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ANALISIS NILAI POSITIF CERITA RAKYAT SEBAGAI SARANA PEMBENTUKAN KARAKTER PADA ANAK Ardianto, Teguh; Subekhi, Andri Imam
Metakognisi Vol 6 No 1 (2024): Metakognisi
Publisher : Sekolah Tinggi Keguruan dan Ilmu Pendidikan Babunnajah Pandeglang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57121/meta.v6i2.114

Abstract

Tujuan dari penelitian ini adalah untuk menemukan dan menjelaskan prinsip-prinsip yang dapat membentuk karakter siswa dari buku cerita rakyat, menilai sejauh mana prinsip-prinsip positif yang ditemukan dalam buku cerita tersebut dapat memengaruhi pembentukan karakter, dan melihat bagaimana sekolah menerapkan prinsip-prinsip karakter pada anak-anak mereka. Kemajuan teknologi baru-baru ini dapat mempengaruhi nilai hidup siswa dan mengurangi keinginan mereka untuk membaca buku cerita rakyat. Peneliti menemukan bahwa buku "Kumpulan Cerita Rakyat 33 Provinsi" memiliki banyak nilai positif, yang berdasarkan hasil analisis dapat membentuk karakter siswa. Nilai karakter ditanamkan pada siswa dalam tiga cara: sebelum pelajaran dimulai, saat pelajaran berlangsung, dan di luar pelajaran. Penelitian ini menggunakan pendekatan deskriptif kualitatif. Untuk mengumpulkan data, sumber data yang mendukung penelitian harus dibaca dan dipahami secara menyeluruh. Hasil penelitian menunjukkan bahwa moral positif dari cerita rakyat dapat membantu membangun karakter anak. Hasil menunjukkan bahwa melestarikan dan memanfaatkan kekayaan cerita rakyat Indonesia sangat penting untuk membangun karakter generasi muda di tengah arus modernisasi.
Developing Augmented Reality E-Comic Based on Baduy Folklore for English Literacy Enhancement Ardianto, Teguh; Fariji, Irvan; Subekhi, Andri Imam; Kusmana, Nandang; Junaedi, Yusup
Journal of Language and Literature Studies Vol. 6 No. 2 (2026): June
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/jolls.v6i2.5176

Abstract

In the context of education, literacy is no longer understood merely as the ability to read and write. It also includes the capacity to understand texts, interpret meaning, evaluate information critically, communicate ideas effectively, and apply knowledge to solve real-life problems. Therefore, this study aims to develop an Augmented Reality (AR)-based E-Comic by integrating Baduy folklore, meeting the criteria of validity, practicality, and effectiveness in optimizing English literacy skills. This study employs Research and Development (R&D) approached to create and evaluate an educational product. It follows the ADDIE model, which consists of five systematic stages: Analyze, Design, Development, Implementation, and Evaluation. The development of this E-Comic is designed to provide a contextual learning experience supported by dynamic and interactive 3D visualizations, thereby enhancing students’ literacy skills, particularly in English. The findings indicate that the developed AR-based e-comic was positively received by students and is suitable for use as teaching material in English language learning. This is consistent with other studies indicating that e-comics improve learning comprehension and are highly relevant as teaching media. This is also consistent with the results from utilizing digital teaching materials as an alternative for English classes. The average score from media experts reached 91.3%, while student responses averaged 84%, both categorized as highly feasible. Therefore, the product can be effectively implemented as a teaching material for English language learning.