Using Spinner Game Media and Interactive Powerpoint in Improving Student Learning Outcomes in Pancasila Education

Monotonous, less innovative, and less diverse learning media make students less interested in learning, resulting in a lack of media that can help in understanding the material. This study examines the effectiveness of spinner media and interactive powerpoint learning outcomes for Pancasila Education in grade III Elementary Schools. This type of research is experimental research with a quasi-experimental design. The experimental design is a nonequivalent control group design. The study population was 56 students. The research sampling technique was purposive sampling. Class III B was the experimental class, and Class III A was the control class. Data collection techniques were in the form of test techniques (pretest and posttest). Non-test techniques were observation, interviews, questionnaires, and documentation. Initial data analysis techniques included normality and homogeneity, and final data analysis used t-test and N-Gain. The t-test results obtained a significance value of 0.000 (sig. (2-tailed) <0.05), so H0 was rejected and Ha was accepted. The N-Gain test results for the experimental class were 77.44%; they were effective, and the control class was 45.63%; they were less effective. In conclusion, learning using interactive spinner media and PowerPoint is effective. It has a higher average increase compared to learning without spinner media and interactive PowerPoint models on the learning outcomes of third-grade elementary school students.

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Publication Details

Journal
Jurnal Imiah Pendidikan dan Pembelajaran
Published
2025-07-25
DOI
https://doi.org/10.23887/jipp.v9i2.93968
Primary Topic
Educational Curriculum and Learning Methods
Type
article
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article

Using Spinner Game Media and Interactive Powerpoint in Improving Student Learning Outcomes in Pancasila Education

Deni Setiawan, Tri Muliani
Jurnal Imiah Pendidikan dan Pembelajaran
Educational Curriculum and Learning Methods
article

Using Spinner Game Media and Interactive Powerpoint in Improving Student Learning Outcomes in Pancasila Education

Deni Setiawan, Tri Muliani
article en

Abstract

Monotonous, less innovative, and less diverse learning media make students less interested in learning, resulting in a lack of media that can help in understanding the material. This study examines the effectiveness of spinner media and interactive powerpoint learning outcomes for Pancasila Education in grade III Elementary Schools. This type of research is experimental research with a quasi-experimental design. The experimental design is a nonequivalent control group design. The study population was 56 students. The research sampling technique was purposive sampling. Class III B was the experimental class, and Class III A was the control class. Data collection techniques were in the form of test techniques (pretest and posttest). Non-test techniques were observation, interviews, questionnaires, and documentation. Initial data analysis techniques included normality and homogeneity, and final data analysis used t-test and N-Gain. The t-test results obtained a significance value of 0.000 (sig. (2-tailed) <0.05), so H0 was rejected and Ha was accepted. The N-Gain test results for the experimental class were 77.44%; they were effective, and the control class was 45.63%; they were less effective. In conclusion, learning using interactive spinner media and PowerPoint is effective. It has a higher average increase compared to learning without spinner media and interactive PowerPoint models on the learning outcomes of third-grade elementary school students.

Jurnal Imiah Pendidikan dan PembelajaranVol. 9(2)
State University of Semarang (ID)
Openalex Percentile: Top 76%
Educational Curriculum and Learning Methods
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