Sri Cacik
Universitas PGRI Ronggolawe (UNIROW) Tuban, Jawa Timur, Indonesia

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Pengembangan dan Validasi Media Pembelajaran Interaktif Berbasis Game Pixel Menggunakan Godot Engine pada Materi Bangun Datar Kelas IV SD Dhimas Endra Kumara; Wendri Wiratsiwi; Sri Cacik
Jurnal Riset Multidisiplin Edukasi Vol. 3 No. 6 (2026): Jurnal Riset Multidisiplin Edukasi (Juni 2026)
Publisher : PT. Hasba Edukasi Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71282/jurmie.v3i6.2297

Abstract

This study aims to develop a pixel game-based interactive learning media using the Godot Engine for flat shape material in Grade IV Elementary School and to analyze its validity. The research and development method used the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Validity testing was conducted by three expert validators: a media expert, a language expert, and a material expert. Validity assessment used a percentage scoring technique with the criteria ≥81% = Very Feasible, 61–80% = Feasible, 41–60% = Fairly Feasible. The results showed that media validation obtained a score of 60/60 (100%, Very Feasible), language validation 48/50 (96%, Very Feasible), and material validation 52/55 (94.55%, Very Feasible). The media expert noted the media was well-designed and suggested adding a university logo, usage instructions, and a developer profile. The language expert declared the media usable without revision. The material expert recommended aligning learning objectives to the ABCD format, improving content interactivity, and adding a reference list inside the game. Overall, the pixel game-based learning media using the Godot Engine has been declared valid and feasible for use as an interactive learning medium for flat shape material in Grade IV Elementary School.
VALIDASI E-BOOK INTERAKTIF BERBASIS KEARIFAN LOKAL PADA PEMBELAJARAN IPAS KELAS IV DI UPT SD NEGERI SIDOREJO 1 Siti Nurhalimah; Ina Agustin; Sri Cacik
Jurnal Riset Multidisiplin Edukasi Vol. 3 No. 6 (2026): Jurnal Riset Multidisiplin Edukasi (Juni 2026)
Publisher : PT. Hasba Edukasi Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71282/jurmie.v3i6.2299

Abstract

This study was conducted to determine the feasibility of an interactive e-book incorporating Semanding local wisdom for Science and Social Studies (IPAS) learning in fourth-grade elementary school classes. The research was motivated by the limited availability of contextual digital learning media and the insufficient integration of local wisdom into IPAS instruction at the elementary school level. The study employed a Research and Development (R&D) approach using the ADDIE model, with particular emphasis on the development phase and product validation process. The product was evaluated by three validators consisting of a media expert, a language expert, and a subject-matter expert. The validation instrument assessed several aspects, including visual appearance, functionality, content, language, and curriculum alignment. Data were analyzed using percentage calculations to determine the feasibility level of the developed media. The findings revealed that the interactive e-book achieved a validation score of 100% from the media expert, 96% from the language expert, and 85% from the material expert, resulting in an overall average score of 93.67%, which falls within the very feasible category. These results indicate that the developed media satisfies the required feasibility standards in terms of design, functionality, language use, and content quality. Therefore, the interactive e-book based on Semanding local wisdom is considered highly appropriate for use as a learning medium in fourth-grade IPAS learning and is ready to be implemented during the product trial stage.