This research was motivated by the low learning interest of Grade IV students in the Cultural Arts subject at SDN 25 Sabbamparu, characterized by a lack of student involvement and active participation during the learning process. This study aimed to increase students' learning interest through the application of interactive media. This research was a Classroom Action Research (CAR) using the Kemmis and McTaggart model design, which consists of four stages—planning, acting, observing, and reflecting—carried out over two cycles in the second semester of the 2025/2026 academic year. The research subjects were 25 Grade IV students. Data were collected through learning-interest observation sheets, learning-implementation observation sheets, questionnaires, and documentation, then analyzed descriptively using both qualitative and quantitative approaches. The instrument was developed based on four indicators of learning interest, namely feelings of enjoyment, involvement, attraction, and attention. The interactive media applied combined visual, audio, video, and animation elements through educational games, simulations, digital platforms, and instructional videos to stimulate students' active participation. The results showed that the percentage of students' learning interest increased from 52.40% (moderate category) in the pre-cycle to 71.75% (high category) in Cycle I, and reached 85.25% (very high category) in Cycle II. The implementation of learning also increased from 76.67% (good) in Cycle I to 94.58% (very good) in Cycle II. The research was declared successful because it exceeded the predetermined success indicators, namely a minimum learning interest of 75% and a minimum learning implementation of 80%. It can be concluded that the application of interactive media was found to effectively improve the learning interest of Grade IV students in the Cultural Arts subject.
Alini, Firna, Afhifa Parawanza et al.· Celebes Journal of Language...· 0 citations
This study was motivated by the low mathematics learning outcomes of fifth-grade students at SDN 48 Andi Patiware, resulting from instruction that was still dominated by conventional methods, which caused students to be less active and to experience difficulty understanding fraction material. This study aimed to improve students' mathematics learning outcomes through the implementation of digital media assisted by the Quizizz application. The study employed the Classroom Action Research (CAR) method following the Kemmis and McTaggart model, carried out in two cycles comprising the stages of planning, action implementation, observation, and reflection. The research subjects consisted of 28 fifth-grade students at SDN 48 Andi Patiware. Data collection techniques included observation, learning outcome tests, and documentation, while the data were analyzed descriptively using both quantitative and qualitative approaches based on the increase in average scores, learning mastery, and teacher and student activity. The results showed that the implementation of digital media assisted by Quizizz was found to improve students' mathematics learning outcomes. The students' average score increased from 58.5 in the pre-cycle to 68.2 in Cycle I and 79.6 in Cycle II. The percentage of learning mastery also increased from 35.7% to 57.1% and reached 85.7% in Cycle II, thereby exceeding the research success indicator of 75%. Teacher and student activity during the learning process also improved, from the Good and Fairly Good categories in Cycle I to Very Good in Cycle II. Based on these results, it can be concluded that the implementation of digital media assisted by Quizizz is effective in improving the mathematics learning outcomes of fifth-grade students at SDN 48 Andi Patiware and can serve as an innovative alternative for learning in elementary schools.
Aldi Hidayat, Stevan Alfandi, Alfhian Abdullah et al.· Celebes Journal of Language...· 0 citations