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Abstract
Penelitian ini bertujuan untuk menganalisis efektivitas media pembelajaran interaktif digital berbasis Smart Apps Creator (SAC) dalam meningkatkan keterampilan pecahan peserta didik kelas IV Sekolah Dasar. Penelitian menggunakan pendekatan kuantitatif dengan desain quasi experimental, yang melibatkan dua kelompok, yaitu kelas IV A sebagai kelompok eksperimen yang memperoleh pembelajaran menggunakan media SAC, dan kelas IV B sebagai kelompok kontrol yang menerima pembelajaran konvensional. Sebelum diimplementasikan pada kelompok eksperimen, media pembelajaran terlebih dahulu melalui proses validasi oleh para ahli guna memastikan kelayakan dan kesesuaiannya dengan kebutuhan instruksional. Hasil analisis menunjukkan bahwa kelompok eksperimen mengalami peningkatan hasil belajar yang lebih tinggi dibandingkan kelompok kontrol, dengan nilai N-Gain sebesar 0,79 yang tergolong kategori tinggi, sedangkan kelompok kontrol memperoleh nilai N-Gain sebesar 0,68. Hasil uji-t mengonfirmasi adanya perbedaan yang signifikan secara statistik antara kedua kelompok (p < 0,001). Temuan tersebut menunjukkan bahwa penggunaan media pembelajaran interaktif berbasis Smart Apps Creator efektif dalam meningkatkan pemahaman konsep pecahan serta berkontribusi positif terhadap peningkatan kualitas pembelajaran matematika di sekolah dasar.
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Copyright (c) 2025 Saqilla Arifah, Elvi Mailani, Greace Naomi Br Ginting, Jhon Daniel Anselino Malau, Aqillah Nazli, Ester Meilani

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References
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- Kadir, A., & Sutopo, D. (2021). Research methodology in education: Updated quantitative approaches. EduMedia Press.
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References
Alshammari, S. H., Parkes, M., & Adlington, R. (2022). Digital learning in elementary mathematics: Student engagement and achievement. Education and Information Technologies, 27(1), 1421–1439. https://doi.org/10.1007/s10639-021-10633-1
APMI. (2020). Laporan Survei Nasional Persepsi Kesulitan Belajar Matematika. Asosiasi Pendidikan Matematika Indonesia.
Barata, A., Nugroho, L., & Lestari, R. (2023). Effectiveness of quasi-experimental designs in elementary classroom research: A methodological review. Journal of Educational Methodology, 7(2), 55–70. https://doi.org/10.3102/jem.72345
Fahreza, W., Gultom, I., Mailani, E., Purnomo, T. W., & Silalahi, N. (2024). Pengaruh Penggunaan Media Augmented Reality Dan Animasi Tiga Dimensi Terhadap Hasil Belajar Matematika Siswa Kelas V SD. Jurnal Inovasi Sekolah Dasar, 1(5), 3046-9198. https://jurnal.unimed.ac.id/2012/index.php/jisd/index
Fahri, A. (2022). Smart Apps Creator (Sac) Sebagai Inovasi Media Pembelajaran Sejarah Di Smait Insan Mulia Boarding School. Jurnal Ilmiah WUNY, 4(2), 200–209. https://doi.org/10.21831/jwuny.v4i2.54518.
Fauzi, A., Sawitri, D., & Syahrir. (2020). Kesulitas Guru Pada Pembelajaran Matematika Di Sekolah Dasar. Jurnal Ilmiah Mandala Education, 6(1), 2656-5862. http://ejournal.mandalanursa.org/index.php/JIME/index
Fraenkel, J. R., Wallen, N. E., & Hyun, H. H. (2019). How to design and evaluate research in education (10th ed.). McGraw-Hill Education.
Halim, M., & Prasetyo, R. (2024). Modern approaches in quantitative educational research: Applications in classroom experiments. International Journal of Educational Studies, 10(1), 1–13. https://doi.org/10.1234/ijes.v10i1.3011
Hidayat, R., & Widodo, A. (2020). Pengaruh penggunaan media pembelajaran interaktif terhadap hasil belajar matematika siswa sekolah dasar: Penelitian quasi eksperimen. Jurnal Pendidikan Dasar Indonesia, 5(2), 113–124. https://doi.org/10.26737/jpdi.v5i2.1512
Kadir, A., & Sutopo, D. (2021). Research methodology in education: Updated quantitative approaches. EduMedia Press.
Mayer, R. E. (2021). Multimedia learning (3rd ed.). Cambridge University Press.
Nasution, R., & Fadilah, U. (2023). Contemporary views of scaffolding in digital learning environments for young learners. Journal of Digital Education Studies, 5(3), 145–160.
OECD. (2023). PISA 2022 Results (Volume I): The State of Learning and Equity in Education. OECD Publishing.
Rahmawati, S., & Gunawan, H. (2022). Validity threats in quasi-experimental educational research: A contemporary analysis. Educational Research Review, 12(4), 211–225.
Sakti, A. (2023). Meningkatkan Pembelajaran Melalui Teknologi Digital. Jurnal Penelitian Rumpun Ilmu Teknik (JUPRIT), 2(2), 212-219.
Sugiyono. (2021). Metode penelitian kuantitatif, kualitatif, dan R&D. Alfabeta.
Suhartati, O. (2021). Flipped Classroom Learning Based on Android Smart Apps Creator (SAC) in Elementary Schools. Journal of Physics: Conference Series, 1823(1). https://doi.org/10.1088/1742-6596/1823/1/012070
Suparman, M., & Mulyadin, R. (2021). Pengaruh penggunaan media pembelajaran digital terhadap kemampuan matematika siswa sekolah dasar: Penelitian quasi eksperimen. Jurnal Pendidikan Matematika Indonesia, 6(1), 45–56. https://doi.org/10.26737/jpmi.v6i1.2043
Susanti, A., Kasim, U., Achmad, D., Burhansyah, B., & Nasir, C. (2022). The Use of Media in Innovative Learning to Improve Students’ Achievement in Learning English. Research in English and Education, 7(2), 85–90.
Utomo, F. T. S. (2023). Inovasi Media Pembelajaran Interaktif Untuk Meningkatkan Efektivitas Pembelajaran Era Digital Di Sekolah Dasar. Jurnal Ilmiah Pendidikan Dasar, 8(2), 2548-6950.
Wong, L., & Wong, K. (2019). The effect of digital interactive media on primary students’ mathematics performance: A quasi-experimental study. Computers & Education, 142, 103641. https://doi.org/10.1016/j.compedu.2019.103641