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Journal : PAEDAGOGIE

Pengembangan Media Pembelajaran GALIH Berbasis Articulate Storyline untuk Meningkatkan Hasil Belajar pada Mata Pelajaran IPAS Kelas V Hidayat, Wahyu; Junaedi, Akhmad
Paedagogie Vol 21 No 1 (2026): (Issue in progress)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to develop a GALIH (Environmental Literacy Gallery) learning media based on Articulate Storyline that is feasible, practical, and effective in improving student learning outcomes in the subject of Science for grade V of SDN Sadeng 01. The study uses the Research and Development (R&D) method with the Borg and Gall development model modified into eight stages, including identification of potential and problems, data collection, product design, design validation, design revision, product trial, product revision, and usage trial. Data collection was carried out through test and non-test techniques, namely pretest and posttest, observation, interviews, and validation questionnaires and response questionnaires. Data analysis includes analysis of feasibility, practicality, and effectiveness of the media using percentage and N-gain calculations. The results showed that the GALIH media obtained a very high level of feasibility with a validation percentageof media experts of 90% and material experts of 93%. The practicality of the media is in the very practical category based on teacher responses (89%) and students (85%). The effectiveness of the media is shown through the N-gain value of 0.591 in small-scale trials and 0.604 in large-scale trials which are in the moderate category with an interpretation of being quite effective. Thus, the GALIH learning media based on Articulate Storyline is declared feasible, practical, and quite effective for use in science learning and contributes to improving the learning outcomes of fifth-grade elementary school students.
Pengembangan Media Boardgame “Jelajah Nusantara” Berbasis Canva Interaktif untuk Meningkatkan Hasil Belajar Pendidikan Pancasila pada Materi Menjaga Keberagaman Budaya dan Agama Ramadhani, Dini Ashri; Junaedi, Akhmad
Paedagogie Vol 21 No 1 (2026): (Issue in progress)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16134

Abstract

This study developed and evaluated the effectiveness of an interactive board game learning medium titled "Jelajah Nusantara" designed using the Canva platform. The medium was intended to enhance elementary students' learning achievements on the topic of appreciation for cultural and religious diversity within the Pancasila Education curriculum. The research employed a Research and Development (R&D) approach adapted from a simplified Borg and Gall framework. The study involved 28 sixth-grade students from SDN Wates 01 Semarang as research subjects. Data collection techniques included field observations, in-depth interviews, questionnaires, and learning assessments through pre-tests and post-tests. Data analysis focused on comparing pre-test and post-test scores to measure students' learning progress and achievement of mastery standards. Pre-test results showed a mean score of 61.07, with only 3 out of 28 students (10.71%) meeting the minimum mastery criteria. Following the implementation of the "Jelajah Nusantara" board game, the post-test mean score increased to 74.64, with 9 students (32.14%) achieving mastery. These data indicate a significant improvement in learning achievement, marked by a 42.86 percentage point increase in the mastery rate. The research findings confirm that the Canva-based interactive board game "Jelajah Nusantara" is effective as an instructional medium for Pancasila Education, particularly in strengthening elementary students' understanding of cultural and religious pluralism in Indonesia.