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Digital comic of Indonesia's historical heritage for 5th-grade students: a study of cognitive learning outcomes Ismiyanti, Yulina; Cahyaningtyas, Andarini Permata; Wibowo, Radna Andi
Jurnal Ilmiah Pendidikan Dasar Vol 12, No 2 (2025): Jurnal Ilmiah Pendidikan Dasar
Publisher : Prodi PGSD FKIP Universitas Islam Sultan Agung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30659/pendas.12.2.215-227

Abstract

The need for engaging and context-based learning media is essential to improve students’ understanding of national history and heritage. This study aims to develop an innovative digital comic on Indonesian historical heritage for elementary school students and evaluate its feasibility, practicality, and effectiveness. The research adopts a Research and Development (R&D) approach using the ADDIE model (Analyze, Design, Develop, and Implement). The population in this study consists of 48 fifth-grade students at SDN Kayuapu, a public elementary school in Indonesia. The entire population of 48 students was selected as the sample using purposive sampling, divided into two classes for implementation. Data collection techniques include expert validation sheets, teacher and student questionnaires, and pretest-posttest instruments. The data were analyzed using descriptive statistics for feasibility and practicality, and an independent sample T-test to assess the effectiveness of the digital comic. The results showed that the product is highly feasible, based on expert evaluation; practical, according to positive teacher and student responses; and effective, with a statistically significant improvement in student learning outcomes (p < 0.05). The study implies that digital comics can be a powerful medium for enhancing students’ historical literacy and cognitive engagement in line with 21st-century learning objectives.
Implementation of Pancasila Student Profile in Dance Arts Extracurricular at SDN Wates 01 Munawar, Bunga Muawanah; Ramadhani, Niken Aulia; Utami, Apriliana Prili; Ristiani, Rima; Nuraini, Widya; Cahyaningtyas, Andarini Permata
Jurnal Riset Ilmu Pendidikan Vol. 5 No. 2 (2025): Jurnal Riset Ilmu Pendidikan
Publisher : Lembaga Riset Mutiara Akbar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56495/jrip.v5i2.1076

Abstract

This study aims to describe the implementation of the values of the Pancasila Student Profile through extracurricular dance activities at SD Negeri Wates 01. The Pancasila Student Profile consists of six main dimensions: having faith in and devotion to God Almighty with noble character; independence; critical thinking; creativity; collaboration; and global diversity. Extracurricular dance activities were chosen as a strategic medium for instilling these values, as traditional dance involves cultural appreciation, cooperation, discipline, and self-expression. This research employed a descriptive qualitative method with data collected through observation, interviews, documentation, and questionnaires. The results show that the extracurricular dance program effectively fosters the values of the Pancasila Student Profile, particularly in the areas of religious character, independence, teamwork, and global diversity. However, the dimensions of critical thinking and creativity still require further development. The implementation of this program is supported by thorough planning, structured execution, and regular evaluations involving the principal and extracurricular supervisors. In conclusion, the extracurricular dance program at SDN Wates 01 serves as an effective platform for strengthening students' character in line with Pancasila values.
Pengembangan Media Augmented Reality Picture Book Sebagai Penunjang Keterampilan Menyimak Cerpen Shanti Putri Kirani; Andarini Permata Cahyaningtyas
Jurnal Onoma: Pendidikan, Bahasa, dan Sastra Vol. 11 No. 3 (2025)
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/onoma.v11i3.6008

Abstract

Tujuan dari penelitian ini adalah untuk mendeskripsikan proses pengembangan media Augmented Reality Picture Book (ARPB) dan menganalisis efektivitasnya dalam meningkatkan keterampilan menyimak siswa kelas IV SD Negeri Podorejo 3. Penelitian ini menggunakan metode Research and Development (R&D) dengan pendekatan kuantitatif, mengacu pada model pengembangan ADDIE yang mencakup lima tahap: Analysis, Design, Development, Implementation, dan Evaluation. Media ARPB dikembangkan dalam bentuk buku cerita bergambar yang dipadukan dengan teknologi Augmented Reality guna menyajikan konten cerita secara visual dan interaktif. Implementasi dilakukan dengan melibatkan perangkat digital untuk mengakses elemen animasi, suara narasi, dan objek 3D melalui marker yang terdapat di setiap halaman buku, serta didukung dengan lembar kerja siswa sebagai panduan kegiatan menyimak. Hasil validasi oleh ahli menunjukkan bahwa media ini sangat layak digunakan, dengan skor kelayakan sebesar 95% dari ahli materi dan 87,5% dari ahli media. Hasil uji efektivitas melalui paired sample t-test juga menunjukkan peningkatan signifikan pada keterampilan menyimak siswa setelah menggunakan ARPB. Dengan demikian, media ARPB dapat dijadikan sebagai alternatif inovatif dalam pembelajaran Bahasa Indonesia untuk meningkatkan keterampilan menyimak secara efektif dan menyenangkan.
Analyzing Fourth Grade Students’ Narrative Writing Skills Through Serial Image Media Izah, Zhaviera Zulfa; Cahyaningtyas, Andarini Permata
Tadris: Jurnal Keguruan dan Ilmu Tarbiyah Vol 10 No 1 (2025): Tadris: Jurnal Keguruan dan Ilmu Tarbiyah
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/tadris.v10i1.26705

Abstract

This study addresses the challenges encountered by fourth-grade students in developing narrative writing skills, a fundamental aspect of Indonesian language education. It investigates the effectiveness of serial image media as an instructional tool and evaluates its impact on the narrative writing performance of students at SDN Mangunsari 01. Employing a descriptive qualitative approach with a case study design, data were collected through classroom observations, semi-structured interviews, and analysis of writing samples from 15 students. The findings reveal that the use of serial image media enhances students’ creativity and supports key narrative elements, including theme development, setting, characterization, plot structure, point of view, paragraph organization, sentence construction, and textual mechanics such as spelling, punctuation, and narrative structure (orientation, climax, resolution). Despite these benefits, students continued to face difficulties with accurate spelling and punctuation. The study concludes that serial image media is a moderately effective strategy for improving narrative writing skills and fostering student engagement. It is recommended that educators integrate this media into language instruction to enrich the writing experience and improve learning outcomes.
The Effect of the Illustrated Storybook-Assisted Literacy Approach on Students' Reading Comprehension Ability in Grade V Pramesti, Mudita; Cahyaningtyas, Andarini Permata
Edunesia : Jurnal Ilmiah Pendidikan Vol. 6 No. 3 (2025)
Publisher : Research, Training and Philanthropy Institution Natural Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51276/edu.v6i3.1316

Abstract

Reading comprehension is a fundamental skill essential for learning success at the elementary school level. This skill enables students to comprehend the content of texts, identify the main ideas, and relate the information in the text to their prior knowledge or experiences. However, many students still struggle to thoroughly comprehend texts. Low reading interest and limited access to engaging learning media remain significant obstacles to developing literacy skills. This study aims to examine the Effect of a literacy approach assisted by picture storybooks on the reading comprehension ability of fifth-grade students at SD N Purwoyoso 01 and SD N Purwoyoso 03. The research employed a quantitative approach using a quasi-experimental design with two groups: an experimental group and a control group. Data were collected through observation, interviews, documentation, and pre-and post-test assessments. The results showed a significant improvement in the experimental group after implementing the picture storybook-assisted literacy approach compared to the control group. Picture storybooks helped students better understand the texts enjoyably by integrating visual, oral, and written literacy. This approach proves to be an effective alternative for improving reading comprehension in Indonesian language learning at the elementary school level.
PENGARUH MODEL PEMBELAJARAN GAME BASED LEARNING BERBANTUAN MEDIA TEBAK KATA TERHADAP PEMAHAMAN ANAK TENTANG SINONIM DAN ANTONIM KELAS 2 SEKOLAH DASAR Aulia, Sely Vivi; Cahyaningtyas, Andarini Permata
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya pemahaman siswa kelas II SDN Wonoplembon 01 terhadap materi sinonim dan antonim, meskipun siswa memiliki antusiasme tinggi. Kesenjangan yang ditemukan adalah guru belum menggunakan model pembelajaran yang inovatif dan interaktif sesuai karakteristik siswa sekolah dasar. Model Game Based Learning (GBL) hadir sebagai solusi karena dapat meningkatkan keterlibatan siswa melalui pembelajaran berbasis permainan. Studi sebelumnya menunjukkan bahwa Game Based Learning (GBL) mampu meningkatkan motivasi dan hasil belajar siswa, tetapi belum banyak yang mengkaji Game Based Learning (GBL) berbantuan media tebak kata dalam memahami sinonim dan antonim. Penelitian ini bertujuan untuk mengetahui pengaruh model Game Based Learning (GBL) berbantuan media tebak kata terhadap pemahaman siswa tentang sinonim dan antonim. Penelitian ini menggunakan pendekatan kuantitatif dengan desain eksperimen semu (quasi experimental nonequivalent control group design). Sampel penelitian adalah 44 siswa dari dua sekolah dasar. Teknik pengumpulan data menggunakan tes (pretest dan posttest), observasi, wawancara, dan dokumentasi. Hasil penelitian menunjukkan adanya pengaruh signifikan penggunaan model GBL berbantuan media tebak kata terhadap peningkatan pemahaman siswa. Uji statistik menunjukkan nilai signifikansi < 0,05. Penerapan Game Based Learning (GBL) juga meningkatkan keaktifan, kerja sama, dan kemampuan berpikir kritis siswa. Dapat disimpulkan bahwa model Game Based Learning (GBL) efektif digunakan dalam pembelajaran Bahasa Indonesia, khususnya pada materi sinonim dan antonim. Disarankan agar guru mengimplementasikan model ini secara berkelanjutan untuk menciptakan pembelajaran yang lebih menarik dan bermakna.
Development of Digital Comic KOMA (Komik Majas) for Teaching Personification in the Fourth Grade of Elementary School Setiawan, Riki Bayu; Cahyaningtyas, Andarini Permata
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 3 (2025): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i3.15697

Abstract

Learning media is an important thing that really helps teachers in learning activities. This research is motivated by the lack of innovative media in Indonesian language learning activities on the material of personification. This study aims to describe the development process, feasibility, and effectiveness of KOMA (Komic Majas) media. This research is included in the type of research and development (R&D) with the ADDIE model and a quantitative approach. Data were obtained from teachers, students, documents, and experts. Data collection was conducted through test methods in the form of pretests and posttests, as well as non-test methods such as interviews, questionnaires, and documentation. To test the validity of the data, item analysis was used. Data analysis included a normality test and a paired t-test. KOMA (Komik Majas) media obtained a very feasible score from the material expert of 90% and from the media expert of 93%. The student response questionnaire showed a result of 92%, while the teacher response questionnaire amounted to 95%. The results of the paired t-test showed that the development of KOMA (Komik Majas) media significantly improved the understanding of personification of fourth-grade students of SD Negeri Podorejo 03.
Perumusan Kembali Visi dan Misi Program Studi PGSD FIPP UNNES: Upaya Mewujudkan Pendidikan Cemerlang Fathurrahman, Moh.; Setyasto, Novi; Cahyaningtyas, Andarini Permata; Kiptiyah, Siti Maryatul; Andriani, Aldina Eka; Irvan, Moh. Farizqo
JURNAL MANAJEMEN PENDIDIKAN DAN ILMU SOSIAL Vol. 6 No. 5 (2025): Jurnal Manajemen Pendidikan dan Ilmu Sosial (Agustus-September 2025)
Publisher : Dinasti Review

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/jmpis.v6i5.5703

Abstract

UNNES berupaya mewujudkan tugas-tugas institusional secara berkelanjutan melalui pengembangan kurikulum. Kurikulum UNNES merupakan program pendidikan yang relevan, seimbang, dan responsif. Pengembangan kurikulum UNNES juga bertujuan untuk menyiapkan lulusan yang kompetitif secara global. Pihak pembuat kebijakan berupaya meningkatkan kualitas pendidikan dan pengajaran dalam sistem jaminan mutu pendidikan melalui akreditasi program studi. Faktanya, hasil audit mutu internal tahun 2022 menunjukkan bahwa PGSD UNNES tidak memiliki visi dan misi ilmiah yang jelas, sehingga diperlukan persiapan segera. Oleh karena itu, penelitian perlu dilakukan untuk menghasilkan visi dan misi ilmiah yang berkualitas. Jenis penelitian yang dilakukan adalah Penelitian dan Pengembangan (R&D). Desain yang digunakan adalah 4D (Define, Design, Develop, Disseminate). Hasil penelitian menunjukkan bahwa visi dan misi ilmiah program studi PGSD didasarkan pada kegiatan akademik di kampus dan kebutuhan masyarakat.
Development of 3D Snake and Ladder Media for Indonesian Language Learning: A Study of Pantun Education in Elementary School Wijaya, Tri Bhakti Atma; Cahyaningtyas, Andarini Permata
Journal of Innovation and Research in Primary Education Vol. 4 No. 4 (2025)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v4i4.1986

Abstract

This study aims to develop and test the effectiveness of 3D snake and ladder learning media to support fifth-grade elementary school students' Indonesian language learning outcomes. This development was motivated by the use of learning media that is still relatively simple, without games or more interesting concrete media. This lack of interesting media reduces student interest during learning, as seen from several students daydreaming, talking to their classmates, or playing alone while the teacher is explaining. This research uses the Research and Development (RnD) model ADDIE, consisting of five stages: Analysis, Design, Development, Implementation, and Evaluation. The research was conducted in two stages: development and testing. The development stage includes problem analysis, literature review, initial 3D snake and ladder media development, and expert validation. The testing phase evaluated the effectiveness of the media on 20 fifth-grade students at Trangkilan State Elementary School. Initial data collection included documentation, interviews, questionnaires, and observations. The instruments used in this study included pretest-posttest to assess the effectiveness of the media and expert validation to assess the suitability of the developed media. Data analysis used normality tests, and paired t-tests. Expert validation results indicated that the 3D snake and ladder media was highly suitable for use, with an average score of 91%. Effectiveness tests showed a significant difference between pre-test and post-test scores (p < 0.05). The results of the pre-test and post-test of the students tested with the paired t-test showed that there was a difference in learning outcomes after the application of the 3D snake and ladder media in learning activities, so it can be concluded that the development of 3D snake and ladder media can support fifth-grade students in learning Indonesian language material on pantun at Trangkilan State Elementary School. The pre-test and post-test results showed an increase in the average scores obtained, with the pre-test average score being 54 and the post-test average score being 84. There was an improvement from using 3D Snakes and Ladders media in the learning activities. Furthermore, the level of effectiveness, as measured by Cohen’s d effect size, was 1.767 on a small scale and 2.112 on a large scale. This indicates that the learning intervention had a powerful impact on improving learning outcomes. Based on the research results, the 3D snake and ladder media is recommended for use in Indonesian language learning at elementary schools. This media is an attractive and innovative alternative to conventional media. The researcher recommends that this learning media be applied in learning, especially in fifth grade, to create meaningful learning.
Digital Comic Media for Reading Comprehension of Fifth-Grade Students Miqdad, Muhammad Zidna; Cahyaningtyas, Andarini Permata; Masnan, Abdul Halim
Journal of Innovation in Educational and Cultural Research Vol 7, No 1 (2026): Article in Press
Publisher : Yayasan Keluarga Guru Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46843/jiecr.v7i1.2374

Abstract

This study was motivated by the lack of media use in learning activities, causing students to have difficulty in reading comprehension of stories. This study aims to describe the development process, feasibility, and effectiveness of digital comic media. This research is a Research and Development of the ADDIE model with a quantitative approach. Data sources came from teachers, students, documents, and experts. Data collection is conducted through various test techniques, including pre-tests and post-tests, as well as non-test methods such as interviews, questionnaires, and documentation. Data were validated using item analysis. The data analysis technique consists of a normality test and a paired t-test. The results of material expert validation achieved a percentage of 93%, media expert validation achieved a percentage of 90%, student response questionnaires achieved percentages of 86% and 89%, and teacher response questionnaires achieved percentages of 88% and 92%. The results of the paired t-test indicate that the development of digital comics has significantly improved the story comprehension of fifth-grade students at SDN Podorejo 03. The development of digital comic media supports SDG 4 (Quality Education).
Co-Authors Afifah, Naura Nisrina Agrissto Bintang Aji Pradana Agustina, Melda Dwi Alfi Laila, Alfi Almaira, Nur Fitria Andriani, Aldina Eka Aulia, Sely Vivi Ayu, Sandya Sarira Azalea, Talitha Salsabila Bramianto Setiawan Candra, Amelia Ellena Dewi Irianti, Candra Endang Susilowati Fachry Abda El Rahman Fatma Kusuma Mahanani, Fatma Kusuma Firdaus, Aina Aulia Fironika Kusumadewi, Rida Fitri Wahyuningsih Hanung Hanindhito Iasha, Vina Indriliani, Riska Wahyu Irvan, Moh. Farizqo Izah, Zhaviera Zulfa Jupriyanto Jupriyanto Jupriyanto Jupriyanto Jupriyanto Jupriyanto Kiptiyah, Siti Maryatul Kusumadewi, Rida Fironika Kusumadewi, Rida Fironika Lily Nafilatul Maulidiana Luvita, Ratri Dyah Masnan, Abdul Halim Meganesia, Vinardita Miqdad, Muhammad Zidna Moh Salimi Moh. Fathurrahman Munawar, Bunga Muawanah Nuhyal Ulia, Nuhyal Nur, Achmad Zain Nuraini, Widya Nurul Inayah Octaviani Dwi Wiranti Oktavia, Adella Dewi Panca Dewi Purwati, Panca Pebrian, Melina Prabowo, Mahendra Putra Pramesti, Mudita Ramadhani, Niken Aulia Ratri Dyah Luvita Rida Fironika KD Rida Fironika Kusumadewi Ristiani, Rima Said, Noor Sari Yustiana Setiawan, Riki Bayu Shakila, Ade Irma Shanti Putri Kirani Sri Sukasih, Sri Sukma Adi Galuh Amawidyati Sulistiyaningsih, Putri Suratin, Tio Hernanda Syamsiar, Syamsiar Syamsul Ma&#039;arif Al fatah Tasya Amrina Rosyada Tsania, Jihan Zahra Utami, Apriliana Prili Vina Iasha Viola, Melyna Putri Wibowo, Radna Andi Wijaya, Tri Bhakti Atma Wulan Ambarwati Wulandari, Fenita Mei Yaningsih, Yunita Fitri Yulina Ismiyanti Yulina Ismiyanti Yulina Ismiyanti Yulina Ismiyanti, Yulina Yunita Sari Yunita Sari Yunita Sari Yunita Sari Yunita Sari Yustiana, Sari