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The Effectiveness of Local Wisdom-Based Interactive E-Comics on Learning Outcomes and Motivation in Elementary Students Yulia, Gustina; Yulastri, Weni; Hayati, Rahmatul
Edunesia : Jurnal Ilmiah Pendidikan Vol. 7 No. 1 (2026)
Publisher : Research, Training and Philanthropy Institution Natural Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51276/edu.v7i1.1528

Abstract

This study examines the effects of locally wisdom-based interactive e-comics on fifth-grade students' learning outcomes and motivation in fable learning, addressing low achievement and motivation stemming from the dominance of less engaging conventional media. A quasi-experimental method with a non-equivalent control group design was employed. The sample consisted of 37 fifth-grade students from SDN 18 Kampung Dalam (experimental class) and SDN 30 Kampung Dalam (control class). Research instruments included learning outcome tests (pretest and posttest) and a learning motivation questionnaire. Data were analyzed using normality and homogeneity tests and an ANOVA. The findings revealed that the use of interactive e-comics based on local wisdom had a significant effect (p < 0.05) on both learning outcomes and motivation. The experimental class achieved an average posttest score of 93, compared with 83.79 for the control group. The findings revealed a significant difference between the groups (p < 0.05). The experimental class achieved higher posttest scores (93) than the control class (83.79) and showed greater motivation gains (32.78 and 16.06). These results indicate that locally wisdom-based interactive e-comics effectively enhance learning outcomes and motivation, highlighting their potential as an engaging, culturally relevant learning medium in elementary fable instruction.
Development of Flascard Media Based on the Canva Application for Letter Recognition for 5-6 Year Olds in Sinunukan District, Mandailing Natal Regency Suparni, Suparni; Yulastri, Weni; Aisyah, Siti
Al Qalam: Jurnal Ilmiah Keagamaan dan Kemasyarakatan Vol. 20, No. 2 : Al Qalam (In Progress March 2026)
Publisher : Sekolah Tinggi Ilmu Al-Qur'an (STIQ) Amuntai Kalimantan Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35931/aq.v20i2.6432

Abstract

This research aims to develop a learning medium in the form of flashcards based on the Canva app to introduce letters to children aged 5-6 years. The background of this research is the low interest in learning letters in children and the limited availability of interactive and engaging learning media. The Canva app was chosen because of its ease of creating engaging visual designs, which is expected to increase children's motivation and active participation in the learning process. The research method used was Research and Development (R&D) with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The analysis phase was conducted to identify the needs of children and teachers. The design phase included developing a flashcard concept that suited the developmental characteristics of children. The development phase focused on creating flashcards using Canva. The implementation phase involved testing the media on children aged 5-6 years. The evaluation phase was conducted to measure the effectiveness and feasibility of the developed media. The research results show that this Canva-based flashcard media is highly feasible and effective for use. Trials demonstrated significant improvements in children's letter recognition skills. The practicality of the trial showed that teacher responses achieved a score of 92.5%, and children's responses achieved a score of 90.71%. This media is recommended as an alternative, innovative learning tool for improving basic literacy skills in early childhood.