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Pengembangan Media Interaktif Berbasis Augmented Reality Materi Siklus Air Untuk Pembelajaran Di Sekolah Dasar Sugiyanto, Roso; Sapriline, Sapriline; Femmy, Femmy; Simpun, Simpun; Rahmadi, Rahmadi; Krisyandera, Windica
Jurnal Ilmiah Kanderang Tingang Vol 15 No 2 (2024): Jurnal Ilmiah Kanderang Tingang
Publisher : FKIP Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37304/jikt.v15i2.341

Abstract

Learning in elementary schools plays a central role in forming the foundational knowledge and skills of students. In this context, the subjects taught at the elementary level are key to developing a good understanding. One of the subjects in elementary school is Science, Environment, Technology, and Society (IPAS). To support the successful implementation of learning and the achievement of the learning objectives of IPAS as mentioned above, teachers must provide instructional media. By using media, it is expected that teachers can more easily convey material, and students can also receive lessons well and enjoyably, thus fostering their motivation to learn. This study aims to determine the feasibility of developing augmented reality (AR)-based interactive media in teaching the water cycle to fourth-grade students at SDN 10 Langkai and to assess the response of the fourth-grade students at SDN 10 Langkai to the development of AR-based interactive media for water cycle learning. The research uses the research and development (R&D) method. According to Borg & Gall (1983), as cited in Risal, Hakim, & Abdullah (2022:2), the R&D method is used to develop and validate an educational product. The development of the learning media in this research follows the ADDIE model. Based on the research results, the feasibility of the AR-based interactive media was rated at 86%, categorized as "Highly Feasible." The students responded positively to the development of the AR-based interactive media, showing great enthusiasm and active engagement in learning the water cycle. Therefore, the AR-based interactive media was deemed "Highly Feasible" and received positive feedback from the students.
Using TPACK To Design Local Wisdom-Based Literature Appreciation Learning in the Digital Era Mardiana, Dina; Simpun, Simpun; Thomas, Orbit
Jurnal Ilmu Sosial Mamangan Vol 14, No 1 (2025): Jurnal Ilmu Sosial Mamangan Accredited 2 (SK Dirjen Ristek Dikti No. 0173/C3/DT
Publisher : LPPM Universitas PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/mamangan.v14i1.9068

Abstract

This research was motivated by the low value of student learning outcomes in designing Indonesian literature appreciation learning based on local wisdom in the digital era. In fact, integrating digital technology into learning has become part of students' competence as prospective 21st century learning teachers. The aim of this research is to improve students' ability to design Indonesian literature appreciation learning based on local wisdom in the digital era by applying the TPACK concept. The classroom action research method using Kurt Lewin's four-step model was applied in this research. The research subjects were 40 fourth semester students at the Primary School Teacher Education (PGSD) Study Program at Palangka Raya University. The research results show the success of increasing student learning outcomes which is very significant. In the pre-action stage the average student score was still at 57.5 with 12.5% completion, after the action in cycle I the student score reached an average of 71.25 with a completion percentage of 75% and after the action in In cycle II, the average student score reached 80 with a completion percentage of 92.5%. In conclusion, the TPACK concept applied by the lecturer team during class action was able to increase student learning achievement scores by 22.5 and increase the percentage of completion by up to 80%.