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DEVELOPMENT OF INTERACTIVE LEARNING MEDIA BASED ON MICROSOFT SWAY TO IMPROVE SPATIAL THINKING SKILLS Listiqowati, Ika; Saputra, Iwan Alim; Maliki, Rendra Zainal; Khairurraziq, Khairurraziq; Muis, Arifuddin Abd
JURNAL EDUSCIENCE Vol 13, No 1 (2026): Jurnal Eduscience (JES), (Authors from Australia, Taiwan, and Indonesia)
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jes.v13i1.8378

Abstract

Purpose - This study aims to develop an interactive learning media in Microsoft Sway to enhance participants' spatial thinking skills.Methodology - Method study using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The study population consisted of grade 11 students at SMA N 1 Banawa across 8 classes. A sample of 30 participants was drawn from class XI C IPS. The instrument included 1) tests to think spatially as a pre-test and post-test, 2) questionnaire validation and eligibility expert technology learning, and 3) questionnaire teacher and participant responses to educate. Analyse data for effectiveness testing using the N-Gain test. Eligibility was measured based on expert validator results, technology learning outcomes, teacher and participant responses, and the educational use percentage formula.Findings - Research results obtained results validation media expert with a score of 96.2 is included in the excellent category, or worthy, which is Very worthy, and did need to be revised; however, for perfection, the fixed validator product provides suggestions for improvement. From the effectiveness test, an N-gain value of 0.50, or an enter criterion of medium, was obtained, indicating that Microsoft Sway interactive media was developed effectively to improve spatial thinking. "Feasibility test results based on teacher and participant responses yielded scores of 82 and 86, respectively, both classified as Good. This indicates the media is suitable for use and requires no revision. The interactive media developed in Microsoft Sway is practical and feasible for enhancing participants' spatial thinking skills.Contribution - This research provides a positive contribution to the application of technology, media, and digital teaching materials. Suggestions for future researchers include developing interactive Microsoft Sway-based media for other learning materials or subjects and conducting product trials on a broader scale.
Developing an Interactive Digital Comic Integrated with Multimedia Visualization for Lithosphere Learning in Geography Education Sumardi, Muh Ammar; Maliki, Rendra Zainal; Khairurraziq, Khairurraziq; Supriyatman, Supriyatman
Tekno - Pedagogi : Jurnal Teknologi Pendidikan Vol. 16 No. 3 (2026): Tekno-Pedagogi |In Progress|
Publisher : Program Magister Teknologi Pendidikan Universitas Jambi

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

Abstract

The integration of digital technology into geography education requires innovative learning media capable of facilitating students’ understanding of abstract concepts. One topic that often presents learning challenges is the lithosphere, as geological processes such as tectonism, volcanism, and seismic activity are difficult to visualize through conventional instructional resources. This study aimed to develop an interactive digital comic as a learning medium for lithosphere material in Grade X senior high schools and to evaluate its feasibility for classroom use. The study employed a Research and Development (R&D) approach using the ADDIE model, limited to the Analysis, Design, and Development stages. The research was conducted in four schools in Palu, Indonesia, involving one material expert, one media expert, four geography teachers, and 65 students. Data were collected through observations and questionnaires and analyzed using descriptive quantitative techniques. The developed product integrated comic-based storytelling, interactive three-dimensional visualizations created with Assemblr Edu, web-based accessibility through Canva, and digital assessment activities. The validation results indicated that the interactive digital comic achieved a feasibility score of 96.66% from the material expert and 86.66% from the media expert. Practitioner validation scores ranged from 84% to 98%, while student responses reached an overall score of 89.96%. These findings demonstrate that the developed media is highly feasible for geography learning. The study highlights the potential of integrating visual storytelling, interactive multimedia, and digital technologies to support technology-enhanced geography education and facilitate students’ engagement with complex lithosphere concepts.