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Elementary Students’ Needs for Interactive Cultural Learning Media: A Needs Analysis for an AR-Based Game Astiningati, Arum; Rachmadyanti, Putri; Nasution, Nasution
Edunesia : Jurnal Ilmiah Pendidikan Vol. 7 No. 2 (2026)
Publisher : Research, Training and Philanthropy Institution Natural Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51276/edu.v7i2.1706

Abstract

This study analyzes the empirical needs for developing augmented Reality (AR)-based game learning media integrated with local wisdom to support cultural Learning in Integrated Science and Social Studies at the elementary level. Using a qualitative case study within a needs analysis framework, the study involved 28 fifth-grade students and 3 teachers. Data were collected through in-depth interviews, four-point Likert-scale questionnaires, and structured classroom observations, and were analyzed thematically through triangulation. The findings reveal three key gaps. Cultural learning remains dominated by teacher-centered instruction and limited interactive media (M=2.1). Students show strong preferences for visual media (M=3.7) and game-based Learning (M=3.6). Their knowledge of local cultural heritage is still low (M=1.9). Teachers also expressed positive views on integrating game mechanics and AR, though technical readiness remains a constraint. Overall, the findings provide an empirical basis for developing contextual, interactive, and culturally relevant AR Monopoly media to improve literacy, Engagement, and cultural understanding in digital learning environments.
DESIGNING AN INTERACTIVE LEARNING GAME INTEGRATING LOCAL CULTURAL VALUES TO ENHANCE JAVANESE SCRIPT LITERACY Stiyas, Ayuk Susilaning; Subrata, Heru; Siswanto, M. Bambang Edi; Mariana, Neni; Rachmadyanti, Putri
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 10, No 4 (2025)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v10i4.9440

Abstract

Interactive Learning Games are one of the learning media used to measure the achievement of student learning objectives. This development research aims to test the feasibility of a product in the form of Interactive Learning Games to improve Javanese literacy. Validation testing was conducted by material experts, media experts, peer review, as well as testing on students with three types of tests including individual tests, small group trials, and large group trials. The Interactive Learning Games were created using Canva without requiring coding skills. The type of research is Research and Development using the ADDIE development model. The research target was grade V students at SDN Urangagung Sidoarjo. Based on the validation results from the media experts, the Interactive Learning Games received an average score of 92.6%, while the validation results from material experts received an average score of 90%. The product test results from peer review received an average score of 90.4% with some improvements, while individual trial tests obtained an average score of 91%, small group trials achieved an average of 87%, and large group trials reached 88%. Based on validation tests from experts, peer reviews, and trials conducted with students, the use of this Interactive Learning Game is feasible for use in the learning process and can also be used as independent assignments.
Serat Centhini Integration Builds Elementary Geographic Literacy: Integrasi Serat Centhini Membangun Literasi Geografi Siswa Sekolah Dasar Pratiwi, Mey; Rachmadyanti, Putri; Puspita, Ari Metalin Ika
Academia Open Vol. 11 No. 1 (2026): June
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/acopen.11.2026.13777

Abstract

General Background: Geographic literacy is a core competency in primary education encompassing spatial understanding, human–environment interaction, and cultural interpretation. Specific Background: Elementary Natural and Social Sciences learning in Indonesia often relies on textbooks and lacks contextual linkage to students’ real-world spatial experiences. Knowledge Gap: Previous studies have identified geographic values in Serat Centhini but have not deeply examined its integration process within classroom practice and learner experiences. Aims: This study investigates the integration of Serat Centhini as a culturally grounded source of geographic literacy in elementary IPAS learning. Results: Using a qualitative case study with 32 fifth-grade students and a teacher, findings show that narrative-based learning through Serat Centhini supports students’ understanding of spatial relationships, contextualizes geographic concepts, strengthens awareness of human–environment interactions, and connects cultural dimensions with geographic knowledge. Students demonstrated the ability to interpret spatial descriptions, relate them to real environments, and reflect on environmental values through culturally relevant narratives. Novelty: This study introduces a perspective that positions traditional Nusantara literature as an integrated pedagogical resource linking geographic literacy with cultural identity formation in elementary education. Implications: The findings highlight the potential of local literary heritage as an interdisciplinary and contextually meaningful learning resource, offering guidance for teachers, curriculum designers, and policymakers to incorporate culturally responsive approaches in geographic literacy development. Highlights• Narrative learning supports spatial concept comprehension through cultural storytelling• Students connect textual geography with real environmental contexts and practices• Cultural narratives foster ecological awareness and value-based reflection KeywordsGeographic Literacy; Serat Centhini; Local Wisdom; Narrative Learning; Elementary Education
Pelatihan dan Pendampingan Pembuatan Media Pembelajaran Interaktif Lectora Inspire Bagi Guru SD Ana, Ria Fajrin Rizqy; Astutik, Leny Suryaning; Putri, Dya Ayu Agustina; Rachmadyanti, Putri; Rifayanti, Zuni Eka Tiyas
Jurnal Pengabdian Masyarakat (ABDIRA) Vol 6, No 2 (2026): Abdira
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/abdira.v6i2.1948

Abstract

Advances in science and technology require teachers to creatively use interactive learning media. In reality, teachers rarely use interactive learning media during classroom instruction, resulting in low student motivation. To address this issue, a training program on creating technology-based learning media using Lectora Inspire was conducted. The objective of this training is to enhance teachers’ competencies in creating, developing, and implementing technology-based learning media. This training program consists of the following stages: 1) field survey (partners); 2) Coordination with school principals and teachers; 3) Program Socialization; 4) Program Implementation; and 5) Activity Evaluation. The results of the activities showed an increase in teachers’ knowledge and skills in designing innovative learning media. Additionally, teachers were able to produce learning media products that can be used in the classroom learning process. This program is expected to support more interactive learning, increase student motivation, and encourage the use of technology in elementary school education.