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MEDIA NEEDS ANALYSIS OF SIMBOLA GENIALLY TO IMPROVE CIVIC LITERACY AND COLLABORATION OF GRADE II ELEMENTARY SCHOOL STUDENTS Nur Bahja; Ari Metalin Ika Puspita; Raden Roro Nanik Setyowati
Jurnal Cakrawala Pendas Vol. 11 No. 1 (2025)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v11i1.12071

Abstract

This research aimed to develop Simbola Genially, an interactive learning media designed to enhance civic literacy and collaboration among second-grade elementary school students. Utilizing the ADDIE development model, the study focused on the analysis phase to determine the needs of students and teachers. Data were gathered through interviews and questionnaires involving 75 students. The findings demonstrated that Simbola Genially significantly aided 80% of students in understanding concepts, enhanced tolerance by 74.67%, responsibility by 72%, critical thinking by 77.33%, and love for the country by 86.67%. The study addressed the limitations of traditional teaching methods, which predominantly rely on government textbooks and one-way instructional approaches. Evaluations in these settings often focus on lower-order thinking skills, leaving higher-order skills and civic literacy underdeveloped. Simbola Genially integrates interactive visual and audio elements, incorporating Pancasila symbols to foster a more engaging and effective learning environment. The research concluded that there is a substantial need for Simbola Genially to enhance the teaching of Pancasila Education in elementary schools. This media supports the development of essential 21st-century skills, such as critical thinking and collaboration, by providing students with interactive and dynamic learning experiences. By leveraging technological advancements, Simbola Genially can create an immersive learning environment that not only improves students' civic literacy and collaborative skills but also makes learning more enjoyable and meaningful. The study’s results suggest that this media holds significant potential in improving the overall quality of civic education and fostering a deeper understanding of civic responsibilities among young learners.
Lectora Inspire Untuk Meningkatkan Kemampuan Berpikir Kritis Peserta Didik Jane Cristi Faradilah Merinda Karno; Muhammad Turhan Yani; Raden Roro Nanik Setyowati
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 1 (2023): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v4i1.261

Abstract

This research is development research, namely the development of learning media with Lectora Inspire to improve the critical thinking skills of class VI students. This type of research is research and development (R&D) using the 4D model, namely Define, Design, Develop and Disseminate. Researchers used a Pre-Experimental Design in the form of a One-shot Case Study. The subjects of this study were 37 students of class VI B at SDN Wonokusumo VI/45 Surabaya for the 2022/2023 academic year. Research produces learning media with a decent Lectora Inspire that meets the criteria of validity, practicality, and effectiveness. In the trial, the classical learning completeness was 91.89%.
Pengembangan Animasi 3d “Kesuba” Untuk Meningkatkan Hasil Belajar Dan Nilai Karakter Peserta Didik Kelas IV MI Bahrul Ulum Surabaya Atika Dwi Rahmawati; Muhammad Turhan Yani; Raden Roro Nanik Setyowati
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 1 (2023): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v4i1.262

Abstract

The purpose of this study is to determine the feasibility, practicality and effectiveness of 3D animation products in improving learning outcomes and internalizing character values. The subject of the device trial was carried out on students of Madrasah Ibtidaiyah Bahrul Ulum Surabaya. Research design using Pre-Experimental. The form is in the form of a One-Shot Case Study. In this design there is a group given treatment and observed (Q). Data collection techniques in this study used tests, observations, interviews and questionnaires. So the conclusion of this study is that the development of animated media in learning material on ethnic and cultural diversity in the classroom can provide alternative interactive media. There is an increase in the use of animated media in learning material on ethnic and cultural diversity. The use of animation media on ethnic and cultural diversity material provides maximum completeness value.