PERISKOP : Jurnal Sains dan Ilmu Pendidikan
https://periskop.ipbcirebon.ac.id/index.php/jp
Institut Pendidikan dan Bahasa Invadaen-USPERISKOP : Jurnal Sains dan Ilmu Pendidikan2963-9107PENGARUH GAME WORDWALL TERHADAP PENINGKATAN KEMAMPUAN BEPIKIR KRITIS SISWA PADA PEMBELAJARAN IPAS
https://periskop.ipbcirebon.ac.id/index.php/jp/article/view/209
<p><em>This study aims to determine the implementation of the Wordwall Game in Natural and Social Sciences learning and analyze the influence of its use on improving the critical thinking skills of grade IV students at the State Islamic School 1 Kediri City. The focus of the research is directed to the material of Natural Appearance and Its Utilization. This study uses a quantitative approach with a quasi-experimental design. Data was collected using questionnaire instruments and critical thinking tests. Data testing was carried out using validity, reliability, normality, homogeneity, and t-test tests with the help of SPSS software version 26. Wordwall games</em> <em>significantly improve students' critical thinking skills. The average pre-test score of the experimental class rose from 63.67 to 82.00, while the control class only increased from 63.33 to 73.00. The t-test results show a significance value of 0.000 < 0.05, which means Ha is accepted. This research is useful in the development of interactive digital learning strategies in the field of basic education, especially in the subject of Natural and Social Sciences. It can be applied by teachers, curriculum developers, and researchers in the fields of basic education, educational technology, and social-humanities. This study specifically examines the influence of Wordwall Games on improving the critical thinking skills of grade IV students in the context of Natural and Social Sciences learning. This is a new contribution that combines an interactive digital approach with critical thinking theory in primary education in a measurable and systematic manner.</em></p>Dewi Masitoh Patimah
Copyright (c) 2025 dewi masitoh patimah
2025-05-012025-05-01611610.58660/periskop.v6i1.209PENGARUH MODEL PEMBELAJARAN PROJECT BASED LEARNING (PjBL) TERHADAP KREATIVITAS DAN HASIL BELAJAR SISWA
https://periskop.ipbcirebon.ac.id/index.php/jp/article/view/211
<p><em>This study aims to determine the effect of the Project Based Learning (PjBL) learning model on student creativity and learning outcomes at MI Nurul Jadid Blitar. This research uses quantitative methods with the type of research Quasi Experimental Design. The subjects in the sample were students of class V-A and V-B MI Nurul Jadid Blitar, totaling 41 students. The sampling technique used was Purposive Sampling. Data collection used creativity questionnaire instruments and student learning outcomes test questions. Normality test and homogeneity test were conducted as prerequisite tests before hypothesis testing. The hypothesis tests used were Independent Sample T-Test and MANOVA test. The main finding in the field is the lack of student activeness in the learning process because teachers still use conventional (lecture) or expository (teacher-centered) models. The results of this study are expected to enrich scientific contributions and enrich studies and findings, especially regarding the Project Based Learning (PjBL) learning model on creativity and student learning outcomes in the world of education. The results obtained for creativity show: the average value of the control class post test is 43.05 and the average value of the experimental class post test is 50.19. As for learning outcomes, it shows: the average post test value of the control class is 72.40 and the average post test value of the experimental class is 79.81. Thus, it can be concluded that the application of the Project Based Learning (PjBL) model can effectively affect student creativity and learning outcomes.</em></p>Ahmad Choirun Najib
Copyright (c) 2025 ahmad choirun najib Najib
2025-05-012025-05-016171710.58660/periskop.v6i1.211PENGARUH MEDIA SOLAR SYSTEM SNAKES AND LADDERS (S3&L) TERHADAP KEMAMPUAN BERPIKIR KRITIS SISWA PADA PEMBELAJARAN IPA SEKOLAH DASAR
https://periskop.ipbcirebon.ac.id/index.php/jp/article/view/148
<p><em>This research aims to determine the effect of a snakes and ladders media called Media Solar System Snakes and Ladders (S3&L) on students' critical thinking abilities in science learning in elementary schools. The media influence referred to in this research is to provide proof that the Solar System Snakes and Ladders (S3&L) media has an influence on students' critical thinking abilities in class VI, especially in science learning with material about the Solar System. This research is quantitative research with a quasi-experimental method that uses saturated sampling data collection techniques. This research was conducted at two schools in Cirebon City, namely SDN Penggunng 1 and SDN Kesambi Dalam, the number of samples taken was 90 populations. Data was taken using several instruments, namely interviews, documentation, questionnaires and documentation. The results of the research state that there is an influence of the Media Solar System Snakes and Ladders (S3&L) on students' critical thinking skills by proving the results of SPSS and Excel calculations. With Very High results, 18 respondents (40.00%) stated that their critical thinking abilities were very high. Compared with the previous learning results, namely Very High, there were 4 respondents (8.89%). So it can be proven by the average result (Mean) obtained previously, namely 64.22 and after treatment, namely 90.33. From the data obtained, the decision results are 3,847 > 2.014 and 0.000 < 0.05, it can be concluded that H_0 is rejected and H_1 is accepted, which means that the existence of the Solar System Snakes and Ladders (S3&L) media influences students' critical thinking abilities.</em></p>Mia Rahma Shofari Mia
Copyright (c) 2025 Mia Rahma Shofari Mia
2025-05-012025-05-0161182610.58660/periskop.v6i1.148PENGARUH MODEL TEAMS GAMES TOURNAMENTS BERBANTUAN KOMIK TERHADAP KEMAMPUAN BERPIKIR KRITIS MATEMATIS SISWA SEKOLAH DASAR
https://periskop.ipbcirebon.ac.id/index.php/jp/article/view/132
<p><em>The purpose of this study was to determine the effect of the comic-assisted Teams Games Tournaments learning model on the mathematical critical thinking skills of elementary school students. This study used a quantitative method with a quasi-experimental post-test only control group design. The subjects of the study were 240 fifth-grade students in 6 elementary schools in Pangalengan District, consisting of 120 students in the experimental class and 120 students in the control class. The instruments used were essay tests to measure mathematical critical thinking skills and questionnaires to measure student responses. Based on the results of the analysis, the results of the study showed that there was a significant difference between the mathematical critical thinking skills of students who followed the comic-assisted Teams Games Tournaments learning model and students who did not use the model. The results of the t-test showed a value of 0.003 <0.05, which indicated a significant difference. In addition, students' responses to the use of comics in learning were also very positive, with an average of 86% of students giving a positive response. Thus, it can be concluded that the comic-assisted Teams Games Tournaments learning model has proven effective in improving elementary school students' critical mathematical thinking skills. This approach can be used as an alternative learning strategy to improve the quality of mathematics education in elementary schools.</em></p>Sri PertiwiMochamad Guntur
Copyright (c) 2025 Sri Pertiwi, Mochamad Guntur
2025-05-012025-05-0161273610.58660/periskop.v6i1.132PENGARUH MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ARTICULATE STORYLINE IPAS TERHADAP MINAT BELAJAR SISWA KELAS V SD
https://periskop.ipbcirebon.ac.id/index.php/jp/article/view/93
<p><em>This research was conducted at SDN 4 Kenanga because researchers during observations there found problems in learning activities which were still teacher-centred and the use of learning media was rarely used. This research uses a quantitative approach with an experimental type of research. True experimental was used as the research design. The sampling method is random sampling. This method is used to see the influence and effectiveness of using Articulate Storyline media on students' learning interest. The research results show that the correlation or relationship value R is 62.0%. The N-gain score to determine the effectiveness of using interactive learning media based on Articulate Storyline IPAS on students' learning interest was 64.8%. Based on the research results, it can be concluded that there is a positive influence and effectiveness of using interactive media based on Articulate Storyline on the interest of class V students at SDN 4 Kenanga, as shown by the data obtained when the research was conducted.</em></p>Salsabilah Ainun Hasnaa Salsa
Copyright (c) 2025 Salsabilah Ainun Hasnaa Salsa
2025-05-012025-05-0161374610.58660/periskop.v6i1.93