Fadhilatul Ainiyah
Universitas Muhammadiyah Lamongan

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Analysis of The Use of Augmented Reality Based Pop Up Book Media as A Storytelling Media in Indonesia Language Learning in Grade IV Elementary School Hanifatus Sholihah; Fadhilatul Ainiyah; Niswatin Nawal Afaf; Linaria Arofatul Ilmi Uswatun Khasanah
Journal of Elementary Education Vol. 3 No. 1 (2026): JUNE
Publisher : Universitas Muhammadiyah Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38040/jeleduc.v3i1.1458

Abstract

The development of digital technology provides opportunities for the use of more innovative and interactive learning media in elementary schools. One media that integrates print and digital technology is the Pop-Up Book based on Augmented Reality (AR). This study aims to analyze the use of Pop-Up Book media based on Augmented Reality as a storytelling medium in Indonesian language learning for grade IV Elementary Schools. This study uses a descriptive qualitative approach with research subjects of teachers and grade IV Elementary School students, and the object of research is the use of Pop-Up Book media based on Augmented Reality in storytelling activities. Data collection techniques are carried out through observation, interviews, and documentation, while data analysis uses the interactive model of Miles and Huberman which includes data reduction, data presentation, and drawing conclusions. The results of the study indicate that the use of Pop-Up Book media based on Augmented Reality can increase students' attention and involvement in storytelling learning, help understanding the content of the story, and support students' courage in telling stories orally. Thus, Pop-Up Book media based on Augmented Reality can be used as an alternative learning media that is innovative and relevant in Indonesian language learning in grade IV Elementary Schools.
PENGEMBANGAN MEDIA PEMBELAJARAN GAME EDUCAPLAY BERBASIS MODEL ADDIE PADA MATERI KALIMAT TUNGGAL UNTUK SISWA KELAS III SDN 4 MADE LAMONGAN Fadhilatul Ainiyah; Linaria Arofatul Ilmi Uswatun Khasanah; A.F.Suryaning Ati MZ
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i4.13231

Abstract

The low use of interactive learning media in Indonesian language learning on single sentences in elementary schools causes the learning process to be dominated by conventional methods so that students are less enthusiastic and have difficulty in understanding the material. This study aims to develop Educaplay game-based learning media on single sentences and to determine its level of validity and practicality. This study uses the Research and Development (R&D) method with the ADDIE model which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects were students of grades III B and III C of SDN 4 Made Lamongan. Data were obtained through expert validation sheets, student response questionnaires, and teacher activity observation sheets. The results showed that the Educaplay game learning media obtained a high level of validity with a validation percentage of media experts of 87%, design experts of 82%, and material experts of 85%, so it was declared valid. The level of practicality of the media was classified as very practical with a percentage of student responses in limited trials of 90%, field trials of 94%, teacher activities in limited trials of 85%, and field trials of 90%. The conclusion of the study shows that the Educaplay game learning media on single sentence material meets valid criteria and is very practical so that it is worthy of being used as an alternative Indonesian language learning media to be used in the learning process. ABSTRAK Rendahnya penggunaan media pembelajaran interaktif pada pembelajaran Bahasa Indonesia materi kalimat tunggal di sekolah dasar menyebabkan proses pembelajaran masih didominasi metode konvensional sehingga siswa kurang antusias dan mengalami kesulitan dalam memahami materi. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis game Educaplay pada materi kalimat tunggal serta mengetahui tingkat kevalidan dan kepraktisannya. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahap analysis, design, development, implementation, dan evaluation. Subjek penelitian adalah siswa kelas III B dan III C SDN 4 Made Lamongan. Data diperoleh melalui lembar validasi ahli, angket respons siswa, dan lembar observasi aktivitas guru. Hasil penelitian menunjukkan bahwa media pembelajaran game Educaplay memperoleh tingkat kevalidan yang tinggi dengan persentase validasi ahli media sebesar 87%, ahli desain sebesar 82%, dan ahli materi sebesar 85%, sehingga dinyatakan valid. Tingkat kepraktisan media tergolong sangat praktis dengan persentase respons siswa pada uji coba terbatas sebesar 90%, uji coba lapangan sebesar 94%, aktivitas guru pada uji coba terbatas sebesar 85%, dan uji coba lapangan sebesar 90%. Simpulan penelitian menunjukkan bahwa media pembelajaran game Educaplay pada materi kalimat tunggal memenuhi kriteria valid dan sangat praktis sehingga layak digunakan sebagai alternatif media pembelajaran Bahasa Indonesia untuk digunakan dalam proses pembelajaran.