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INOVASI MEDIA E-LICA (E-COMIC LITERASI CERDAS PANCAINDERA) DALAM PEMBELAJARAN IPA MATERI PANCAINDERA UNTUK MENINGKATKAN LITERASI DIGITAL SISWA KELAS IV SD Arsya Purnaningtyas; Mumun Nurmilawati; Ika Santia
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i3.14726

Abstract

ABSTRACT This study was motivated by the limited use of interactive digital learning media in science education, particularly in the topic of the human senses, which has resulted in the suboptimal development of elementary students' digital literacy. The study aimed to develop E-LICA (E-Comic Literasi Cerdas Pancaindera) as a learning medium that is valid, practical, and effective in supporting science learning while enhancing the digital literacy of fourth-grade elementary school students. This research employed a Research and Development (R&D) approach using the ADDIE model, consisting of the analysis, design, development, implementation, and evaluation stages. The product was tested at SDN Bandar Lor 3 Kediri through a limited-scale trial involving six students and a large-scale trial involving fifteen students. The quality of the media was evaluated through expert validation, teacher and student response questionnaires, classroom observations, and learning outcome assessments using a paired-samples t-test. The findings revealed that the media achieved very high validity, with material expert validation of 96.36% and media expert validation of 92.73%. The practicality of the media was also rated very highly based on student responses in the limited-scale trial (98%), the large-scale trial (97.6%), and teacher responses (96%). Furthermore, the effectiveness test demonstrated a significant improvement in students' learning outcomes (Sig. = 0.000 < 0.05), supported by digital literacy questionnaire results of 97.96% and observation results of 97.50%. Therefore, E-LICA is considered a highly valid, practical, and effective science learning medium that supports the improvement of elementary students' digital literacy. ABSTRAK Penelitian ini dilatarbelakangi oleh masih terbatasnya pemanfaatan media digital interaktif dalam pembelajaran Ilmu Pengetahuan Alam (IPA), khususnya pada materi pancaindera, sehingga pengembangan literasi digital siswa sekolah dasar belum berlangsung secara optimal. Penelitian ini bertujuan untuk mengembangkan media pembelajaran E-LICA (E-Comic Literasi Cerdas Pancaindera) yang memenuhi kriteria valid, praktis, dan efektif dalam mendukung pembelajaran IPA sekaligus mengembangkan literasi digital siswa kelas IV sekolah dasar. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahapan analisis, desain, pengembangan, implementasi, dan evaluasi. Uji coba dilakukan di SDN Bandar Lor 3 Kediri melalui uji skala terbatas terhadap enam siswa dan uji skala luas terhadap lima belas siswa. Kelayakan media dievaluasi melalui validasi ahli, angket respons guru dan siswa, observasi, serta pengukuran hasil belajar menggunakan paired-samples t-test. Hasil penelitian menunjukkan bahwa media memperoleh tingkat validitas sangat tinggi dari ahli materi (96,36%) dan ahli media (92,73%). Kepraktisan media juga tergolong sangat tinggi berdasarkan respons siswa pada uji skala terbatas (98%) dan skala luas (97,6%), serta respons guru (96%). Uji efektivitas menunjukkan adanya peningkatan hasil belajar yang signifikan (Sig. = 0,000 < 0,05), didukung oleh capaian literasi digital melalui angket sebesar 97,96% dan observasi sebesar 97,50%. Dengan demikian, media E-LICA dinyatakan sangat valid, praktis, dan efektif sebagai media pembelajaran IPA yang mampu mendukung peningkatan literasi digital siswa sekolah dasar.
Pengembangan Media Pembelajaran Berbasis Website "Bang Rugee" Terintegrasi GeoGebra untuk Meningkatkan Pemahaman Bangun Ruang Siswa SMP Mohammad, Nanda Nacaska Oktihsani; Handayani, Aprilia Dwi; Santia, Ika
Jurnal Ragam Pengabdian Vol. 3 No. 2 (2026): Mei-Agustus, Sustainable Development Goals (SDGs): Multidisciplinary Perspectiv
Publisher : Lembaga Teewan Journal Solutions

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62710/phjcv725

Abstract

This study aimed to develop a website-based learning medium called Bang Rugee (Bangun Ruang GeoGebra Eksploratif Education), which integrates GeoGebra 3D simulations, a solid geometry calculator, and interactive quizzes to enhance Grade VIII junior high school students' understanding of three-dimensional geometry. The research employed a Research and Development (R&D) approach using the ADDIE model, consisting of Analysis, Design, Development, Implementation, and Evaluation stages. The trial involved 34 eighth-grade students at SMP Negeri 1 Ngadiluwih using a one-group pretest-posttest design. Data were collected through expert validation sheets, student and teacher response questionnaires, and multiple-choice achievement tests. The validation results reached an average score of 87.1%, indicating that the medium was highly feasible. Practicality testing showed positive responses from students (93.1%) and teachers (90.6%), classifying the medium as very practical. Effectiveness testing revealed a significant improvement in students’ learning outcomes, with paired sample t-test results showing p < 0.05. The average N-Gain score was 0.42, categorized as moderate, accompanied by a large effect size and an increase in classical learning mastery from 32% to 76%. Furthermore, all students demonstrated improved posttest scores. The study concludes that Bang Rugee is a valid, practical, and effective learning medium for improving students’ understanding of solid geometry concepts and recommends extending similar technology-based media to other mathematics topics.  
Peningkatan Kemampuan Merumuskan Pertanyaan Investigatif Melalui IQFT pada IPAS Kelas V Sekolah Dasar Yoga Wibawa Mukti; Ika Santia; Handik Erwanto
JOURNAL OF EDUCATION FOR ALL Vol 4 No 3 (2026): Journal of Education for All
Publisher : Yayasan Arrahman Nahdlatul Wathan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61692/edufa.v4i3.568

Abstract

Being able to ask questions does not necessarily mean being able to formulate questions that can be investigated using empirical evidence. This study describes the development of investigable questioning skills through the Investigable Questioning Formulation Technique (IQFT) in fifth-grade integrated science and social studies lessons. A two-cycle classroom action research study involved 28 students at SD Negeri Mojoroto 3 during the first semester of the 2026/2027 academic year. Assessments were conducted at baseline, Cycle I, and Cycle II using an analytical rubric addressing relevance, clarity of focus, empirical testability, and feasibility. Students generated questions individually and selected their best question for assessment. The second cycle incorporated scaffolding through examples and non-examples of investigable questions. Data were analysed descriptively at class and individual levels. Mean scores increased from 59.23 to 75.89 and 88.69, while the proportion meeting the mastery threshold of 75 increased from 32.14% to 64.29% and 89.29%. All students obtained final scores above baseline, although three remained below the threshold. The target of at least 85% class mastery was achieved in Cycle II. IQFT implementation with refined instructional support was associated with positive classroom-level development. Interpretation is limited by the absence of a comparison group, different assessment stimuli, and assessment of only one student-selected question per stage.
Pengembangan Media Ecoplay Construct 2 Berbasis Literasi Sains Dalam Meningkatkan Pemahaman Materi Ekosistem Peserta didik Kelas V SDN Bandar Lor 3 Friska Yesi Oktavia; Mumun Nurmilawati; Ika Santia; Farida Nurlaila Zunaidah
Jurnal Biologi dan Pembelajarannya (JB&P) Vol 13 No 2 (2026): OKTOBER 2026
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jbp.v13i2.29269

Abstract

Penelitian ini dilakukan karena kurangnya pemanfaatan teknologi pembelajaran interaktif dan tingkat literasi sains yang rendah di kalangan siswa. Tujuan penelitian ini adalah untuk mengetahui seberapa baik siswa kelas lima di SDN Bandar Lor 3 di Kota Kediri belajar tentang ekosistem menggunakan platform pembelajaran Ecoplay Construct 2, yang berbasis pada literasi sains. Studi ini mengadopsi kerangka Penelitian dan Pengembangan (R&D) dengan menjalankan prosedur Analisis, Desain, Pengembangan, Implementasi, serta Evaluasi (ADDIE). Instrumen penelitian ini mencakup tes awal dan tes akhir, survei persepsi guru serta siswa, serta kuesioner validasi dari pakar media dan ahli materi. Baik validasi ahli materi maupun validasi ahli media mencapai persentase yang sangat tinggi, masing-masing sebesar 97,5% dan 98,8%, menurut data. Demikian pula, reaksi guru dan siswa terhadap media tersebut sangat baik. Peningkatan hasil belajar siswa antara skor pretest dan posttest baik dalam uji coba terbatas maupun luas menunjukkan kegunaan media tersebut. Jadi, dapat dikatakan bahwa siswa sekolah dasar dapat memperoleh manfaat besar dari penggunaan media pembelajaran Ecoplay Construct 2 yang berbasis literasi sains untuk mempelajari ekosistem.
Pengembangan Media Pembelajaran Komik Berbasis Etnomatematika Budaya Lokal Candi Penataran Blitar pada Materi Bangun Datar Siswa Kelas IV Sekolah Dasar Ester Sinta Pama; Wahid Ibnu Zaman; Ika Santia
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 4 (2026): November (In Press)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i4.2972

Abstract

This study was motivated by students' low level of understanding regarding 2D shapes and the lack of engaging instructional media in mathematics lessons. Students continued to struggle with 2D shape concepts, resulting in poor learning outcomes. This study aimed to develop comic-based instructional media incorporating the local culture of Penataran Temple, Blitar—using an ethnomathematical approach—to teach 2D shapes to fourth-grade elementary school students. The study employed the Research and Development (R&D) method using the ADDIE model, comprising the stages of Analysis, Design, Development, Implementation, and Evaluation. The research subjects consisted of one teacher and 28 fourth-grade students from SDN Dayu 4. Data collection techniques included observation, interviews, expert validation sheets, teacher and student response questionnaires, and learning outcome tests. The developed product was evaluated based on validity, practicality, and effectiveness. The results showed that the media received validation scores of 92% from the subject matter expert and 84% from the media expert, with an average of 88%, placing it in the "highly valid" category. Practicality results indicated teacher and student response rates of 92% and 93.5%, respectively, falling into the "highly practical" category. Effectiveness testing showed student mastery levels of 87.5% in the limited trial and 90% in the extensive trial, leading to the conclusion that the media was highly effective. Thus, the comic-based instructional media incorporating the local culture of Penataran Temple, Blitar, is suitable for supporting the teaching of 2D shapes in elementary schools.
PENERAPAN MEDIA BICARA-AI DENGAN MODEL PROBLEM BASED LEARNING UNTUK MENINGKATKAN HASIL BELAJAR BILANGAN CACAH SISWA KELAS IV Risma Aulia; Ika Santia; Heru Adi Kristiyan
Dikmat: Pendidikan Matematika Vol 7, No 02 (2026): Oktober 2026
Publisher : STKI Harapan Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56842/dikmat.v7i02.1588

Abstract

Penelitian tindakan kelas ini bertujuan memperbaiki hasil belajar bilangan cacah melalui media Bilangan Cacah Ramah Anak berbantuan Artificial Intelligence (BICARA-AI) yang dibuat dengan Canva dan digunakan dalam model Problem Based Learning. Penelitian melibatkan 28 siswa kelas IV SDN Mojoroto 3 pada semester ganjil tahun ajaran 2026/2027. Tindakan dilaksanakan dalam dua siklus yang meliputi perencanaan, pelaksanaan, pengamatan, dan refleksi. Data berupa nilai pra-siklus, Siklus I, dan Siklus II dianalisis secara deskriptif serta menggunakan N-gain. Rata-rata kelas meningkat dari 66,96 pada pra-siklus menjadi 74,29 pada Siklus I dan 81,71 pada Siklus II. Pada batas Kriteria Ketercapaian Tujuan Pembelajaran (KKTP) 75, ketuntasan klasikal bertambah dari 28,57% menjadi 57,14%, kemudian mencapai 85,71%. N-gain pra-siklus ke Siklus I sebesar 0,222 dan berada pada kategori rendah, sedangkan N-gain pra-siklus ke Siklus II sebesar 0,446 dan berada pada kategori sedang. Hasil tersebut menunjukkan bahwa penggunaan BICARA-AI dalam alur PBL diikuti oleh perbaikan hasil belajar pada kelas yang diteliti, meskipun empat siswa masih memerlukan tindak lanjut setelah Siklus II.
Pengembangan Ensiklopedia Siklus Hidup Hewan Berbasis Discovery Learning Ningtias, Ade Cita Geovani Cahya; Zaman, Wahid Ibnu; Santia, Ika
YASIN Vol 6 No 4 (2026): YASIN: Jurnal Pendidikan dan Sosial Budaya
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v6i4.10882

Abstract

Although visual learning media and the Discovery Learning model have been widely used in elementary school science learning, the development of an illustrated mini-encyclopedia integrated with Discovery Learning on animal life cycle material remains limited. This study aims to develop a Discovery Learning-based illustrated mini-encyclopedia on animal life cycle material and to evaluate its level of validity, practicality, and effectiveness in improving the learning outcomes of third-grade elementary school students. This study used a research and development (R&D) method with the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The study involved 29 third-grade students of SDN Mrican 2, consisting of 6 students in the limited trial and 23 students in the field trial. Data were collected through expert validation sheets, teacher and student response questionnaires, and learning outcome tests, and were then analyzed using descriptive percentages and N-Gain. The results showed that the illustrated mini-encyclopedia developed obtained a validity score of 84.40%, categorized as highly valid. Product practicality was indicated by a teacher response of 96%, student responses in the limited trial of 91.6%, and student responses in the field trial of 91.73%, all of which were categorized as highly practical. The product was also proven effective in improving students’ learning outcomes, as indicated by classical learning mastery of 100% and an N-Gain score of 0.75, categorized as high. These findings confirm that the integration of visual learning media with Discovery Learning can increase student engagement and learning outcomes in elementary school science learning. The implications of this study contribute to the development of Discovery Learning-based learning media and serve as a practical reference for teachers and schools in implementing innovative science learning resources.
PENERAPAN PENDEKATAN TEACHING AT THE RIGHT LEVEL (TARL) BERBANTUAN NUMI-QUEST CARD TERINTEGRASI QR CODE UNTUK MENINGKATKAN HASIL BELAJAR BILANGAN CACAH SISWA KELAS III SDN MOJOROTO 3 Dyah Ayu Fitriani; Ika Santia; Fibriyanti Eko Pujiastutik
Jurnal Manajemen Pendidikan Vol. 11 No. 5 (2026): Regular Issue (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jmp.v11i5.3595

Abstract

The objective of this research and development study was to determine the effectiveness of implementing the *Teaching at the Right Level* (TaRL) approach—supported by QR code-integrated Numi-Quest Cards—in improving the learning outcomes regarding whole numbers for third-grade students at SDN Mojoroto 3. The study employed the Classroom Action Research (CAR) method, utilizing a cyclical model based on the framework developed by Kemmis and Taggart. The research subjects consisted of 28 third-grade students from SDN Mojoroto 3. Data analysis involved both qualitative and quantitative descriptive techniques, while data collection utilized observation sheets, interview guides, and pre- and post-tests covering the whole number curriculum. The results indicate that implementing the TaRL approach, supported by QR code-integrated Numi-Quest Cards, successfully improved students' learning outcomes. This improvement was evidenced by a progressive increase in learning mastery: at the pre-cycle stage, 9 students (32.1%) met the learning mastery criteria (KKTP); this figure rose to 18 students (64.2%) in Cycle I and further increased to 26 students (92.9%) in Cycle II. These improved outcomes demonstrate the effectiveness of applying the TaRL approach in a manner tailored to the students' actual proficiency levels.
PENERAPAN MODEL PROBLEM BASED LEARNING BERBANTUAN MEDIA VISUAL STORYBOARD DIGITAL UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI TEKS DESKRIPSI KELAS V SDN MOJOROTO 3 Nila Novita; Ika Santia; Fibriyanti Eko Pujiastutik
Jurnal Manajemen Pendidikan Vol. 11 No. 5 (2026): Regular Issue (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jmp.v11i5.3597

Abstract

This study aims to improve the learning outcomes of fifth-grade students at SDN Mojoroto 3 regarding descriptive text material through the implementation of the Problem-Based Learning (PBL) model supported by digital storyboard visual media. The study employed the Classroom Action Research (CAR) method using the Kemmis and McTaggart model, conducted in two cycles (Cycle I and Cycle II) following a pre-cycle stage. The subjects consisted of 28 fifth-grade students. Data collection techniques included tests, observation, and documentation, while learning outcome data were analyzed based on average scores and the percentage of classical mastery. The results indicate an improvement in student learning outcomes following the implementation of the PBL model supported by digital storyboards. In the pre-cycle stage, the average score was 68, with a classical mastery rate of 35.7% (10 students achieving the mastery standard). In Cycle I, the average score rose to 82, with a classical mastery rate of 75% (21 students). Subsequently, in Cycle II, the average score increased to 88, with a classical mastery rate of 92.8% (26 students). This improvement demonstrates that implementing PBL supported by digital storyboard visual media helps students identify information, develop ideas, and construct descriptive texts in a more structured manner.
Co-Authors Aan Nurfahrudianto Ahmad Choirul Anam Akbar Sutawidjadja Am Ayu Kusuma Dewi Anam, Ahmad Choirul Anggi Larasati Anggraini, Novia Afriana Anjayani, Ririn Annisa Nur Kamilah April Rudianto Aprilia Dwi Handayani Aprilia Dwi Handayani Aprilia Dwi Handayani, Aprilia Dwi Aprillia Dwi Handayani Aprillia Dwi Handayani Ardiana, Ardiana Arsya Purnaningtyas Arya Bagas Susanto Axcelleosa Gloria Setiawan Bambang Agus Sulistyono Bambang Agus Sulistyono Betseba Kariam Candraningtyas, Tsatsabilla Diannira Darsono Darsono Darsono Darsono Darsono Darsono Dewi, Am Ayu Kusuma Dewi, Lusi Noviana Dian Devita Yohanie Yohanie Dyah Ayu Fitriani Dzulhijatul Awalin Zuroida Encil Puspitoningrum, Encil Ester Sinta Pama Febrianti, Ina Feny Rita Fiantika Fibriyanti Eko Pujiastutik Friska Yesi Oktavia Hafid Syahrul Mufaza Handik Erwanto Hanizyah Quswatul Khasanah Hanny Cindy Prastica Hermawan, Tanto Hersiyati Palayukan Heru Adi Kristiyan Hima, Lina Ruhatul I Ketut Suada Ilham, Slamet Muhammad Imam Rofiki Ina Febrianti Irdani, Laili Rahma Jatmiko Jatmiko Jatmiko Jatmiko Jatmiko Jatmiko Kamilah, Assa'adatul Karyawati Karyawati Khusnul Arifah Kiky Ardhianti Kristianti, Lina Laili Rahma Irdani Laylia Putri Ramadhanie Lenisa Sintia Dewi Lina Rihatul Hilma Lina Rihatul Hima lina Rihatul Hima Lina Rihatul Hima, Lina Rihatul Lisa Deepsea Yofita Sani Lutfia Wahyuningtyas Miftakhul Thomas Bachtiar Mohammad, Nanda Nacaska Oktihsani Muhammad Najibulloh Muzaki Mulia, Parindra Mahardika Mumun Nurmilawati Nanda Nacaska Nanda Nacaska Oktihsani Mohammad Nila Novita Ningtias, Ade Cita Geovani Cahya Nur Rahmawati Nuricahyati, Wendy Febia Pai’pinan, Matius Pangestu, Yorda Aditya Prasetyani, Tamara Jasmine Prastaningtyas, Efa wahyu Purnama, Sephia Rahayu Purwanto Purwanto Purwanto Purwanto Purwanto Putri Ardia Rahma Putri Eka Sari PUTRI EKA SARI, PUTRI EKA Putri, Like Rizky Redista Nazriana Rihatul Hima, Lina Risma Aulia Romadhoni, Alifvia Novita Putri Rosyid, Muhammad Haniif Khoirulloh Ruly Eka Putri, Anggila Samidjo Samidjo, Samidjo Samijo, Samijo Setyaningrum, Dita Siti Meira Siti Rochana Slamet Muhammad Ilham Sophie Gita Aryani Subanji Subanji Subanji Sudirman Sulistyo, Bagus Suryo Widodo Sutawidjadja, Akbar Tamara Jasmine Prasetyani Tanto Hermawan Vivi Kusumaningrum Wahid Ibnu Zaman Wahyu Henky Irawan Wasilatul Murtafiah Wida, Ovilia Nur Widyawati, Irma Yoga Wibawa Mukti Yulian, Felix Yudha Yuni Katminingsih Yuni Katminingsih Zayyadi, Moh Zunaidah, Farida Nurlaila