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Journal : BAHASTRA

Development of android-based learning media assisted by Thunkable Applications in literary history courses Fina Hiasa; Supadi Supadi; Emi Agustina; Meli Afrodita; Lazfihma Lazfihma; Nafri Yanti
BAHASTRA Vol. 43 No. 2 (2023): BAHASTRA
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/bs.v43i2.514

Abstract

The purpose of this study was to develop learning media for Android-based Literary History using thunkable applications in the independent learning-free campus era. This study applied the Research and Development method whose products were tested on students. Therefore media validation and material validation are needed before it is finally validated by the user. Research data collection uses a questionnaire so that it is known about the feasibility of the product in the form of thunkable application-assisted learning media. This study concluded that the total score of the combined validation questionnaire was 129 or 4.03 as the average. In other words, these results state the feasibility of android-based modern Indonesian literature learning media assisted by the thunkable application for use in teaching and learning activities in Literary History courses.
Development of picture story learning media based on the Buayo Kuning Folklore assisted by augmented reality technology in regional literature courses Fina Hiasa; Supadi Supadi; Wisman Wisman
BAHASTRA Vol. 44 No. 1 (2024): BAHASTRA
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/bs.v44i1.630

Abstract

This development research aims to produce a product in the form of a picture story using augmented reality technology based on Bengkulu folklore with a focus on the Buayo Kuning folklore. It is hoped that the presence of folk tales transformed into regional language illustrated story discourse will attract young speakers to read and enjoy their local wisdom. The presence of augmented reality technology in picture books will provide an interactive, sophisticated and modern appearance in accordance with the interests of young speakers, namely students in regional literature courses. The method applied in this development research is R&D. Data collection on Bengkulu ethnic children's literature was carried out by interviewing, recording and noting relevant informants following standard principles of folklore collection. Apart from that, there is a product feasibility test by material experts, media experts, and user responses. The result of the validation implementation is the total average value obtained from the combined validation of material experts, media and users, namely 4.00. Based on the average score obtained, it can be concluded that the product that the researcher developed is suitable for use as an alternative learning media in increasing regional literary literacy for students based on their local wisdom.