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DESAIN LAPBOOK BERBASIS SETS BERBANTU MODEL KEMP MENINGKATKAN LITERASI BENCANA SISWA KELAS V SDN GADUNGAN 02 KABUPATEN BLITAR Dwi Zakiatus Salamah; Cindya Alfi; Mohammad Fatih
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.701

Abstract

This study addresses the low level of disaster literacy among elementary school students in disaster-prone regions of Indonesia, highlighting the need for innovative educational interventions. The research aims to develop and implement a lapbook-based learning media integrated with the SETS (Science, Environment, Technology, Society) approach and supported by the Kemp instructional design model to enhance disaster literacy for fifth-grade students at SDN Gadungan 02. Employing a research and development (R&D) methodology, the study follows the ASSURE model, encompassing stages such as learner analysis, objective setting, media selection, implementation, participation, and evaluation. Data were collected through expert validation, student and teacher questionnaires, and pretest-posttest assessments. The results indicate that the developed lapbook media is highly valid and feasible, with validation scores from material, media, and language experts exceeding 85%. Implementation of the lapbook led to a significant improvement in students’ disaster literacy, as evidenced by an increase in average test scores from 81% to 90%. The findings suggest that lapbook media, when designed using the SETS approach and Kemp model, effectively increases disaster literacy and student engagement. The study concludes that such media can serve as an effective tool for disaster education in elementary schools
PENGEMBANGAN MEDIA PAPAN BILANGAN BERBASIS NUMERASI MATERI OPERASI HITUNG PENJUMLAHAN MATEMATIKA SISWA KELAS II UPT SDN KEBONDUREN 01 Binti Khasanah; Cindya Alfi; Mohamad Fatih
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.704

Abstract

This research helps grade II students of SDN Kebonduren 01, Blitar Regency, to better understand the addition calculation process, this project intends to create numeracy literacy-based number board media. Through the stages of analysis, design, development, implementation and evaluation, the ADDIE paradigm is applied in research and development (R&D). By using easily available materials and equipped with a rotating number wheel, colorful ornaments, and number cards, the developed media was made interesting and interactive. With validation scores above 87%, the validation results from material, media, and language experts show that this media is very valid and practical to use. Implementation in the classroom showed an increase in students' motivation, understanding, and engagement in learning the material. Positive responses from teachers and students show that this media is effective in supporting basic math learning. Thus, the developed literate numerical analysis-based number board media can be an innovative solution to improve operational analysis learning outcomes in primary schools.
PERANCANGAN DAN APLIKASI PETA CERITA E-LEARNING MATERI KEBERAGAMAN BUDAYA GLOBAL UNTUK MENINGKATKAN LITERASI DIGITAL SISWA KELAS IV SEKOLAH DASAR Zumrotul Ngafifah; Cindya Alfi; Mohamad Fatih
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.705

Abstract

The purpose of this study is to explore ways to improve students' digital literacy skills in elementary schools by utilizing story maps in the online learning process. In designing this e-learning story map, the researcher applied the Research and Development method. The development process follows the ASSURE model, which consists of six stages: student analysis, target determination, selection of methods, media, and materials, implementation of media and materials, encouraging student participation, and finally evaluation and revision. The topic and source of this study were fourth-grade students at SDN Tumpang 02 in Blitar Regency. Interviews, recordings, and surveys from experts in the media and materials sector were used to collect information. Validation is important for the effectiveness of improving digital literacy. The validation process in this development involved two validators representing both fields, resulting in a media expert validator obtaining a percentage of 91% and a material expert validator with a percentage of 97%, and both results are included in the "very valid" category. The result of the increase in digital literacy is 0.8258 which is included in the "High" category.
Development of Interactive Powerpoint Media Based on Deep Learning Assisted by Canva Economic Activity Materials in Indonesia Grade 5 Lailatus Sa’adah; Shofi Nur Amalia; Cindya Alfi
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.708

Abstract

This article is a development study that explains the development of interactive PowerPoint media based on deep learning assisted by Canva for economic activity materials in Indonesia for fifth-grade. The background for this study stems from the minimal use of technology-based learning media in schools, which has resulted in low student participation in learning. Teachers often rely solely on textbooks and blackboards without utilizing other more engaging media. To address this issue, the researcher developed an interactive PowerPoint presentation based on deep learning with the assistance of Canva. An interactive PowerPoint presentation is an educational medium that supports engaging learning activities, involving interaction between teachers and students as users, thereby helping students become enthusiastic about understanding the material. Deep learning is a learning approach that emphasizes in-depth understanding of concepts and mastery of competencies. Students are encouraged to actively engage in the learning process. The researcher's objective in developing interactive PowerPoint media based on deep learning is to determine the validity and attractiveness of interactive PowerPoint media. The research method used is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The expert validation results for the media obtained 95%, subject matter experts 97.5%, teacher appeal 95%, and student appeal results.
Comic Design Using the Canva Application with Critical Thinking Enhancement on the Topic of Hindu and Buddhist Historical Heritage in Elementary School Nanindya Filanti Tiaeni; Shofi Nur Amalia; Cindya Alfi
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.711

Abstract

The delivery of material using physical books as the main source makes the learning process less attractive to students, especially in history learning. Generally, this is due to the abundance of material to be learned and teachers who are fixated on lecturing methods. Developing learning media design in comic format is one solution proposed by researchers in this study. This study aims to create an effective and practical learning media design to support the teaching-learning process and improve studdent’s critical thinking skills, especially in historical studies. The research and development method used in this study refers to the ASSURE model, which consists of six stages tailored to needs. The validation results by media experts showed a score of 89%, material experts scored 92%, and linguists scored 87%. The assessment of the product's appeal was conducted by 5th-grade teachers, who gave a perfect score of 100%. The target group for product testing was 26th students from five grade at 1ST Sukorejo Elementary School, Sutojayan District, who achieved an average final score of 85% in the critical thinking skills category. Based on the research results, it can be concluded that this learning media is feasible and attractive for use in teaching-learning activities
Desain LKPD Berbantuan Canva Melalui Model Discovery Learning Untuk Meningkatkan Kemampuan Literasi Numerasi Siswa Materi Pecahan Kelas ‎IV UPT SD Negeri Kendalrejo 02 Muhamad Burhanudin; Cindya Alfi; Ragil Tri Oktaviani
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.714

Abstract

This study addresses the low literacy numeracy skills among fourth-grade students in understanding fractions at UPT SD Negeri Kendalrejo 02. The research aimed to develop and validate a Student Worksheet (LKPD) designed with Canva using the Discovery Learning model to enhance students' literacy numeracy abilities. Employing the ADDIE model, the development process included analysis, design, development, implementation, and evaluation phases. Validity and feasibility assessments were conducted by experts in material, media, and classroom teachers, resulting in validation scores above 90%, indicating the LKPD is highly valid and feasible for use. Implementation involved 20 students, with pretest and posttest results showing significant improvement in literacy numeracy skills; the average pretest score was 65.75, and the posttest score rose to 92.5 with a high N-gain value of 0.76 indicating a substantial increase. The study concludes that LKPD developed with Canva and applied through the Discovery Learning model effectively improves literacy numeracy skills in fraction material, providing an interactive and engaging learning medium. This research contributes to the integration of technology in elementary mathematics learning and supports literacy numeracy development through innovative media.