Tri Riyadi
Universitas Sarjanawiyata Tamansiswa

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PENGARUH PENGGUNAAN PERMAINAN TRADISIONAL ENGKLEK BERBASIS TRI N TERHADAP PEMAHAMAN KONSEP IPA Tri Riyadi; Ana Fitrotun Nisa; Yuli Prihatni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 1 (2024): Volume 09 No. 01 Maret 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i1.11900

Abstract

This research aims to explore and analyze the impact of using traditional games based on the Tri N approach on increasing understanding of Natural Science (IPA) concepts in elementary school (SD) students. The Tri N approach, which includes aspects of Niteni, Nirokke, Nambahi, is used as a framework for designing and implementing traditional games with the aim of increasing understanding of IPA concepts. The research uses an experimental model with a pre-experimental one group pretest-posttest design and is equipped with a research instrument in the form of a written test. The data obtained were then analyzed using a normality test and a paired t test using IBM SPSS 24. Based on the paired t test, it was found that the significance value was 0.032. Where α < 0.05, which means it can be concluded that the use of the traditional engklek game integrated with Tri N is able to significantly increase understanding of science concepts. This is because learning with traditional games can increase students' learning motivation to be active in learning. Meanwhile, Tri N can help students understand and develop the science concepts they have acquired.
EKSPLORASI POTENSI PEMBELAJARAN BERBASIS GAME DALAM MENINGKATKAN PRESTASI PEMBELAJARAN IPS KELAS 5 DI SEKOLAH Tri Riyadi; Heri Maria Zulfiati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 1 (2024): Volume 09 No. 01 Maret 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i1.11958

Abstract

Improving the achievement of Social Studies learning at the elementary school level is a challenge that continues to be faced in an effort to improve the quality of education. One of the innovations that can be applied is game-based learning. This research aims to explore the potential of game-based learning in improving the achievement of grade 5 social studies learning in elementary schools. The main problem faced is the low interest and motivation of students towards social studies learning, as well as the lack of active involvement in the teaching-learning process. The purpose of this study is to identify the impact of using game-based learning on social studies learning achievement, as well as measuring the level of student interest and motivation towards the learning. This research methodology uses a quantitative approach with a pretest-posttest control group experimental design. The research sample consisted of two 5th grade classes at an elementary school, one class as the experimental group that received game-based learning, and one class as the control group that received conventional learning. The results showed a significant increase in social studies learning achievement in the experimental group compared to the control group. In addition, there was an increase in students' interest and motivation towards social studies learning through game-based approach. The implication of this study is that game-based learning can be an effective strategy to improve social studies learning achievement and increase student engagement in the learning process. The findings provide a basis for the development of more innovative and interesting learning methods in order to improve the quality of social studies learning at the elementary school level.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS QUIZIZZ PADA PEMBELAJARAN PPKN DI SD KELAS 5 Tri Riyadi; Sutrisna Wibawa
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 1 (2024): Volume 09 No. 01 Maret 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i1.11962

Abstract

Increasing the effectiveness of learning Pancasila and Citizenship Education (PPKN) in Primary School (SD) Grade 5 is an urgent need. This scientific article aims to develop interactive learning media based on Quizizz as an alternative in improving the quality of PPKN learning. In analysing the data, this research presents the results of a literature study to support the successful implementation of interactive learning media. The results of data analysis through a qualitative approach show the suitability of learning media with learning objectives and the potential effectiveness of using Quizizz in improving students' understanding of Civics concepts. This article concludes that the development of interactive learning media based on Quizizz can be an effective alternative in improving Civics learning in Grade 5 SD. The practical and theoretical implications of the results of this study are expected to make a positive contribution to the development of technology-based learning strategies at the basic education level. This study provides a basis for further research in exploring the potential of interactive learning media for other subjects and higher levels.