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Pengembangan Media Pembelajaran E-Fotonovela Fisika Menggunakan Android Berbasis Karakter untuk Siswa Tuna Rungu ( SLB – B ) Ermawati, Imas Ratna; Andita, Andita; Fitriana, Aisyah; Andryastuti, Andryastuti; R, Hani
JIPFRI (Jurnal Inovasi Pendidikan Fisika dan Riset Ilmiah) Vol. 4 No. 1 (2020): JIPFRI (Jurnal Inovasi Pendidikan Fisika dan Riset Ilmiah) - May 2020
Publisher : Universitas Nurul Huda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30599/jipfri.v4i1.638

Abstract

This study aims to develop E-fotonovela media for deaf students in SMLB-B. The research method used is the Research and Development (R & D) method with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The subjects of the study were deaf students of high school level (SMLB-B), which were conducted in two schools namely SLB N 6 Jakarta and SLB N 7 Jakarta. Research and development produces E-fotonovela media in the form of books with Android-assisted, magnetic materials that are suitable for use based on an average expert judgment of 98% with very good criteria. The assessment of the effectiveness of the media obtained a percentage of 94% with very good criteria, and based on the effectiveness of learning outcomes obtained a value of 74.5% good criteria, which means that the photonovela media on magnetic material is suitable for use as a learning medium in SMAL-B (deaf). While the characters obtained after using E-fotonovela with the thunkecable android application are shown by the overall average score for the 6 principle characters of users at a high level of honest average = 8,189; average discipline = 7.834; average curiosity = 6,545; creative average = 8.037; average cooperation = 8,500 and average responsibility = 8,310.
Perancangan Mainan Jengga Modifikasi untuk Melatih Diskusi Kelompok Siswa Kelas XI SMA R, Hani; Insani, Handayani Madania; Hafiyan, R. Moch. Rizal; Jayanti, Ghia Tri
Meraki: Journal of Creative Industries Vol. 3 No. 02 (2026): Innovative Product Design for Lifestyle Enchancement: Exploring Portable Solut
Publisher : Fakultas Industri Kreatif Universitas Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24123/meraki.v3i02.7613

Abstract

21st-century learning, especially the skills that are crucial in the era of the Fourth Industrial Revolution, is very important to develop, one of which is through discussion. However, the implementation of discussion dominated by presentations is often monotonous and focuses only on results, not the process. This encourages students to simply copy and read, indicating that the development of 21st-century skills is not yet optimal. To address this issue, this study proposes a modified version of the Jenga game designed to facilitate student discussions on flood mitigation and make learning more enjoyable. This design applies the SCAMPER method, specifically the aspects of Substitute, Adapt, Modify, Put to other uses, and Combine. The results of the study show that this modified Jenga successfully accommodates small group discussions among students, allowing teachers to directly monitor their performance. Additionally, this game makes learning more enjoyable, especially with the “steal your opponent's block” rule, which increases student interaction and enthusiasm.