sized groups, namely the experimental and control groups. Data collection was conducted through speaking assessments administered prior to and following the treatment. The findings showed that students who received the treatment achieved better improvement in speaking skills than those in the control group. The average score achieved by the experimental group increased from 63.90 to 83.12, whereas the control group’s mean score rose from 66.15 to 74.34. The hypothesis test results revealed a significance value below 0.05 (p < 0.001), providing evidence of a statistically significant difference between the groups. The results point to the fact that the Wordwall application was effective in enhancing students’ speaking skills.. Consequently, Wordwall can be considered an effective technology-based learning tool for promoting speaking skill development in English language learning.
Abstract:Rendahnya keterlibatan dan motivasi siswa akibat metode pembelajaran konvensional menjadi tantangan utama pendidikan di tingkat Sekolah Dasar (SD). Penelitian ini bertujuan untuk menganalisis efektivitas media Game-Based…
Learning (GBL) sebagai inovasi pembelajaran di SD melalui studi kepustakaan. Metode penelitian yang digunakan adalah kualitatif deskriptif dengan teknik studi pustaka, di mana data dikumpulkan dari Google Scholar dan Google Books dengan kata kunci "efektivitas", "game based learning", dan "inovasi pembelajaran" dalam rentang waktu sepuluh tahun terakhir. Hasil analisis terhadap berbagai literatur menunjukkan bahwa integrasi media game seperti wordwall, powtoon, dan flashcard secara signifikan meningkatkan hasil belajar kognitif dan motivasi intrinsik siswa. Temuan empiris mencatat peningkatan hasil belajar matematika dan sains yang tajam serta perbaikan interaksi kelas secara sistemik. Penelitian ini menyimpulkan bahwa GBL merupakan inovasi pembelajaran yang aplikatif dan mampu memodifikasi teori konstruktivisme tradisional menjadi konstruktivisme digital yang relevan bagi generasi alfa. Implikasi penelitian ini menekankan pentingnya kompetensi digital guru dan dukungan infrastruktur teknologi dalam keberhasilan transformasi pendidikan di SD.
Abstract:Penelitian ini difokuskan pada upaya pemetaan pelaksanaan penilaian pembelajaran berbasis teknologi digital pada jenjang sekolah dasar. Kajian ini mencakup jenis platform evaluasi yang digunakan, permasalahan yang dihadapi pendidik…
api pendidik dalam pelaksanaannya, serta sikap dan respons siswa terhadap sistem evaluasi berbasis digital. Pengumpulan data dilakukan melalui pengamatan langsung di sekolah, wawancara singkat dengan guru, serta penelusuran dokumen pendukung. Lokasi penelitian meliputi beberapa sekolah dasar di wilayah Sumatera Barat dan satu sekolah dasar swasta yang berada di Jakarta. Berdasarkan hasil pengamatan, diketahui bahwa penerapan evaluasi digital telah mulai dilakukan, namun tingkat pemanfaatannya berbeda-beda antar sekolah. Sebagian sekolah telah mengadopsi aplikasi berbasis daring seperti Wordwall, Quizizz, dan Google Form sebagai sarana penilaian hasil belajar. Di sisi lain, masih terdapat sekolah yang mempertahankan sistem evaluasi konvensional, meskipun penggunaan teknologi telah diterapkan pada tahap penyampaian materi pembelajaran.Pelaksanaan evaluasi berbasis digital menunjukkan pengaruh positif terhadap keterlibatan siswa dalam kegiatan belajar. Penyajian evaluasi yang bersifat interaktif mampu mendorong peningkatan minat, partisipasi aktif, serta semangat siswa dalam mengikuti proses penilaian. Namun demikian, implementasi evaluasi digital belum sepenuhnya berjalan optimal karena adanya keterbatasan sarana pendukung, kendala jaringan internet, serta rendahnya penguasaan teknologi oleh sebagian guru.Secara umum, evaluasi pembelajaran berbasis digital berpotensi meningkatkan kualitas dan efektivitas proses penilaian di sekolah dasar. Agar penerapannya dapat berjalan secara maksimal, diperlukan dukungan infrastruktur yang memadai serta peningkatan kompetensi guru dalam pemanfaatan teknologi pendidikan