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KONSEPTUALISASI INTERNALISASI KEARIFAN LOKAL BANGKA BELITUNG DALAM PEMBELAJARAN DONGENG SASTRA ANAK MELALUI PENGEMBANGAN MULTIMEDIA INTERAKTIF ANIMATION 3D Yorenza Meifinda; Silvio Juliana Nabela; Nurjanah
Edutainment : Jurnal Ilmu Pendidikan dan Kependidikan Vol 13 No 2 (2025): Edutainment: Jurnal Ilmu Pendidikan dan Kependidikan
Publisher : UNMUHBABEL Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35438/e.v13i2.1047

Abstract

Bangka Belitung is a province rich in local wisdom that forms an integral part of Indonesia’s cultural identity, one of which is folklore. However, in educational practice, folklore is often neglected in elementary school learning, resulting in a declining appreciation of local literary heritage among students. Therefore, innovative learning approaches are needed to integrate local folklore into the learning process so that it remains relevant and appealing to future generations. This study aims to develop interactive multimedia based on 3D animation as a learning medium to introduce and preserve local folklore from Bangka Belitung. The use of 3D animation is considered effective because it presents animated visuals accompanied by audio, creating an engaging and meaningful learning experience for students. This research employs the Research and Development (R&D) method using the Four-D model, which consists of the stages of Define, Design, Develop, and Disseminate. Data were collected through interviews, observations, and questionnaires, while data analysis focused on assessing the validity and practicality of the developed product. The study was conducted in Indonesian language learning for fourth-grade elementary school students, particularly on folklore material. The results indicate that the developed 3D animated multimedia is valid and practical, and effectively represents the local wisdom of Bangka Belitung through the folklore entitled Putri Tajuk Malam. This study highlights the importance of integrating local cultural values into education through digital innovation.
PENGARUH MODEL TEAM GAMES TOURNAMENT BERBANTUAN MEDIA ULAR TANGGA ECOLAND TERHADAP PEMAHAMAN KONSEP KESEIMBANGAN EKOSISTEM SISWA KELAS V SEKOLAH DASAR Elvina Salsabila Putri; Feni Kurnia; Yorenza Meifinda
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 Nomor 02, Juni 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.17468

Abstract

The purpose of this study is to determine the effect of the Team Games Tournament (TGT) model combined with the Ecoland snakes-and-ladders game on the conceptual understanding of fifth-grade elementary school students. This study employed a quantitative, pre-experimental approach using a one-group pretest-posttest design. The study involved 20 fifth-grade students. Data were collected using a written test consisting of five essay questions. The data analysis began with a normality test, which revealed that the data were not normally distributed (Sig < 0.05). Consequently, hypothesis testing was shifted to the non-parametric Wilcoxon Signed Rank Test. The test results showed an Asymp. Sig. value of 0.000 < 0.05. The conclusion of this study states that the integration of the TGT model with the Ecoland educational media has an effect on elementary school students’ understanding of the concept of ecosystem balance.
Pengembangan Multimedia Interaktif Berbasis Discovery Learning Materi Sistem Pernapasan Manusia Di Sekolah DAsar Sevti Julian; Yuanita; Yorenza Meifinda
JBES (Journal Basic Education Skills) Vol 4 No 2 (2026): Journal Basic Education Skills (JBES)
Publisher : Universitas Muhammadiyah Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35438/6672tj52

Abstract

The issues resulting from the underutilization of technology based learning resources in the educational process are the driving force behind this study, which causes the teaching and learning process to be leess interactive and participatory, especially in abstract materials that require sufficient visualization such as the human respiratory system. This study attempts to solve this issue by creating interactive multimedia based on discovery learning that is both useful and valid so that teachers can utilise it in the classroom. The four steps of the 4D development model definition, design, development, and dissemination are used in this study's research and development (R&D) methodology. Thirty fifth-graders from SD Negeri 20 Toboali were the subject of the study. Distribution of questionnaires, observations, and interviews were utilized to gather data. In the meantime, a quantitative descriptive technique was employed for data analysis, which included practical data from the questionnaire distribution results as well as validity data from two media experts and one material expert. The assessment results conducted by material experts showed a percentage of 84% ”very valid”, while the media validator’s assessment showed a percantage of 86% ”very valid”. In the small group and large group trial stages, both produced a percentage of 100% ”very practical”. Based on these resultsThus, interactive multimedia focused on discovery learning about the human respiratory system can be utilised as a teaching tool. Furthermore, the development product has been disseminated through varions means in the from of links on wibsites and publication of articles in scientific journals.