Media Pembelajaran Komik Digital Bermuatan Kearifan Lokal Bali Pada Materi Teks Fiksi Tema 8 Subtema 1 Kelas IV SD DOI Creative Commons

Ni Kadek Santa Kristianingsih,

I Gede Margunayasa, Kadek Yudiana

и другие.

Mimbar Pendidikan Indonesia, Год журнала: 2022, Номер 2(3), С. 375 - 386

Опубликована: Авг. 2, 2022

Media yang digunakan oleh guru hanya sebatas gambar pada buku teks. Hal ini menimbulkan rasa bosan siswa dalam belajar dan berimbas kurang pemahaman mencermati unsur intrinsik sebuah cerita legenda. Tujuan penelitian yaitu mengembangkan media pembelajaran komik digital bermuatan kearifan lokal Bali materi teks fiksi tema 8 subtema 1 itu kelas IV sekolah dasar. Jenis pengembangan model ADDIE. Subjek 2 ahli materi, pembelajaran. uji coba dasar berjumlah 10 praktisi orang guru. Metode pengumpulan data melalui observasi, metode wawancara penyebaran angket. Instrumen dilakukan angket (kuisioner). Teknik analisis desktiptif kualitatif, kuantitatif. Hasil hasil validtias memperoleh indeks validitas butir 0,92 (validitas tinggi). 0,98 Untuk total persentase 97% (sangat praktis) 94% praktis). Disimpulkan bahwa dinyatakan sangat praktis bisa tanpa direvisi layak

E-module based on ethnomathematics comics with the ICARE model to improve students' mathematical representation skills DOI Open Access

Ayunda Argadinata,

Hevy Risqi Maharani

UNION Jurnal Ilmiah Pendidikan Matematika, Год журнала: 2025, Номер 13(1), С. 146 - 166

Опубликована: Фев. 26, 2025

This study aims to develop an ethnomathematics comic-based e-module by applying the ICARE model improve students' mathematical representation skills. The consists of Introduction, Connection, Application, Reflection, and Extension stages. research approach used is Research Development (R&D) with ADDIE development model, which includes Analysis, Design, Development, Implementation, Evaluation subjects were grade VIII students at a junior high school that had adopted Merdeka Curriculum. Before being tested on small scale, was first validated experts in field materials media ensure its feasibility. instruments included validation questionnaire, test measure skills, questionnaire collect student teacher responses. results showed developed met criteria valid, practical, effective improving Students responded positively because material presented more interesting, based local culture, helped them understand concept deeply. Thus, comics can be alternative innovative teaching mathematics learning.

Язык: Английский

Процитировано

0

Media Komik Digital pada Topik Sumber Energi DOI Open Access

Ni Wayan Ranting,

I Made Citra Wibawa

Jurnal Edutech Undiksha, Год журнала: 2022, Номер 10(2), С. 262 - 270

Опубликована: Дек. 14, 2022

Kurangnya penggunaan media digital dalam proses pembelajaran daring berdampak pada rendahnya minat serta motivasi belajar siswa. Sehingga untuk mengatasi permasalahan tersebut, maka dibutuhkan sebuah yang dapat membantu Adapun tujuan dari penelitian ini yakni mengembangkan komik topik sumber energi kelas IV. Penelitian tergolong kedalam jenis pengembangan dikembangkan dengan menggunakan model ADDIE. Hanya saja pelaksanaannya hanya dilaksanakan sampai tahap media, karena adanya keterbatasan waktu dimiliki oleh peneliti. Subjek terlibat 1 orang ahli materi, dan praktisi. Pengumpulan data dilakukan metode observasi, wawancara, dokumentasi, penyebaran angket. instrument digunakan uji Data diperoleh kemudian dianalisis teknik analisis deskriptif kualitatif kuantitatif. Hasil menunjukkan bahwa nilai rata-rata validitas materi sebesar 4,6, 4,7 praktisi 4,8 kualifikasi sangat baik. Dengan demikian dinyatakan valid pembelajaran. Impilkasi adalah tersedianya guru menyampaikan sehingga menjadi bermakna.

Процитировано

8

Development of flipbook-based digital comics to improve learning outcomes on simple comic material DOI Creative Commons

Eka Yuliani,

Deni Setiawan

Research and Development in Education (RaDEn), Год журнала: 2024, Номер 4(1), С. 219 - 236

Опубликована: Апрель 15, 2024

According to researchers, they have made observations at SDN Purwoyoso 02 Semarang and obtained results, the problems are limited learning media student outcomes which still in low category content of Fine Arts lessons. This research aimed test effectiveness feasibility using Digital Comic subjects for class IV students Semarang-Central Java. The type used is development (RnD), follows a modified Borg Gall 9-stage model. results product assessment form validation carried out by experts field materials an average score 92.5% with classification "very feasible". Media T significance value 0.000. N-gain calculation 0.5553 "medium" criteria. So digital comic can be said very feasible effective applied improving outcomes. Researchers suggest that we always develop digital-based maximize existing applications encourage educational progress Indonesia.

Язык: Английский

Процитировано

1

Interactive Learning Media Assisted by Adobe Flash to Improve Students’ Motivation and Story-reading Skills at the Third Grade of Elementary School DOI Open Access
Dinda Tri Anggraini, Ali Mustadi

International Journal of Elementary Education, Год журнала: 2024, Номер 8(1), С. 20 - 29

Опубликована: Июнь 6, 2024

The absence of learning media that is appropriate to the objectives reading skills a problem exists in elementary schools. Based on these problems, motivation and story students are low. This research aims create interactive assisted by Adobe Flash valid, feasible, effective increasing third-grade school students' story-reading skills. method uses RnD with ADDIE model development procedure. subjects included material experts, teachers third grade students. Data collection used scales, questionnaires tests. data analysis technique quantitative which explained qualitative analysis. results were average validation experts 99.2%, 73.75%, teacher responses 94.05% student 97.31%. independent t-test MANOVA show significant differences influence between who use do not Flash. It was concluded creating practical could increase

Язык: Английский

Процитировано

1

The Reactualization of Sipakatau, Sipakalebbi, and Sipakainge’ Values Using La Galigo Comic with Augmented Reality DOI Open Access
Shinta Dewi Sugiharti Tikson,

Samintang Samintang,

Firdaus Firdaus

и другие.

International Journal of Elementary Education, Год журнала: 2023, Номер 7(4), С. 666 - 676

Опубликована: Дек. 28, 2023

Base on observation there is no educative and interactive learning media in local content lessons related to strengthening student character. This study aims analyze interest enthusiasm lessons, understand the values, diversity, inclusivity contained La Galigo through Augmented Reality (AR)-based comic. use Wilcoxon signed-rank test used compare pre-test post-test, also comparing anecdotal notes of activities. A total 14 students from 4th 5th grade participated this program. Data collection observations, records, in-depth interviews were assess students' personalities. Based evaluation an increase knowledge after comic method used. Changes student’s attitude are accomplished continuous assessment indicators involvement teacher classroom. It hoped that innovation can help develop better character by incorporating trisipaka-based values (sipakatau, sipakalebbi, sipakainge') into their daily lives.

Язык: Английский

Процитировано

2

Does Digital Literacy Influence SDL Performance of Pre-Service Educators? DOI Creative Commons

Lailati Rohmah,

Ali Mustadi, Pratiwi Pujiastuti

и другие.

Journal of Education Technology, Год журнала: 2022, Номер 6(4), С. 663 - 673

Опубликована: Дек. 14, 2022

The development of technology is directly proportional to the progress education. It requires students continue improve their learning capacity, including using support learning. ability use digital platforms one skills must have be able face new era 21st century. This research aims analyze prospective teacher students' literacy and its effect on independent 21st-century skills. uses a quantitative approach with correlational type. population 84 active students. Data collection was carried out by conducting surveys distributing questionnaires. Instruments used in questionnaires self-directed analysis technique simple linear regression analysis. study found that correlation between variables positive but included low category. Conversely, indicators for each variable good score or value 76.12% an evaluation 62.97%. concluded higher person's literacy, strength ability. Learning do self-management significantly related information skills, namely analyzing information. Differences independence result differences absorb material appropriately.

Язык: Английский

Процитировано

4

The Impact of Storyboard That Media on Students' Critical Thinking Skills in Social Sciences Subjects in Elementary Schools DOI Open Access

Susilawati Susilawati,

Neng Ranti,

Muhammad Hanif

и другие.

Jurnal Ilmiah Sekolah Dasar, Год журнала: 2024, Номер 8(2), С. 379 - 390

Опубликована: Июнь 27, 2024

In the current era of digital technology development, free-access design platforms can be used in education as an alternative technology-based learning medium. Researchers found that elementary schools, social studies still conventional methods such lectures and very rarely instructional media, so students were bored while studying. Therefore, this study aimed to analyze effect using Storyboard That media on students' critical thinking skills material Proclamation Independence. This website along with 5 essay questions a cognitive level C4-C6 (analyze, evaluate, create). research is Quasi-Experimental Non-equivalent Control Group Design. The number samples consisted class VI A totaling 22 control B experimental class. Data analysis techniques prerequisite tests normality homogeneity Independent Sample T-tests. T-test data results pretest 0.539 > 0.05 post-test. (2-tailed) 0.000 <0.05. So, it concluded there significant differences between group only lecturing methods. It proven encourages think critically through various visualization stimuli. implementation allows teachers use appropriate improve school skills.

Язык: Английский

Процитировано

0

DEVELOPMENT OF BOARD GAME MEDIA “GALAKSI BIMASAKTI PROJECT” TO IMPROVE LEARNING OUTCOMES DOI Creative Commons

Ratiwi Arianti,

Isnanik Juni Fitriyah,

Amelia Dwi Puji

и другие.

EduFisika Jurnal Pendidikan Fisika, Год журнала: 2024, Номер 9(1), С. 14 - 22

Опубликована: Апрель 25, 2024

This study aimed to determine the effect of developing media board game "Galaksi Bimasakti Project," which is development Snakes and Ladders game. The Galaksi Project has a colorful space design that makes it attractive students. equipped with pawns, dice, 3 types cards: question cards, answer confirmation punishment cards. novelty concept cards confirmations have same number, making easier for students find out whether answers put forward by other players are right or wrong. Other participants will listen remember appropriate answers, besides additional points make more interested in answering correctly contributing their group. In this teacher only supervisor course game, words facilitator. carried peer tutors groups so preparation method used data analysis descriptive quantitative using group pretest-post-test. results showed there was an increase class average at pretest post-test. Obtained statistical test 0.000 stated influence on learning outcomes after implementation Bimasaktit

Язык: Английский

Процитировано

0

Natural Resources Utilization Comic Media Based on Local Wisdom: Mount Kelud Kediri DOI Open Access
Kukuh Andri Aka,

Hesinta Mita Aprilia,

Erwin Putera Permana

и другие.

International Journal of Elementary Education, Год журнала: 2023, Номер 7(1), С. 124 - 133

Опубликована: Фев. 16, 2023

Social studies learning materials that utilize natural resources are minimal in media so student outcomes could be better. To overcome this problem, comic based on the local wisdom of Mount Kelud has been developed. The purpose developing Local Wisdom is to determine validity, effectiveness, and practicality. research was conducted using R&D (Research Development) with ADDIE development model. subjects were experts, teachers, fourth-grade elementary school students. Collecting data observation questionnaire methods. instrument used collecting a questionnaire. analysis technique quantitative which described qualitatively. study results average validation by material experts 89%. effectiveness through trials showed an increase reaching 87%. practicality teacher responses 93%. Based these results, developed valid, effective, practical it feasible support process.

Язык: Английский

Процитировано

1

Developing Elementary School Student's Learning Independence by using Android-Based Gravity e-comic DOI Open Access

Nova Elysia Ntobuo,

Lanto Mohamad Kamil Amali,

Dewi Diana Paramata

и другие.

Jurnal Pendidikan Sains Indonesia, Год журнала: 2023, Номер 11(3), С. 668 - 682

Опубликована: Июль 31, 2023

Student learning independence is currently low, this indicated by the lack of a variety media used teachers. The problem to be raised that students are not independent in exploring their knowledge, including science subjects (results from interviews with teachers at SDN 80 Kota Tengah). To overcome these problems, purpose study develop an android-based gravity e-comic increase student independence. method research R D (research development) method, development model produce e-comics four d, steps namely define, design, development, disseminate. data collection procedure describe validity, practicality and effectiveness made. Data analysis uses practicality, effectiveness. results showed developed was valid, received positive responses very good for training elementary school students, so it feasible use process school. conclusion practical process, effective increasing level

Язык: Английский

Процитировано

1