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Analysis of the Needs for Using Digital Comics with Local Wisdom to Increase ReadingLiteracyin ElementarySchoolStudents Dwi Wulandari; Triana Rejekiningsih; Eka Budhi Santosa
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 6, No 2 (2023): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v6i2.79892

Abstract

Reading literacy is the capacity to comprehend and make use of the written forms of communication required by society. Despite the fact that reading literacy is crucial, many individuals still disregard it and should begin in elementary school. The purpose of this study was to learn more about how local wisdom-based digital comics are used as a teaching tool for elementary school students, as well as about the challenges they face in developing their reading literacy and the learning media formulations that need to be developed. The findings of the observations were compiled into a tool for determining primary school pupils' requirements, which was then descriptively and qualitatively examined. When doing qualitative research utilizing the descriptive technique, teachers and students are observed and their data is thoroughly examined. Based on the findings of this study, it can be said that learning materials regarding digital comics that are grounded in local knowledge are crucial for fostering students' interest in reading.
Analysis of Android-Based Educational Learning Media Development Need for Digital Marketing Expertise in Magistra Utama Surakarta Achmad Muslichun; Triana Rejekiningsih; Deny Tri Ardianto
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 6, No 2 (2023): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v6i2.82238

Abstract

This study aims to find out information about the needs of android-based educa-tional learning media, students' perceptions of educational media, and the design of educational media according to educators and students at Magistra Utama. The problem in this study is that researchers want to know the level of Android-Based Educational Learning Media Development needs for digital marketing expertise in magistra utama surakarta. The design of this study used a survey with inter-views and questionnaires which were given to 61 students randomly. Data collec-tion techniques by conducting interviews with instructors and distributing ques-tionnaires then analyzed the results with quantitative and qualitative descriptive statistical analysis techniques. The implication of this research is the initial anal-ysis before developing a prototype of Android-based educational game learning media in learning. The results of the study showed that 82.3% of students were interested in using Android-based educational learning media in the digital mar-keting expertise subject in the good category.