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Pengembangan Media Pembelajaran Digital T’Smart Berbasis Teka-Teki Silang Berbantuan Canva Materi Pencernaan Manusia Kelas V SDN 2 Tiudan Kabupaten Tulungagung Febriani, Icha; Jadmiko, Rahmad Setyo; Oktaviarini, Nourma
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i4.6911

Abstract

Science learning on the human digestive system still faces limitations in the use of interactive digital media, so learning tends to be one-way. This condition indicates the need for media that combines material presentation with educational games. This study aims to develop a digital learning media T'Smart based on crossword puzzles assisted by Canva on the human digestive system material for fifth-grade students. The study used the Research and Development (R&D) method with the ADDIE model which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The research procedure included needs analysis, media design, product development and validation, student trials, and evaluation and revision. Data were analyzed descriptively quantitatively using a percentage score to determine the level of validity and practicality of the media. The validation results obtained a score of 95% from media experts and 93% from material experts, both categorized as very valid. Practicality obtained a score of 90% in small group trials, 94.2% in field trials, and 93.3% based on teacher responses, all categorized as very practical. Thus, the T'Smart media meets the criteria of being very valid and very practical to be used as a learning medium for class V science on the human digestive system material through interactive game activities.
PENGEMBANGAN MEDIA PEMBELAJARAN DIGITAL CERMAT BERBANTUAN ARTICULATE STORYLINE MATERI VOLUME BANGUN RUANG KELAS V SEKOLAH DASAR Nuzulus Sholikkah, Siti Pika Roiddatun; Jadmiko, Rahmad Setyo; Nur Afifah, Dian Septi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.55208

Abstract

  The background of this research is the use of learning media that has not been optimal, resulting in a lack of student interest in learning mathematics. This research aims to develop a product in the form of digital learning media with the help of Articulate Storyline for fifth-grade elementary school students. This research uses the R&D method and uses the ADDIE model. The instrument used in this research is a questionnaire. Validity testing was conducted by media experts and material experts. Practicality testing was conducted through small group trials and field trials on fifth-grade students of SDN 2 Rejosari. The results of media validation by media validators obtained an average percentage of 95% with the category "very valid". The assessment of material experts obtained an average percentage of 90% with the category "very valid". The assessment from teachers obtained a percentage of 95%, and the trial with students obtained a percentage of 96% with the category "very practical". Based on these results, the development of digital learning media with the help of Articulate Storyline was declared very valid and very practical. The implication of this research is that the digital learning media CERMAT, assisted by Articulate Storyline can be used as a valid, practical, and interactive learning media to support mathematics learning on the volume of geometric shapes in elementary schools.
PENGEMBANGAN MEDIA INTERAKTIF BERBASIS GENIALLY SEBAGAI INOVASI PEMBELAJARAN IPAS MATERI KERUSAKAN ALAM SISWA KELAS V SDN 1 GONDANG KABUPATEN TULUNGAGUNG Arnadila, Pingki Dwi; Jadmiko, Rahmad Setyo; Oktaviarini, Nourma
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02 Juni 2026 Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.57546

Abstract

The research on the development of Genially-based interactive media is motivated by the teaching media used in the form of printed images and then attached to the whiteboard. The aim of this study is to develop interactive media based on Genially. This study uses the ADDIE (Analyze, Design, Development, Implementation, Evaluation) development model and uses the R&D (Research and Development) method. This research instrument uses a questionnaire. The validity of Genially-based interactive media is seen from the validation results by media expert validators, material experts, student responses, and teacher responses. The results of the validation of Genially-based interactive media on the material of natural damage from media experts obtained an average score of 93% with the category of "very valid". The results of the validation of material experts obtained an average score of 94% with the category of "very valid". The results of the product validation from teacher responses obtained a score of 86% with the category of "very practical", and large group tests or field tests obtained a score of 92% with the category of "very practical". Based on these results, the development of Genially-based interactive media as an innovation in science learning on the material of natural damage is declared very valid and very practical to be used as an interesting and innovative learning medium for fifth-grade students of SDN 1 Gondang.