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PENGEMBANGAN MEDIA DIORAMA BERBASIS KEARIFAN LOKAL PADA PEMBELAJARAN BAHASA INDONESIA SISWA KELAS V SD NEGERI 2 SURODADI Elsa Dwi Lingga; Armi Yuneti; Cahyo Dwi Andita
Linggau Journal Science Education (LJSE) Vol. 6 No. 1 (2026): Linggau Journal Science Education
Publisher : LP3MKIL

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

Abstract

This study aims to develop local wisdom-based Diorama media in Indonesia language learning for fifth-grade students of SD Negeri 2 Surodadi. Testing the validity, practicality, and effectiviness of Diorama media. This type of research is Research and Development with the Four-D development model. The subjects of this study were fifth-grade students of SD Negeri 2 Surodadi. Data collection techniques used observation, interviews, questionnaires, and tests. Based on the validity analysis of Diorama media using the Likert Scale, it shows that the assessment of the language validator is 96.06%, the media validator is 94.33%, and the material validator is 95%. Analysis of the assessment of teacher and student practicality sheets shows that Diorama media meets the criteria of very practical with an average score of 93.83%. Then the analysis of effectiveness assessment obtained an average N-Gam score of 0.77 with a hight category. Based on the results, it was concluded that the local wisdom-based Diorama media was proven to be valid, practical, and effective so that is was suitable for use in Indonesia planguage learning for fifth-grade students of SD Negeri 2 Surodadi
PENGEMBANGAN MEDIA GAME ULAR TANGGA BERBASIS KERAGAMAN BUDAYA UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA PEMBELAJARAN IPAS Widiyastuti; Yetty Trisnayanti; Cahyo Dwi Andita
Linggau Journal Science Education (LJSE) Vol. 6 No. 1 (2026): Linggau Journal Science Education
Publisher : LP3MKIL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55526/ljse.v6i1.1039

Abstract

This study aimed to develop a Culture Diversity-Based Snakes and Ladders Game Media in IPAS learning that is valid, practical, and effective in improving elementary school students’ learning outcomes. The type of research used was Research and Development (R&D) with the ADDIE development model consisting of Analysis, Design, Development, Implementation, and Evaluation stages. The subjects of this study were fourth grade 23 students of SD Negeri 43 Lubuklinggau. Data collection techniques were carried out through questionnaires, tests, and documentation. Based on the results of the validation recapitulation conducted by language experts, material experts, and media experts, an average percentage of 92% was obtained with a very valid category, so the media was declared feasible for use in learning. The practicality test results obtained through teacher trials, one-to-one trials, and small group trials showed an average percentage of 93% with a very practical category, which means the media is easy to use in the learning process. Furthermore, the effectiveness test results through the calculation of N-Gain from pretest and posttest scores showed a score of 0.83 with a high classification. The average pretest score of students was 38 and increased to 90 in the posttest score, indicating that the use of Culture Diversity-Based Snakes and Ladders Game Media was effective in improving student learning outcomes in IPAS learning for fourth grade students at SD Negeri 43 Lubuklinggau. Based on these results, it can be concluded that the developed Culture Diversity-Based Snakes and Ladders Game Media is proven to be very valid, very practical, and effective for use in the IPAS learning process in elementary schools.
Pengembangan Media Pembelajran Komik Digital Pendidikan Pancasila Kelas IV SD Robby Arya Wiraguna; Andri Valen; Cahyo Dwi Andita
Educatio Vol 20 No 2 (2025): Educatio
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edc.v20i2.30852

Abstract

This study aims to develop and produce a digital comic learning media used for teaching the meaning of the principles of Pancasila to fourth-grade students at SD Negeri Kertosari. The developed media is expected to meet standards of validity, practicality, and effectiveness. The method used is Research and Development (R&D) with the ADDIE development model. The research subjects included three validation experts, one fourth-grade teacher, and 21 fourth-grade students from SD Negeri Kertosari. Data collection was conducted through observation, interviews, questionnaires, and tests. The experts’ evaluations showed high validity scores of 97% from the language expert, 92% from the content expert, and 92% from the media expert, thus confirming the media as valid. Practicality assessments by the teacher and students obtained an average score of 88%, indicating that the media is practical. A large-scale trial showed an N-gain value of 0.71, categorized as high, indicating that the media is effective. Therefore, it can be concluded that this digital comic learning media is feasible to use because it has been proven valid, practical, and effective for teaching the meaning of the principles of Pancasila to fourth-grade elementary students.
Pengembangan Media Monopoli Berbasis Problem Based Learning pada Pembelajaran IPAS Kelas V SDIQ Ar-Risalah Lubuk Linggau Winda Anggela; Yohana Satinem; Cahyo Dwi Andita
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.3134

Abstract

This study aimed to develop a Monopoly learning media based on Problem Based Learning (PBL) for teaching IPAS on the topic of “Mystery of Shadows” to fifth-grade students at SDIQ Ar-Risalah Lubuklinggau, as well as to determine its validity, practicality, and effectiveness. This study employed Research and Development (R&D) using the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation. The research subjects were 27 fifth-grade students of Al-Qomar class. Data were collected through observation, interviews, validation questionnaires, teacher and student response questionnaires, and learning outcome tests in the form of pre-test and post-test. Data were analyzed using Aiken’s V, percentage analysis, and N-Gain. The results showed that the Aiken’s V values were 0.97 from the language expert, 0.94 from the media expert, and 0.89 from the material expert, indicating that the media was valid. The practicality of the media obtained a score of 94.67% from the teacher, 100% in the one-to-one trial, and 98.33% in the small-group trial, with an average score of 97.67%, categorized as very practical. The effectiveness test results showed that the average pre-test score of 44.44 increased to 83.70 in the post-test, with an N-Gain score of 0.71, categorized as high. Therefore, the PBL-based Monopoly learning media was declared valid, highly practical, and effective for use in IPAS learning.
Pengembangan Media Interaktif Berbasis Aplikasi Canva Pada Mata Pelajaran IPAS Ainun Hafizh Nurfajria; Ahmad Gawdy Prananosa; Cahyo Dwi Andita
JOEAI (Journal of Education and Instruction) Vol. 9 No. 4 (2026): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/j65khm60

Abstract

This study aims to develop Canva-based interactive media for the "Stories About My Region" (Stories About My Region) subject in fourth-grade science at Kuto Baru State Elementary School and test its validity, practicality, and effectiveness. The study used the Research and Development (R&D) method with the ADDIE model. Data were collected through observation, interviews, questionnaires, and tests. Validation results based on Aiken's V indicate the media is valid. The practicality test obtained a percentage of 88% from teachers, 86.6% in the one-to-one test, and 82.6% in the large group test, categorized as very practical. The effectiveness test showed an average N-Gain value of 81%, categorized as high. Thus, Canva-based interactive media is declared valid, practical, and effective for use in fourth-grade science learning.   Keywords: Interactive Media, Canva, Science, Development, Elementary School.