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Developing Augmented Reality-Based Flashcards to Enhance Science Literacy in Elementary Schools Angga Setiawan; Indah Yunitasari; Diyanti Jati Pratiwi; Yesita Inka Dela; Wahyu Agung Jatmiko
Pedagogia: Jurnal Ilmiah Pendidikan Vol. 17 No. 1 (2025)
Publisher : FKIP UNIVERSITAS PAKUAN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55215/pedagogia.v17i1.49

Abstract

One of the basic skills that elementary school students must have is science literacy. However, the educational attainment of primary school students in a rural location remains unfulfilled. This study aims to develop flashcard-based learning media equipped with Augmented Reality (AR) technology to improve elementary school students' science literacy. The research method used is Research and Development with the ADDIE development model. Data collection methods used questionnaires and tests, while the instruments used were validation questionnaires and pre- and post-tests. Data analysis in this study used the N-Gain test. The validation results from experts indicate that the AR-based flashcard learning media is considered fasible to be implemented in the classroom for cultivate students’ science literacy. Before conducting the hypothesis test, a prerequisite test was conducted, showing the data is normally distributed, as well as a homogeneity variance. The results of the N-Gain test showed a value that indicating an improvement of students' science literacy after using this learning media. Based on the research results, it can be concluded that flashcard-based learning media with Augmented Reality technology is effective in improving the science literacy of elementary school students.
Pengembangan Media Quiz Card Treasure Berbasis Kearifan Lokal untuk Penguatan Kecerdasan Spasial Siswa di Sekolah Dasar Angga Setiawan; Intan Susetyo Kusumo Wardhani; Wawan Prasetyo; Diyanti Jati Pratiwi; Lataniya Fie Dzikry
Journal of Practice Learning and Educational Development Vol. 6 No. 2 (2026): Journal of Practice Learning and Educational Development (JPLED) in Press
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i2.1172

Abstract

This research is motivated by the low spatial intelligence of elementary school students in visualizing abstract spatial concepts within Natural and Social Sciences (IPAS) learning. The objective of this research is to develop the Quiz Card Treasure medium based on Trenggalek local wisdom that is proven valid, practical, and effective in strengthening students' spatial abilities. The method employed is Research and Development (R&D) utilizing the ADDIE development model, which comprises the Analyze, Design, Development, Implementation, and Evaluation stages. The research subjects involved 75 fourth-grade students from three elementary schools in Trenggalek Regency. Data collection techniques included expert validation sheets, response questionnaires, and performance tests. The results indicate that the developed medium met the "very valid" criteria, with feasibility percentages of 90% for material, 92% for media, and 90% for instructional design. The practicality test received a very positive response, with 92% from teachers and 93% from students. The effectiveness test demonstrated a significant improvement in learning outcomes, achieving an average N-Gain score of 0.65, classified in the medium category. It is concluded that integrating treasure hunt game mechanisms with local wisdom content effectively stimulates students' visualization and directional orientation abilities, making it a suitable innovative learning solution for elementary schools.
Pengembangan Media Flipbook QR Barcode untuk Meningkatkan Literasi Baca−Tulis Siswa Kelas II Sekolah Dasar Zahrani, Alyana Fayza; Santosa, Agus Budi; Pratiwi, Diyanti Jati
TANGGAP : Jurnal Riset dan Inovasi Pendidikan Dasar Vol. 6 No. 2 (2026): TANGGAP : Jurnal Riset dan Inovasi Pendidikan Dasar
Publisher : STKIP PGRI Trenggalek

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55933/tjripd.v6i2.938

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya kemampuan literasi baca-tulis siswa kelas II sekolah dasar. Tujuan dari penelitian ini adalah untuk mengetahui kondisi literasi baca-tulis siswa, mendeskripsikan desain serta kevalidan media pembelajaran Flipbook QR Barcode, implementasi media tersebut, dan efektivitasnya dalam meningkatkan literasi baca-tulis. Penelitian ini menggunakan metode research and development dengan model ADDIE. Teknik pengumpulan data meliputi wawancara, validasi media, validasi bahasa, validasi materi, validasi praktisi, angket respons guru dan siswa, serta instrumen pretest dan posttest. Sampel penelitian diambil menggunakan teknik purposive sampling dari tiga sekolah: SDN 1 Ngares (14 siswa), SDN 1 Surodakan (29 siswa), dan SDN 2 Ngantru (53 siswa). Hasil penelitian menunjukkan bahwa media Flipbook QR Barcode valid dan layak digunakan. Berdasarkan uji beda, diperoleh nilai signifikansi (2-tailed) sebesar 0,00 yang menunjukkan adanya perbedaan signifikan antara hasil pretest dan posttest. Rata-rata nilai N-Gain sebesar 53,58 menunjukkan bahwa media tersebut efektif dalam meningkatkan literasi baca-tulis siswa. Kesimpulannya, media Flipbook QR Barcode efektif digunakan sebagai media pembelajaran untuk meningkatkan literasi baca-tulis siswa kelas II sekolah dasar.
PENGARUH MODEL PROBLEM BASED LEARNING DENGAN PENDEKATAN DEEP LEARNING TERHADAP PEMAHAMAN KEARIFAN LOKAL SISWA KELAS IV SEKOLAH DASAR Karisma Wardhani; Diyanti Jati Pratiwi; Nanda William
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 3, September 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.16864

Abstract

This study aims to determine the effect of the Problem Based Learning (PBL) model with a deep learning approach on the understanding of local wisdom of Grade IV elementary school students. This research used a quantitative approach with a quasi-experimental design of the nonequivalent control group design type. The subjects consisted of 29 students of Grade IV SDN 3 Jombok as the experimental class and 23 students of Grade IV SDN 1 Tanggaran as the control class. The data collection instrument was a multiple-choice written test (pre-test and post-test) referring to six comprehension indicators according to Anderson & Krathwohl (2001): interpreting, exemplifying, classifying, inferring, comparing, and explaining. Data analysis used the Independent Samples T-Test with SPSS 25.0. The results showed that the average post-test of the experimental class was 75.34, higher than the control class of 62.83. Based on the Independent Samples T-Test, a significance value of 0.002 < 0.05 was obtained, so H0 was rejected and Ha was accepted. This means there is a significant effect of the Problem Based Learning model with a deep learning approach on the understanding of local wisdom of Grade IV elementary school students. The research instrument was declared reliable with a Cronbach’s Alpha of 0.898 (very high category), and all data were proven to be normally distributed and homogeneous.
Pengembangan Media Monopoli Pop-Up untuk Meningkatkan Literasi Budaya Siswa Kelas V Sekolah Dasar Deviana Seftia Ferawati; Diyanti Jati Pratiwi; Nanda William
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2748

Abstract

In the era of globalization, strengthening cultural literacy has become an important goal of elementary education. However, cultural literacy learning remains suboptimal due to the limited use of innovative and interactive learning media. This study aimed to develop a cultural literacy-based Pop-Up Monopoly learning media and examine its validity, practicality, and effectiveness in improving the cultural literacy of fifth-grade elementary school students. This Research and Development (R&D) study employed the ADDIE model, consisting of the Analysis, Design, Development, Implementation, and Evaluation phases. The participants were 55 fifth-grade students from SDN 5 Bendorejo, SDN 1 Kedunglurah, and SDN 2 Kedunglurah, Trenggalek Regency. Data were collected through interviews, documentation, questionnaires, validation sheets, and cultural literacy tests. The developed media obtained validation scores of 92% from material experts, 96% from language experts, 91% from media experts, and 95% from practitioner validators, with an overall average of 93%, indicating that it was highly valid. Teachers and students also provided very positive responses, demonstrating the media's practicality. The average student score improved from 57.4 on the pre-test to 84.5 on the post-test. Furthermore, the Paired Sample t-Test showed a significant difference between pre-test and post-test scores (Sig. = 0.000 < 0.05), while the N-Gain value of 65% indicated that the media was effective in enhancing students' cultural literacy. Therefore, the cultural literacy-based Pop-Up Monopoly learning media is valid, practical, and effective for elementary school learning.
PENGARUH UNPLUGGED CODING BERBASIS MODEL PEMBELAJARAN PROBLEM BASED LEARNING (PBL) TERHADAP KEMAMPUAN PEMECAHAN MASALAH SISWA SEKOLAH DASAR Choiriyah, Nidaul; Jati Pratiwi, Diyanti; Nanda, William
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Verified
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.58997

Abstract

The low level of problem-solving skills among elementary school students, along with the implementation of coding education in schools, presents a challenge to achieving 21st-century learning objectives. One alternative instructional approach is unplugged coding based on the Problem Based Learning (PBL) model, which integrates problem-solving activities with computational thinking concepts without relying on digital devices. This study aimed to examine the effect of unplugged coding based on the Problem Based Learning (PBL) model on elementary school students' problem-solving skills. A quantitative approach was employed using a quasi-experimental method with a non-equivalent control group design. The sample consisted of 38 fifth-grade elementary school students selected through purposive sampling, with 19 students assigned to the experimental group and 19 students to the control group. Data were collected through problem-solving skill tests (pre-test and post-test) and classroom implementation observation sheets. Data analysis included normality and homogeneity tests, followed by an Independent Sample t-Test. The findings revealed that unplugged coding based on the Problem Based Learning (PBL) model was more effective than conventional instruction in improving students' problem-solving skills. The experimental group obtained a mean post-test score of 85.42, while the control group achieved 63.42. Furthermore, the Independent Sample t-Test yielded a significance value (Sig. 2-tailed) of 0.000 (p < 0.05), indicating a significant difference in learning outcomes between the two groups after the treatment. Therefore unplugged coding based on the Problem Based Learning (PBL) model significantly improves elementary school students' problem-solving skills and can serve as an alternative approach to coding instruction that supports the development of 21st-century skills.
PENGEMBANGAN MEDIA PEMBELAJARAN KOMIK LINGKUNGAN BERBASIS FRISCO UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS SISWA KELAS V SEKOLAH DASAR Nizar Sufyan Arif; Diyanti Jati Pratiwi; Nanda William
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Posted
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.60528

Abstract

Critical thinking skills encourage students to sharpen their analysis and open-mindedness regarding various dynamics in daily life. The issue of students' lack of critical thinking skills is a matter that must be addressed to enhance students' competence in becoming superior thinkers. The type of research used is Research and Development (RnD) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Data collection techniques utilized interview guidelines, observation, documentation, expert validation questionnaires (content, language, media, practitioner), and test instruments validated using Aiken's V. The sample was determined through purposive sampling with a total of 47 respondents. Data analysis applied the paired sample T-test and N-Gain test, processed with the assistance of SPSS 25 software. The results of the expert judgment on the development of the FRISCO-based environmental comic learning media indicated high feasibility. Content expert validation obtained a score of 85% (Highly Feasible), language expert 97.5% (Highly Feasible), and media expert 91%. Subsequently, product testing was conducted in two stages. In the small-scale trial, there was an increase between the pre-test and post-test scores by 21 points. Practitioner validation reached 90% (Highly Feasible), with a student response score of 85.16% (Very Attractive) and a teacher response score of 88.9% (Very Attractive). In the large-scale trial, there was also an increase in the average pre-test and post-test scores by 9.73. The student response questionnaire showed a score of 87.57% (Very Attractive) and the teacher response was 91.67% (Very Attractive). Lastly, the effectiveness test using the N-Gain formula obtained a score of 76.10%, which falls into the "Moderately Effective" criterion. Based on these results, it can be concluded that the FRISCO-based environmental comic media is highly feasible and proven effective for use.