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The development of interactive learning media to improve music learning outcomes Hidayati, Yeni Tri; Nurharini, Atip
Jurnal Prima Edukasia Vol. 14 No. 1 (2026): January 2026
Publisher : Asosiasi Dosen PGSD dan Dikdas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpe.v14i1.94696

Abstract

Limited use of interactive learning media in elementary schools had contributed to low student engagement and unsatisfactory music learning outcomes, particularly in learning about musical instruments diversity. Therefore, technology-based learning media appropriate to students’ characteristics were required. This study aims to develop and evaluate the feasibility and effectiveness of a musical instruments diversity application to improve students of Grade IV music learning outcomes. This research employed a Research and Development (R&D) method adapted from the Borg and Gall model. The research subjects were Grade IV students at Protomulyo 1 Elementary School, Kendal Regency. Data were collected through interviews, observations, documentation, questionnaires, and tests, then analyzed using descriptive analysis, normality testing, N-gain score, and paired sample t-test. The results showed that the application was very feasible, with media expert validation of 96.8% and material expert validation of 95.3%. The paired sample t-test showed a significant value (2-tailed) of 0.000, and the N-gain score was 0.815, indicating high effectiveness. The study concluded that the developed application was feasible and effective in improving Grade IV students’ music learning outcomes, offering a practical model for integrating technology into elementary music education. The findings imply that the strategic integration of interactive mobile applications can bridge the gap between traditional music curricula and digital-age learners, providing a scalable framework for enhancing cultural literacy through technology-driven instruction.
Pengembangan Media Pembelajaran Scrapbook untuk Meningkatkan Hasil Belajar Karya Seni Makrame bagi Siswa Kelas Lima SDN Jatibarang 03 Nathania, Rindu Ignasia Dewi; Nurharini, Atip
Jurnal Gentala Pendidikan Dasar Vol. 11 No. 2 (2026): Jurnal Gentala Pendidikan Dasar
Publisher : Department of Primary School Teacher Education, Faculty of Teacher Training and Education, Jambi University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/gentala.v11i2.53703

Abstract

Students’ learning outcomes in macrame art remain relatively low, mainly due to the limited use of innovative learning media and the dominance of conventional teaching methods in the classroom. This study aims to develop scrapbook learning media and to examine its feasibility and effectiveness in improving students’ learning outcomes in macrame art for grade V at SDN Jatibarang 03. The research employed a Research and Development (R&D) approach based on the Borg and Gall model, including stages of needs analysis, product design, validation, revision, and field testing. The developed scrapbook media presents step-by-step macrame techniques in a visual, systematic, and interactive format suited to elementary students’ characteristics. Validation results showed feasibility scores of 97.5% from media experts and 95% from material experts, both categorized as very feasible. Effectiveness testing revealed a significance value of 0.000 in the paired sample t-test, with a high N-Gain score, indicating a significant improvement in students’ learning outcomes. These findings demonstrate that scrapbook learning media is highly feasible and effective in enhancing students’ understanding and practical skills in macrame art learning.
Pengembangan E-Bahan Ajar Berbantuan Augmented Reality untuk Meningkatkan Hasil Belajar Materi Tari Kidang Kelas IV Melani, Riski Ayu; Nurharini, Atip
Journal of Authentic Research Vol. 5 No. 2 (2026): May
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/95j4r604

Abstract

Penelitian ini dilatarbelakangi oleh terbatasnya penggunaan media pembelajaran berbasis IT dalam seni tari di sekolah dasar, yang berdampak pada rendahnya antusiasme dan hasil belajar siswa. Tujuan penelitian ini adalah untuk mengembangkan, menguji kelayakan, dan efektivitas E-bahan ajar berbantuan Augmented Reality (AR) pada materi Tari Kidang kelas IV Sekolah Dasar. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE (Analyze, Design, Development, Implementation, Evaluation). Subjek penelitian terdiri dari 10 siswa untuk uji coba kelompok kecil dan 18 siswa kelas IV SD Labschool UNNES untuk uji coba kelompok besar. Data dikumpulkan melalui wawancara, observasi, angket validasi ahli, serta tes (pretest dan posttest). Analisis data menggunakan teknik deskriptif kualitatif dan kuantitatif melalui uji Paired Sample T-Test serta uji N-Gain. Hasil penelitian menunjukkan bahwa E-bahan ajar sangat layak digunakan dengan skor validasi materi 95,31% dan media 100%. Media ini efektif meningkatkan hasil belajar, dibuktikan dengan nilai Sig (2-tailed) 0,000 < 0,05 dan peningkatan rata-rata N-Gain sebesar 0,66 (kategori sedang) pada uji kecil serta 0,84 (kategori tinggi) pada uji besar. Simpulan penelitian ini adalah E-bahan ajar berbasis AR valid, praktis, dan efektif dalam meningkatkan hasil belajar kognitif maupun psikomotorik siswa. Implikasi praktisnya, media ini direkomendasikan bagi guru sebagai alat bantu visualisasi gerak tari yang interaktif untuk meningkatkan kualitas pembelajaran Seni Budaya. Implikasi penelitian ini secara teoretis memperkaya kajian integrasi kurikulum seni budaya dengan teknologi AR, dan secara praktis media ini direkomendasikan sebagai alat bantu visualisasi gerak tari interaktif yang dapat digunakan siswa secara mandiri.