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Application of Video Media to Improve Student Learning Outcomes in Class III Thematic Learning for Natural Science Subjects at SDN 3 Bukit Tunggal Chandra Anugrah Putra; Sariya Witari
Tunas: Jurnal Pendidikan Guru Sekolah Dasar Vol. 9 No. 2 (2024): Tunas: Jurnal Pendidikan Guru Sekolah Dasar
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/tunas.v9i2.7500

Abstract

Background: This research is a phenomenon that is common today, namely low interest in learning, and motivation of students, as well as inadequate learning outcomes. Aim: The main aim of this research is to improve student learning outcomes. Method: The research method used in this research is classroom action research. Data sources in this research consisted of the school principal, homeroom teacher and students. Data collection techniques used include planning, implementation, observation, reflection, and documentation. Research data analysis was carried out through stages consisting of collecting lesson plans, questions, pre-test, and post-test results, as well as drawing conclusions, and verification. Result and Discussions: The research results show that the factors that influence the improvement in student outcomes are: (1) Student learning activities when learning science using video media achieve predetermined indicators of success. This shows that students are active in the learning process. (2) There is an increase in student learning outcomes when learning science using video media. Data and test results at the pre-action stage showed an average score of 75.83, with a classical completion level of 79.17%. In cycle I, student learning outcomes increased with an average score of 83.55% and a classical completion level of 95.83%. This has achieved the researchers' established indicators of success, namely student learning outcomes with a KKM of 65, and a classical completion level of 85%.
The Application of Problem Based Learning Model Assisted by Audio-Visual media to improve Social Science Outcomes in 4th grade 5 Selat Hulu Elementary School Chandra Anugrah Putra; Dina Dwi Lestari
Tunas: Jurnal Pendidikan Guru Sekolah Dasar Vol. 10 No. 1 (2024): Tunas: Jurnal Pendidikan Guru Sekolah Dasar
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/tunas.v10i1.9070

Abstract

Background: The nature of Social Science learning has consequences for the teaching and learning process which is dominated by an expository approach, especially teachers using the lecture method while students are less involved or tend to be passive. Aim: Describe social studies learning activities using Problem Based Learning learning model assisted by audio visual media, Know the improvement of social studies learning outcomes through Problem Based Learning learning model assisted by audio visual media. Method: The object of this research is fourth grade students of 5 Selat Hulu Elementary School, Selat District, Kapuas Regency, Central Kalimantan, totaling 25 students. The method used in this research is Classroom Action Research. Results and Dıscussion:The results showed that: 1. There is a good increase in teaching and learning activities used in social studies learning by using the Problem Based Learning learning model assisted by audio-visual media in cycle I the average score value of the teacher's activity aspect is 3.1 then in cycle II becomes an average score of 3.7. Furthermore, the increase in student learning activities in cycle I obtained an average score of 3 then in cycle II the average score of 3.4 from the results of observers. 2. There is an increase in social studies learning outcomes by using the Problem Based Learning learning model assisted by audio visual media, namely classical completeness in cycle I 64% then in cycle II 100%.
Development of an Interactive E-Comic Based on Digital Literacy for Contextual English Learning in Elementary Schools Chandra Anugrah Putra; Bulkani Bulkani; Heru Nurochman; Muhammad Andi Setiawan
Tunas: Jurnal Pendidikan Guru Sekolah Dasar Vol. 11 No. 1 (2025): Tunas: Jurnal Pendidikan Guru Sekolah Dasar
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/tunas.v11i1.11281

Abstract

Background: The integration of digital literacy into English language learning for elementary school students remains a challenge, as existing media often lack interactivity and contextual engagement. This study addresses the need for innovative and motivating instructional media by transforming previous printed e-comic research into an interactive digital learning tool. Aim: The study aims to develop and evaluate an interactive e-comic that combines visual, textual, auditory, and simple animation elements to enhance English vocabulary mastery and learning motivation among elementary school students. Method: This research applied a Research and Development (R&D) design consisting of need analysis, design, development, limited testing, and evaluation. Data were collected through expert validation, questionnaires, observations, and interviews involving English teachers and students in grades 3 to 6. Quantitative data were analyzed descriptively using percentage scores, while qualitative data were analyzed through thematic interpretation. Results and Discussion: The developed interactive e-comic received an excellent feasibility rating from material and media experts, as well as positive responses from users. The trial results showed that the media improved students’ vocabulary retention, reading comprehension, and engagement. The integration of audio-visual features and interactive storytelling supported multimodal learning and enhanced students’ digital literacy competencies. Furthermore, the product demonstrated strong potential for educational commercialization through subscription-based models and institutional licensing. Conclusion: The interactive e-comic effectively enhances English learning outcomes and digital literacy skills among elementary students, providing an engaging, accessible, and pedagogically sound learning tool aligned with the Merdeka Curriculum. This innovation contributes to the advancement of digital-based English education and supports the development of adaptive learning environments in primary schools.
Development of an Interactive Animation-Based Learning Media Using Central Kalimantan Folktales to Improve Primary School Students’ Literacy and Numeracy Skills Bulkani Bulkani; Chandra Anugrah Putra; Andi Riswandi Buana Putra; Muhammad Andi Setiawan
Tunas: Jurnal Pendidikan Guru Sekolah Dasar Vol. 11 No. 1 (2025): Tunas: Jurnal Pendidikan Guru Sekolah Dasar
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/tunas.v11i1.11282

Abstract

Background: The low level of literacy and numeracy among primary school students in Indonesia highlights the need for contextual and engaging learning media that reflect local culture. Conventional teaching methods often fail to capture students’ interest and do not integrate local wisdom effectively. Aim: This research aims to develop and test an interactive animation-based learning media using Central Kalimantan folktales to enhance students’ literacy and numeracy skills in primary education. Method: The study employs a research and development (R&D) approach by designing, validating, and testing a digital prototype that combines animation, narration, and interactivity. Expert validation was conducted to refine the prototype, followed by pilot testing in selected partner schools in Central Kalimantan. Data were collected through observations, questionnaires, and learning assessments, and analyzed descriptively to evaluate the media’s effectiveness in improving learning outcomes. Results and Discussion: The results indicate that the interactive animation media successfully increased students’ engagement and motivation, leading to higher literacy and numeracy achievement compared to traditional learning tools. Teachers reported that the integration of local folktales provided meaningful and enjoyable learning experiences while reinforcing students’ cultural identity. The discussion emphasizes the potential of culturally grounded digital media to support the thematic learning approach in the Merdeka Curriculum and contribute to the preservation of local culture. Conclusion: The research concludes that the developed interactive animation learning media based on Central Kalimantan folktales is effective in enhancing primary school students’ literacy and numeracy skills. It also demonstrates significant potential for large-scale implementation, commercialization, and collaboration with the creative industry, reaching Technology Readiness Level 5 as a foundation for sustainable dissemination.
Penerapan 5 Kriteria Guru Dalam Optimalisasi Pembelajaran Online Era Coronavirus Di SMK Karsa Mulya Palangka Raya Muhammad Jailani; Chandra Anugrah Putra; Muhammad Andi Setiawan
Bijaksana: Jurnal Pengabdian Masyarakat Vol. 1 No. 1 (2023): Bijaksana: Jurnal Pengabdian Masyarakat
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bijaksana.v1i1.5203

Abstract

Pembelajaran online tidak selalu berjalan sesuai dengan yang direncanakan sebelumnya. Ada banyak hal yang membuat pembelajaran online kurang optimal. Tidak terkecuali dengan sekolah di SMK Karsa Mulya Palangka Raya. Ada sejumlah penggunaan teknologi di SMK Karsa Mulya Palangka Raya yang tersedia untuk pendidikan online tetapi terkadang hal itu menimbulkan banyak kesulitan. Kesulitan dan masalah yang terkait dengan teknologi modern ini berkisar dari kesalahan pengunduhan, masalah penginstalan, masalah login, masalah dengan audio dan video, dan sebagainya. Terkadang siswa menganggap pengajaran online membosankan dan tidak menarik. Solusi yang ditawarkan adalah 5 kriteria yang bisa diterapkan sebagai pertimbangan utama yang penting saat menyampaikan pembelajaran online. Kriteria-kriteria tersebut adalah instruksi, konten, motivasi, relasi, dan kesehatan mental. Metode pelaksanaan pengabdian masyarakat ini menggunakan metode dan prosedur teknik penguasaan konten. Teknik penguasaan konten adalah Teknik yang berupa bantuan kepada individu (sendiri dan kelompok) untuk menguasai kemampuan atau kompetensi tertentu melalui proses belajar. Dengan teknik penguasaan konten dapat membantu individu menguasai aspek-aspek konten tersebut secara tersinergikan. Dengan penguasaan konten, individu diharapkan mampu memenuhi kebutuhannya serta mengatasi masalah-masalah yang dihadapinya. Dalam hal ini konten yang harus dikuasai adalah penguasaan dalam melakukan proses pembelajaran online dengan penerapan 5 kriteria guru. Hasil pengabdian menunjukan bahwa penerapan 5 kriteria bagi guru memberikan efek positif terhadap perubahan dalam pembelajaran yang dilakukan oleh guru. Peserta didik menjadi lebih aktif dan pembelajaran lebih optimal.