Anak Agung Ayu Dewi Sutyaningsih
Pendidikan Guru Sekolah Dasar, Universitas Pendidikan Ganesha, Singaraja, Indonesia

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Digital Literacy Comics as an Innovative Learning Medium in Indonesian Language Instruction at Elementary School Dewa Ayu Meitha Dwipayanti; Maria Goreti Rini Kristiantari; Anak Agung Ayu Dewi Sutyaningsih
International Journal of Elementary Education Vol 9 No 4 (2025): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v9i4.105409

Abstract

The limitations of engaging and contextual learning media remain a challenge in Indonesian language instruction at the elementary level. This study aimed to develop and evaluate a digital literacy based comic that is effective in enhancing students’ conceptual understanding of folktales. The research employed a Research and Development (R&D) design using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Participants included elementary students involved in product trials. Data were collected through expert validation (content, instructional design, and media), individual trials, small-group trials, and student comprehension tests. Descriptive quantitative analysis assessed the media’s validity, practicality, and effectiveness, while a t-test examined its impact on learning outcomes. Results showed that the digital comic achieved average validation scores above 90%, was practical, and effectively improved both understanding and student engagement. These findings confirm that the integration of visual, narrative, and interactive elements not only enhances literacy and reading motivation but also strengthens moral understanding and critical thinking skills. The implication is that digital literacy-based comics can serve as an innovative, interactive, and contextual instructional model, supporting literacy development, character building, and 21st-century competencies among elementary students.
Interactive E-Module Based on Bali Local Wisdom for Grade IV Elementary School Science Ida Ayu Gita Purnama Purnama; Ni Ketut Suarni; Anak Agung Ayu Dewi Sutyaningsih
Jurnal Pendidikan Multikultural Indonesia Vol. 9 No. 1 (2026): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpmu.v9i1.112902

Abstract

Science and Social Studies (IPAS) learning in elementary schools is still predominantly characterized by teacher-centered approaches, which limit students' engagement and learning outcomes. In addition, the learning media currently used are insufficiently contextual and have not integrated local wisdom as a meaningful learning resource. This study aimed to analyze and develop a Bali local wisdom-based interactive e-module that is valid, practical, and effective in improving students' learning outcomes. The research subjects consisted of three experts in content, instructional design, and learning media, one elementary school teacher, and fourth-grade students who participated in individual and small-group trials. Data were collected using non-test methods through questionnaires and test methods through pretests and posttests, employing questionnaires and multiple-choice tests as the research instruments. The data were analyzed using descriptive quantitative and inferential analysis techniques to evaluate the validity, practicality, and effectiveness of the developed product. The findings indicated that the interactive e-module demonstrated excellent quality, was easy to use, engaging, and capable of creating more active and meaningful learning experiences. Furthermore, the implementation of the e-module effectively improved students' conceptual understanding and learning outcomes. The implications of this study include enriching innovations in local wisdom-based learning media, strengthening the implementation of contextual and student-centered learning, and providing a valuable reference for teachers and researchers in developing effective digital learning media to enhance the quality of both the learning process and learning outcomes.
The Somatic Auditory Visual Intellectual Learning Model Assisted by Mystery Card Media to Enhance Science Knowledge Competence in Grade IV Students Ni Putu Manik Candra Dewi; Ni Wayan Suniasih; Anak Agung Ayu Dewi Sutyaningsih
Jurnal Pedagogi dan Pembelajaran Vol. 8 No. 1 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jp2.v8i1.82624

Abstract

The critical thinking ability of students in elementary schools is still low. This is because teachers do not use learning models that can stimulate students' critical thinking skills. This study aims to analyze the effect of the Somatic auditory visual intellectual learning model assisted by mystery card media on fourth grade students. This type of research is a quasi-experimental study with a non-equivalent control group design. The population of the study was all 316 fourth grade students. The research sample of 59 people was determined using the cluster random sampling technique, 29 people in class IV B as the experimental group and 30 people in class IV B as the control group. Science knowledge competency data were collected using the test method, the usual multiple choice objective type. The research instrument used a multiple choice test. The data analysis technique used descriptive statistical analysis and inferential statistical analysis. The results of the hypothesis test showed that H0 was rejected and H1 was accepted. So it can be concluded that the somatic, auditory, visual, intellectual learning model assisted by mystery cards has a significant effect on the science knowledge competency of fourth grade students. The implications of this study are expected to be a new reference for teachers in implementing the SAVI learning model in the learning process.
An Interactive Multimedia Educational Game “Sejakera” for the IPAS Lessons Whiki Abimanyu Wicaksono Widodo; Ida Bagus Gede Surya Abadi; Anak Agung Ayu Dewi Sutyaningsih
Jurnal Penelitian dan Pengembangan Sains dan Humaniora Vol. 10 No. 2 (2026): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppsh.v10i2.115864

Abstract

Instruction in Natural and Social Sciences (IPAS) regarding the history of kingdoms in the Indonesian archipelago faces various challenges, particularly low student engagement and limited use of instructional media. This study aims to analyze the implementation of the "SEJAKERA" interactive educational game multimedia within the fourth-grade IPAS curriculum. The study employs the Research and Development (R&D) method using the ADDIE model. The research subjects consisted of 28 fourth-grade elementary school students. Data collection involved expert validation questionnaires, student response questionnaires, and learning outcome tests. Research instruments included observation sheets, interview guidelines, and validation sheets for content, instructional design, and media experts. Data analysis utilized both descriptive and inferential statistical techniques. The results indicate that the "SEJAKERA" interactive multimedia achieved validity scores of 90.38% from content experts, 95.00% from instructional design experts, and 93.75% from media experts, all falling into the "very good" category. Individual trial results showed a score of 82.64%, while the small-group trial scored 87.96%, both falling into the "good" category. Furthermore, effectiveness tests demonstrated that the media is suitable and effective for teaching the history of Indonesian kingdoms in fourth-grade IPAS classes. It is concluded that the "SEJAKERA" interactive educational game serves as engaging, interactive instructional media capable of fostering active student participation in the learning process. The study implies that the use of game-based interactive multimedia offers an alternative for elementary school teachers to create more innovative IPAS lessons.