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Pemanfaatan Media Powtoon Pada Materi Komik Di Sekolah Dasar Nafiatun Musofa; Nugrananda Janattaka
INVENTA: Jurnal Pendidikan Guru Sekolah Dasar Vol 3 No 2 (2019): Inventa: Jurnal Pendidikan Guru Sekolah Dasar
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (685.048 KB) | DOI: 10.36456/inventa.3.2.a2013

Abstract

The purpose of this study was to describe the use of powtoon media on theme 6 the comic material class of grade V B, and describe the impact of using powtoon media on theme 6 the comic material class of grade V B. Research conducted by researchers using qualitative research methods. The researcher used a qualitative descriptive approach and the method of collecting data used observation, interviews, and documentation. This method is used to obtain data on the use of Powtoon media and the use of Powtoon media. The subjects of this study were teachers and students of the class grade V B Sumbergedong 1 Elementary School. The result showed a description of the role of powtoon media in the material comic theme 6 is teacher can use powtoon as amedium by paying attention such as making material scripts, preparing sound recordings, adding interesting image or animations, using the timeline with correctly, and saving the scene. The impact of using powtoon as about a learning can be fortered in encouraging student learning, the potential students can develop, and students can understand the steps to make comics so measily.
SOSIALISASI PENDAMPINGAN PEMBELAJARAN BERBASIS GAMIFIKASI DI SDN TANJUNGSARI 1 KABUPATEN TULUNGAGUNG Nugrananda Janattaka; Nourma Okaviarini
Kanigara Vol 2 No 2 (2022): Kanigara
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/kanigara.v2i2.5978

Abstract

Technology-based learning is a form of adaptation of education to technological advances. The development of technological advances has led the world of education to adapt to global demands, both in the learning process and in the use of learning media. Gamification in the world of education can be defined to include game elements and elements in the learning environment, both the learning process and learning evaluation. The purpose of mentoring socialization at SDN Tanjungsari 1 is to introduce gamification support applications in education so that they can create innovative and interactive learning. The supporting applications used in this mentoring socialization are quizwhizzer and genially. The supporting application is an application that is quite easy to use and also has an attractive interface for elementary students. Mentoring is carried out twice, namely first discussing the use of quizwhizzer and making game elements in the quiz that will be applied. Meanwhile, at the second meeting, it was the use of genially in supporting learning using gamification in the form of online board games that were integrated with the ongoing learning theme.
Pengembangan Game Edukasi Bertema Doraemon Berbasis Canva pada Mata Pelajaran Bahasa Indonesia Kelas III SDN 1 Tawing: Penelitian Suci Anjar Yanti; Nugrananda Janattaka
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 1 (2025): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 1 (Juli 2025 -
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i1.1765

Abstract

This development research is motivated by the scarcity of digital-based learning media, which results in a monotonous learning experience similar to conventional approaches. The objective of this development is to create an educational Game themed around Doraemon using Canva for Indonesian language lessons for third-grade students studying Chapter 6: I'm Lost. The framework used in this research is the ADDIE model, which includes the phases of Analysis, Design, Development, Implementation, and Evaluation. Data collection techniques include observation, questionnaires, and documentation. Instruments include validation questionnaires and student responses. Based on the research findings, the Doraemon-themed educational Game created using Canva received a validity rating of 92% from media experts 1 and 2, and 95% from subject matter experts. Student responses in the questionnaire yielded a percentage of 95%. Therefore, the Doraemon-themed educational Game designed using Canva is highly suitable and effective as a technology-based learning medium for third-grade students at SDN 1 Tawing.
Pengembangan Media Pembelajaran E-Komik Digital Berbantuan Canva Materi Teks Eksposisi Kelas 5 Sekolah Dasar: Penelitian Yohanes Herlando Budi Santoso; Nugrananda Janattaka
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 1 (2025): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 1 (Juli 2025 -
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i1.1732

Abstract

Penelitian ini didorong kekurangan keragaman media sebagai komponen penting dalam pembelajaran kelas 5 SDN 7 Kampungdalem yang sebagian besar masih bergantung pada buku Cerdas Tangkas dan papan tulis. Untuk mengatasi masalah ini, maka dikembangkanlah E-Komik Digital yang didukung oleh Canva sebagai media pembelajaran untuk materi teks eksposisi, serta mengevaluasi kevalidan dan keterterapannya. Proses pengembangan mengikuti model pengembangan ADDIE (Analysis, Design, Development, Implementation, dan Evaluation). Teknik pengumpulan data melalui kuisoner, wawancara, dan dokumentasi, dilengkapi dengan instrumen yang meliputi lembar angket, pedoman wawancara, serta dokumentasi berupa foto. Kedua validasi dari ahli media dan materi diklasifikasikan sebagai “sangat valid,” dengan skor 97% dan skor 93%. Respons peserta didik dari kelompok besar dan kelompok kecil diklasifikasikan sebagai “sangat baik,” dengan kelompok besar mendapatkan skor 92% dan 93%, masing-masing. Selain itu, survei tanggapan guru memperoleh skor 91%, yang juga diklasifikasikan sebagai “sangat baik.” Dengan demikian, dapat disimpulkan pengembangan media pembelajaran E-Komik Digital menggunakan Canva untuk teks eksposisi menghasilkan produk yang sangat v untuk diterapkan dalam pembelajaran di kelas 5 di SDN 7 Kampungdalem