Chindytia
Universitas Pendidikan Ganesha, Singaraja, Indonesia

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Media Augmented Reality dalam Pembelajaran Vocabulary untuk Meningkatkan Kemampuan dan Minat Bahasa Inggris Siswa I Wayan Sudiarta; Ni Wayan Monik Rismadewi; Chindytia; Made Shinta Wesiana Dewi
JURNAL WIDYA LAKSANA Vol 15 No 1 (2026): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jwl.v15i1.104104

Abstract

Permasalahan utama yang dihadapi adalah rendahnya minat siswa serta keterbatasan fasilitas teknologi yang mendukung pembelajaran interaktif. Saat ini kurikulum pendidikan nasional telah diterapkan, namun pembelajaran bahasa Inggris di banyak sekolah ini masih mengandalkan metode yang tradisional dan monoton. Berdasarkan hal tersebut pengabdian ini bertujuan untuk meningkatkan penguasaan kosa kata bahasa Inggris siswa di Gugus VII Kecamatan Buleleng melalui pemanfaatan teknologi Augmented Reality (AR). Pengabdian ini menggunakan pendekatan kuantitatif eksperimen semu dengan desain pre-test-post-test one group design. Subjek terdiri dari guru dan siswa di sekolah dasar di wilayah tersebut. Metode yang diterapkan meliputi sosialisasi, pelatihan, pendampingan, serta evaluasi dan monitoring. Hasil kegiatan menunjukkan adanya peningkatan signifikan dalam keterampilan guru dalam penggunaan AR dan keterlibatan siswa dalam pembelajaran bahasa Inggris. Implikasi dari pengabdian ini adalah pengembangan media pembelajaran berbasis AR yang dapat diterapkan di sekolah-sekolah lain dengan tantangan serupa. Kesimpulannya, penggunaan AR efektif untuk meningkatkan kualitas pembelajaran bahasa Inggris, menjadikannya lebih menarik dan interaktif, serta mendorong keberlanjutan pemanfaatan teknologi dalam pendidikan.
E-Comic Media in Enhancing Reading Literacy Among II Grade Elementary School Students Chindytia; Raviza Magfira; Ni Putu Vina Widiantari
Indonesian Gender and Society Journal Vol. 6 No. 1 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/igsj.v6i1.96167

Abstract

Reading literacy is an important competency for primary school students, but many low-grade students still experience difficulties. This study aims to test the effectiveness of e-comic media in improving reading literacy of grade II students using the Research and Development method with the ADDIE model. Participants consisted of 15 students selected by purposive sampling. Data were collected through interviews, literacy tests (pretest and posttest), and student response questionnaires. The data was then analyzed qualitatively and quantitatively.The results showed a significant increase from an average score of 73.3 to 88 with an N-Gain value of 0.55 (medium category). A total of 96% of students gave a positive response to the e-comic, stating that this media is interesting and helps understanding. Material, media, and language expert validation showed high feasibility with percentages of 85%, 92.5%, and 91.25%, respectively. This finding is in line with Piaget's theory that children aged 7-11 years need visual media. The conclusion of the study proves that e-comic is effective in improving reading literacy. The implication is that this media can be adopted as an innovative solution for literacy learning in the lower grades.
Pengembangan Media Flashcard Berbasis Metode Fonik dalam Meningkatkan Kemampuan Dekoding Siswa Kelas 1 Sekolah Dasar Maria Goreti Rini Kristiantari; Chindytia; Ni Ketut Mas Ayu Marini Putri; Ni Kadek Subening Metia Putri; Lady Ayu Dhyana Paramita
Indonesian Gender and Society Journal Vol. 6 No. 1 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/igsj.v6i1.96168

Abstract

The low ability of first grade elementary school students in recognizing letters and associating them with the right sounds indicates the need for effective media and learning methods to support mastery of decoding skills at the early stages of reading. This study aims to create media flash card based on phonics methods in improving students' decoding abilities and assessing the extent to which flashcard media based on phonics methods can improve students' abilities in recognizing letter sounds and combining them into words. The research method used is qualitative and quantitative descriptive analysis, with data collection through observation, interviews, and questionnaires. This study uses the ADDIE development model as a framework in designing and developing media. The research subjects consisted of 9 grade 1 elementary school students, as individual trial subjects. The main results of the study showed that the media obtained a very good category from design and media experts, and good from the results of individual trials. The media was considered interesting, easy to use, and helped students in mastering basic phonics. All of the 9 students have also experienced an increase in their early reading skills after using the media. It can be concluded that the media flash card based on phonics method contributes positively to improving students' early reading skills, especially in the aspect of decoding letters and words. The implications of this study indicate that the use of interactive visual media that is in accordance with phonics principles can effectively help students in recognizing the relationship between letters and sounds. This has an impact on improving basic reading skills, especially in terms of decoding or the ability to sound out words accurately.