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Journal : JTP - Jurnal Teknologi Pendidikan

QR Code-Based Digital Media for Scientific Literacy Skills Enhancement of Elementary School Students Kartika Sari, Pratiwi; Nabilla Qonita, Dzakiyah
JTP - Jurnal Teknologi Pendidikan Vol. 26 No. 1 (2024): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v26i1.43285

Abstract

QR Code-based learning encourages teachers to be more creative in designing lessons and students to become more active in the learning process. The problems that are present are the low literacy skills of students in the field of science education, the lack of ability in the field of digital-based technology for science literacy learning, describing alternative solutions to improve science literacy in elementary school students. The development of learning materials in the form of QR Code-based E-Modules aims to enhance higher-order thinking skills in thematic learning. This research aims to develop, validate, and assess effectiveness development of QR Code-Based digital media to enhance scientific literacy skills in the teaching of natural sciences. The research design follows the Research and Development (R&D) method, specifically the Richey and Klein method, consisting of three stages: Planning, Production, and Evaluation. Validation results from media experts show a percentage of 91.57%, language experts 84.38%, and content experts 96.13%. Thus, the developed product is considered highly feasible and ready for testing. The next stage involves one-to-one testing, small group testing, and field testing. One-toone testing scores were 90.28%, small group testing was 93.33%, and field testing was 85.74%. To verify the accuracy of the data, a paired sample t-test using SPSS is conducted, resulting in significance = 0.000 < 0.05. Therefore, it can be concluded that implementing QR Code-based digital media in science education has a significant positive effect, making it highly feasible and effective for use in fourth-grade science classrooms. Thus with this research students' abilities in implementing scientific literacy in everyday life can be improved to achieve better learning outcomes.
Development of Digital Comic on Thematic Learning to Improve Literature Skills of 5th Grade Students in Elementary School Kartika Sari, Pratiwi; Arofatinajah, Siti; Fajarianto, Otto
JTP - Jurnal Teknologi Pendidikan Vol. 24 No. 1 (2022): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v24i1.23700

Abstract

The development of information technology is very influential in the world of education, so that it can be used as a medium of learning. One way to improve the quality of education through technology is by organizing digital literacy. Digital literacy teaches a person to operate digital technology and think critically. Digital comics are one of the media that can improve students' literacy skills. This study aims to (1) determine the development of digital comics on student literacy, (2) determine the feasibility of the digital comic product being developed, (3) determine the effectiveness of the developed digital comic product. The research method used is research and development which refers to the Richey and Klein development model using three stages, namely: planning, production, and evaluation. The research was conducted for grade V elementary school students, before being tested on students the product was evaluated first by media experts, linguists, and material experts. The results of the assessment of the media expert obtained a score of 92.85% in the very good category, the linguist got a score of 80% in the good category, the material expert got a score of 94.23% with the very good category. Based on the results of experts, digital comic media is said to be very feasible. Furthermore, the one to one test got a score of 93.06% in the very good category and the small group test got a score of 92.08% in the very good category, so the product was said to be very feasible. Meanwhile, the effectiveness test of conducting the T test with the pretest and posttest obtained a value of 0,000 < 0,05. So it is concluded that digital comic media can improve student learning outcomes and can improve student literacy skills.