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Pengembangan Media Galaxy Card Berbasis Canva Materi Keberagaman Budaya Indonesia Dengan Model Problem Based Learning (PBL) Siswa Kelas V Di Sekolah Dasar Wanda Natasya Dewanti; Shofi Nur Amalia; Khoirul Wafa
Jurnal Terapan Pendidikan Dasar dan Menengah Vol. 6 No. 2 (2026): Volume 6, Nomor 2, Juni 2026
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/jtpdm.v6i2.2630

Abstract

Materi keberagaman budaya Indonesia di kelas V masih didominasi metode ceramah sehingga siswa kurang aktif dan sulit memahami materi. Penelitian ini bertujuan mengembangkan media Galaxy Card berbasis Canva dengan model Problem Based Learning (PBL). Metode yang digunakan adalah R&D dengan model ADDIE pada 35 siswa. Hasil menunjukkan media sangat valid (93%–96%) dan sangat layak digunakan berdasarkan respon guru (96%) dan siswa (91%). Media ini efektif meningkatkan keaktifan, motivasi, dan pemahaman siswa dalam pembelajaran.
DESAIN MEDIA INTERAKTIF NUSAEXPLORE BERBASIS ARTICULATE STORYLINE UNTUK MENINGKATKAN LITERASI BUDAYA (SISWA KELAS V SDN GAPRANG 01 KABUPATEN BLITAR) Isnawaitus Sa'adah; Shofi Nur Amalia; Cindya Alfi
Jurnal Pendidikan Sosial Keberagaman Vol. 13 No. 1 (2026): Juridiksiam: Jurnal Pendidikan Sosial Keberagaman
Publisher : Jurusan P. IPS, FKIP, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/juridiksiam.v13i1.546

Abstract

Cultural literacy is a crucial skill that elementary school students need to develop in order to understand, appreciate, and preserve the cultural diversity of Indonesia. However, the topic of “The Cultural Diversity of Indonesia” in Pancasila Education is often taught using learning media that provide limited student engagement, resulting in low interest, boredom, and difficulties in understanding cultural content. This study aimed to develop Nusaexplore, an interactive learning media based on Articulate Storyline, evaluate its validity and feasibility, and measure the improvement of students’ cultural literacy after its implementation. This study employed a Research and Development (R&D) approach using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The participants were fifth-grade students of SDN Gaprang 01, Blitar Regency. Data were collected through observations, interviews, questionnaires, and tests. The findings indicated that Nusaexplore achieved validation scores of 94% from the material expert and 98% from the media expert, both categorized as “highly valid.” Teacher evaluations showed a feasibility score of 92%, indicating that the media was “highly feasible” for classroom use. Students’ cultural literacy demonstrated a significant improvement, as reflected by an average N-Gain score of 0.8928 (89.28%), which falls into the high category and indicates the effectiveness of the learning media. Previous studies have also supported these findings, showing that interactive learning media based on Articulate Storyline can enhance student engagement and improve understanding of learning materials. Therefore, the Nusaexplore media developed in this study can be considered valid, feasible, and effective in supporting the improvement of cultural literacy among fifth-grade elementary school students. Keywords: Nusaexplore, Articulate Storyline, Cultural Literacy.
PENGEMBANGAN MEDIA SPINNING WHEEL BERBASIS POWERPOINT MATERI KEBERAGAMAN SOSIAL DAN BUDAYA SISWA KELAS IV SD Venna Aliyatul Rohma; Shofi Nur Amalia; Khoirul Wafa
SOCIAL : Jurnal Inovasi Pendidikan IPS 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/social.v6i3.13992

Abstract

ABSTRACT The rapid advancement of digital technology in education has encouraged the development of innovative learning media capable of creating more interactive, engaging, and student-centered learning experiences. However, preliminary observations conducted at UPT SD Negeri Jegu 2 revealed that the teaching of Social and Cultural Diversity in fourth-grade classrooms was still dominated by conventional lecture-based instruction with limited use of learning media, resulting in low student participation, motivation, and engagement. This study aimed to develop a Spinning Wheel learning media based on Microsoft PowerPoint and evaluate its feasibility for teaching Social and Cultural Diversity. The research employed the Research and Development (R&D) method using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The participants included 21 fourth-grade students, one subject-matter expert, one media expert, and one classroom teacher. Data were collected through observation, interviews, questionnaires, and documentation and were analyzed using descriptive percentage techniques. The findings indicated that the developed media achieved a validity score of 90% from the subject-matter expert, 85.42% from the media expert, and a teacher response score of 90%, all categorized as highly feasible. The implementation test involving students obtained a score of 79.05%, categorized as good, indicating that the media effectively enhanced student engagement during the learning process. Therefore, the Spinning Wheel learning media based on Microsoft PowerPoint is considered valid, practical, and feasible as an alternative instructional medium to support the teaching of Social and Cultural Diversity in elementary schools. ABSTRAK Perkembangan teknologi digital dalam pendidikan mendorong perlunya inovasi media pembelajaran yang mampu menciptakan pengalaman belajar yang lebih interaktif, menarik, dan berpusat pada peserta didik. Namun, hasil observasi di UPT SD Negeri Jegu 2 menunjukkan bahwa pembelajaran materi Keberagaman Sosial dan Budaya pada kelas IV masih didominasi metode ceramah dengan pemanfaatan media yang terbatas sehingga partisipasi, motivasi, dan keterlibatan peserta didik belum berkembang secara optimal. Penelitian ini bertujuan mengembangkan media pembelajaran Spinning Wheel berbasis Microsoft PowerPoint serta menganalisis tingkat kelayakan penggunaannya pada materi Keberagaman Sosial dan Budaya. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahap analysis, design, development, implementation, dan evaluation. Subjek penelitian terdiri atas 21 peserta didik kelas IV, satu ahli materi, satu ahli media, dan satu guru kelas IV. Data dikumpulkan melalui observasi, wawancara, angket, dan dokumentasi, kemudian dianalisis menggunakan teknik persentase. Hasil penelitian menunjukkan bahwa media memperoleh skor validitas sebesar 90% dari ahli materi, 85,42% dari ahli media, serta respons guru sebesar 90% dengan kategori sangat layak. Uji implementasi pada peserta didik memperoleh persentase 79,05% dengan kategori baik, yang menunjukkan bahwa media mampu meningkatkan keterlibatan peserta didik selama pembelajaran. Dengan demikian, media pembelajaran Spinning Wheel berbasis Microsoft PowerPoint dinyatakan valid, praktis, dan layak digunakan sebagai alternatif media pembelajaran yang mendukung proses pembelajaran Keberagaman Sosial dan Budaya di sekolah dasar.