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Development of Story-Based E-Modules to Improve Reading Interest And Learning Outcomes of Fifth Grade Elementary School Students Akhmad Qomaru Zaman; Intan Fajrin Febrianti; Rarasaning Satianingsih
Journal La Edusci Vol. 7 No. 2 (2026): Journal La Edusci
Publisher : Newinera Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37899/journallaedusci.v7i2.3023

Abstract

The interest in reading is one of the most important problems of elementary education and tends to affect the learning outcomes of students. The purpose of this study was to design an electronic module based on picture story to enhance reading interest and learning outcomes among the fifth grade elementary school students. The research utilized Research and Development model that was adapted to eight steps namely needs analysis, product design, initial development, expert validation, limited trial, revision, extensive trial, and final evaluation. The research was carried out at Tambaksawah Elementary School, Sidoarjo, using expert validators, small trial group, and 57 students in the general implementation phase. The data were collected using observation, interviews, expert validation sheets, reading interest questionnaires, pretest and posttest instruments and analyzed using qualitative descriptive and quantitative descriptive methods. The findings demonstrated that the module developed was very feasible with subject matter validation of 88 percent, media validation of 90 percent and language validation of 85 percent. The limited trial showed that the module was practical and received positive responses from students, although some students required initial guidance in using it, although some needed to be initially guided on the use of the module. The wider application demonstrated that the interest of students in reading grew by 61.0 percent to 85.1 percent. There was also an improvement in learning outcomes as indicated by the increase in average pretest score of 60.5 to the average posttest score of 85.0 with an average N Gain of 0.62 in moderate category.
EXPLORING STUDENT LEARNING EXPERIENCE THROUGH IMMERSIVE VIRTUAL REALITY A STEAM LEARNING MEDIUM TO SUPPORT NUMERACY LITERACY IN ELEMENTARY SCHOOL Titik Supriati; Reza Rachmadtullah; Akhmad Qomaru Zaman
Jurnal Cinta Nusantara Vol. 4 No. 3 (2026): Juli-September, Synergy of Research and Community Service for Community Empower
Publisher : CV. Bunda Ratu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63754/jcn.v4i3.228

Abstract

This study aims to explore the learning experiences of elementary school students through Immersive Virtual Reality (IVR) as a STEAM learning medium to support numeracy literacy. The study used a qualitative exploratory approach with a phenomenological nuance, involving 10 elementary school students selected by purposive sampling as key informants. Data were collected through participant observation, in-depth interviews, documentation, and field notes. The results revealed three main themes: (1) the use of IVR provides an immersive and exploratory learning experience that increases student engagement despite technical barriers; (2) STEAM learning occurs through exploration, interaction, discussion, and problem-solving; and (3) numeracy literacy emerges through the identification of numerical information, measurement, comparison, and contextual decision-making. Overall, IVR functions as an immersive, collaborative, and contextual learning environment that supports elementary school students' numeracy literacy.