Effectiveness Of Educaplay Platform On Learning Results Of Civics Learning In Elementary School

Mia Aris Septianingsih, Choiriyah Widyasari

Abstract


This study aims to determine the effectiveness of the Educaplay platform in improving student learning outcomes in Civics subjects in elementary schools. The research used a quantitative method with a Quasi Experiment design, adopting a control group and experimental group design. The research subjects included classes 4B and 4D MIM PK Kartasura with a random sampling technique or simple random sampling. So that the sample of this study can be produced in grades 4B and 4D at MIM PK Kartasura with a population of 39 students and only uses a sample of 30 students, each of which is taken as a sample of 15 students. Class 4B was chosen as an experimental group that would get special treatment, namely learning using the Educaplay platform while class 4D as a control class that did not get special treatment. Data collection uses pre-test and post-test to measure students' Civics learning outcomes. Data analysis through the prerequisite test and hypothesis testing stages. The result of the study is that there is a difference between the control class and the experimental class, this is evidenced by the independent samples test which shows that the sig value is obtained. (2 tailed) of 0.001 <0.05, it can be concluded that there is an average difference in students' Civics learning outcomes between using Ecucaplay platform media and non-digital media (lectures). So it can be said that Ho is rejected and Ha is accepted. Group statistical results also show that the average value of the experimental class results is 86, 33 while the control class is 75.33. It can be concluded that the learning outcomes in the experimental class that received special treatment using the educaplay platform were sufficient to affect learning outcomes in Civics subjects at MIM PK Kartasura. For the results of the effectiveness test with the calculation of n-gain shows the mean (average value) of the experimental class of 62.70 or 62% and it is stated that the use of educaplay platfrom media is quite effective on students' Civics learning outcomes. While the control class was 26.84 or 26% and declared ineffective in using lectures on Civics learning outcomes.


Keywords


Educaplay Platfrom, Learning Outcomes, Civics

References


Anam, K., Mulasi, S., & Rohana, S. (2021). Efektifitas Penggunaan Media Digital dalam Proses Belajar Mengajar. Genderang Asa: Journal of Primary Education, 2(2), 76–87. https://doi.org/10.47766/ga.v2i2.161

Angreany, F., & Saud, S. (2017). Keefektifan Media Pembelajaran Flashcard Dalam Keterampilan Menulis Karangan Sederhana Bahasa Jerman Siswa Kelas Xi Ipa Sma Negeri 9 Makassar. Eralingua: Jurnal Pendidikan Bahasa Asing Dan Sastra, 1(2), 138–146. https://doi.org/10.26858/eralingua.v1i2.4410

Aspi STAI Rakha Amuntai, M., Selatan, K., & STAI Rakha Amuntai, S. (2022). Profesional Guru Dalam Menghadapi Tantangan Perkembangan Teknologi Pendidikan. Adiba: Journal of Education, 2(1), 64–73.

Basuki, Y., & Hidayati, Y. (2019). Kahoot! or Quizizz: the Students’ Perspectives. https://doi.org/10.4108/eai.27-4-2019.2285331

Batitusta, F. O., & Hardinata, V. (2024). Pengaruh Implementasi Media Permainan Edukasi Educaplay Berbasis Gadget terhadap Hasil Belajar Menulis Esai. JIIP - Jurnal Ilmiah Ilmu

Pendidikan, 7(3), 2685–2690. https://doi.org/10.54371/jiip.v7i3.3788

Belva Saskia Permana, Lutvia Ainun Hazizah, & Yusuf Tri Herlambang. (2024). Teknologi

Pendidikan: Efektivitas Penggunaan Media Pembelajaran Berbasis Teknologi Di Era Digitalisasi. Khatulistiwa: Jurnal Pendidikan Dan Sosial Humaniora, 4(1), 19–28. https://doi.org/10.55606/khatulistiwa.v4i1.2702

Dianita, E., Bilkis, A. N., Berliansyah, D., Hidayah, E., & Nikmatuzzakiyah, A. (2024). Pengembangan Game Educaplay sebagai Media Pembelajaran PKn Siswa Kelas VI SD Negeri 1 Talang Padang. Cendikia: Jurnal Pendidikan Dan Pengajaran, 2(7), 275–282.

Fernanda, N., Roosyanti, A., & Susanti, R. (2024). Peningkatan Hasil Belajar Pendidikan Pancasila Melalui Media Educaplay di Kelas IVB SDN Dukuh Kupang III Surabaya. Journal of Science and Education Research, 3(2), 58–63. https://doi.org/10.62759/jser.v3i2.131

Hasanah, U., Safitri, I., Rukiah, R., & Nasution, M. (2021). Menganalisis Perkembangan Media Pembelajaran Matematika Terhadap Hasil Belajar Berbasis Game. Indonesian Journal of Intellectual Publication, 1(3), 204–211. https://doi.org/10.51577/ijipublication.v1i3.125

Intaniasari, Y., Utami, R. D., Purnomo, E., & Aswadi, A. (2022). Menumbuhkan Antusiasme Belajar melalui Media Audio Visual pada Siswa Sekolah Dasar. Buletin Pengembangan Perangkat Pembelajaran, 4(1). https://doi.org/10.23917/bppp.v4i1.19424

Kependidikan, J. I., Kristiani, E., Pahlevi, T., & Surabaya, U. N. (2021). Prima Magistra: 2, 197–211.

Khaulani, F., S, N., & Irdamurni, I. (2020). Fase Dan Tugas Perkembangan Anak Sekolah Dasar. Jurnal Ilmiah Pendidikan Dasar, 7(1), 51. https://doi.org/10.30659/pendas.7.1.51-59

Kinanti, M. D., & Subagio, F. M. (2020). Pengembangan LKPD Bahasa Inggris Berbantu Aplikasi Quizizz Kelas IV Sekolah Dasar. Jurnal Penelitian Pendidikan Guru Sekolah Dasar, 8(3), 539–548.

Kurniawan, M. E., Arafat, Y., & Eddy, S. (2021). 285-Article Text-1130-1-10-20210724. Jurnal Inovasi Strategi Dan Model Pembelajaran, 1(1), 1–8.

Nadila. (2024). Pemanfaatan Teknologi Digital Dalam Pembelajaran. JUPSI: Jurnal Pendidikan Sosial Indonesia, 2(1), 37–46. https://doi.org/10.62238/jupsijurnalpendidikansosialindonesia.v2i1.72

Novitasari, D., & Kurniawati, R. (2023). Optimalisasi Pengalaman Belajar Siswa SD melalui Media Pembelajaran Interaktif Berbasis Web. Nusantara Educational Review, 1(1), 43–55. https://doi.org/10.55732/ner.v1i1.1006

Okra, R., & Novera, Y. (2019). Pengembangan Media Pembelajaran Digital IPA Di SMP N 3 Kecamatan Pangkalan. Journal Educative : Journal of Educational Studies, 4(2), 121. https://doi.org/10.30983/educative.v4i2.2340

Pendidikan, J. (2024). PEDAGOGIK. 2(2), 86–93.

Riyadi, T., & Wibawa, S. (2024). Pengembangan Media Pembelajaran Interaktif Berbasis Quizizz Pada Pembelajaran PPKN di SD Kelas 5. Pendas: Jurnal Ilmiah Pendidikan Dasar, 9(1), 2791–2805. http://117.74.115.107/index.php/jemasi/article/view/537

Rodhiyah, L., Degeng, I. N., & Adi, E. (2021). Peningkatan Antusiasme Siswa Kelas V Belajar Materi Panas dan Perpindahannya Melalui Multimedia Linier. JKTP: Jurnal Kajian Teknologi Pendidikan, 4(1), 80–89. https://doi.org/10.17977/um038v4i12021p080

Ruswan, A., Sholihah Rosmana, P., Husna, M., Nurhikmah, I., Irsalina, S., Azahra, R., &

Faqih, A. (2024). Pemanfaatan Media Pembelajaran Berbasis Android pada Kurikulum Merdeka Sekolah Dasar. Jurnal Pendidikan Tambusai, 8, 97–105.

Shefira, A., Dewi, N. R., & Octaviani, R. (2024). Inovasi Pembelajaran PKN di Era Digital dengan Pemanfaatan Teknologi dalam Meningkatkan Pemahaman Siswa. Jurnal Pendidikan Guru Sekolah Dasar, 1(3), 10. https://doi.org/10.47134/pgsd.v1i3.447

Surachmi, S., & Sison, K. J. S. (2021). Educaplay as Teaching Media inn Virtual Classes. The 3rd Bogor English Student and Teacher (BEST) CONFERENCE, 1–6.

Talizaro. (2023). Peranan Media Pembelajaran dalam Meningkatkan The Role of Instructional Media To Improving. Jurnal Komunikasi Pendidikan, 2(2).

Wulandari, D. (2022). Metode Pembelajaran Dalam Meningkatkan Keaktifan Belajar. Aksioma Ad-Diniyah, 10(1). https://doi.org/10.55171/jad.v10i1.690

Zain, R. F., & Andriany, L. (2024). Pemanfaatan Aplikasi Digital dalam Meningkatkan Kompetensi Abad 21 pada Pembelajaran PPKn di SMA Negeri 13 Medan. IJEDR: Indonesian Journal of Education and Development Research, 2(2), 1234–1242. https://doi.org/10.57235/ijedr.v2i2.2558


Full Text: PDF

DOI: 10.55215/jppguseda.v8i2.11727 Abstract views : 0 views : 0

Refbacks

  • There are currently no refbacks.


Copyright (c) 2025 Mia Aris Septianingsih

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.