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Utilization of "Wordwall" Media in Increasing Digital Literacy in Third-grade Students at Pajang III State Elementary School Hanifah, Dini; Prayitno, Harun Joko; Adhantoro, Muhammad Syahriandi; Purnomo, Eko; Pradana, Fajar Gemilang; Kurniaji, Ganno Tribuana
International Conference on Education for All Vol. 2 No. 1 (2024)
Publisher : Asosiasi Lembaga Pendidikan Tenaga Kependidikan Peguruan Tinggi Muhammadiyah dan Aisyiyah

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Abstract

This Classroom Action Research (PTK) is based on the results of research regarding efforts to improve literacy learning achievement in digital literacy of third-grade through the learning medium "Wordwall" at Pajang III State Elementary School. The aim of this research is to improve students digital literacy outcomes through the use of "Wordwall" media. Classroom Action Research (PTK) was carried out in two cycles. The subjects of this research were 24 third-grade students at Pajang III State Elementary School. The instruments used in this research include classroom observations, questionnaires, and digital literacy skills tests using the learning medium "Wordwall." This can be seen in the significant increase in the percentage of students who use "Wordwall" media for learning. In the first cycle, the average percentage of student learning outcomes was 41%, but increased to 83% in the second cycle. From the analysis of research data, it can be concluded that there has been a significant increase in student learning outcomes in digital literacy using "Wordwall" media.
Impact of Adaptive Educational Game Applications on Improving Student Learning: Efforts to Introduce Nusantara Culture in Indonesia Sulistyanto, Hernawan; Djumadi, Djumadi; Sumardjoko, Bambang; Haq, Muhammad Izzul; Zakaria, Gamal Abdul Nasir; Narimo, Sabar; Astuti, Dyah; Adhantoro, Muhammad Syahriandi; Setyabudi, Devary Pradana; Sidiq, Yasir; Ishartono, Naufal
Indonesian Journal on Learning and Advanced Education (IJOLAE) Vol. 5, No. 3, September 2023
Publisher : Faculty of Teacher Training and Education, Universitas Muhammadiyah Surakarta, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/ijolae.v5i3.23004

Abstract

This study aimed to introduce Nusantara culture based on educational games by adjusting students' learning styles. Culture as an ancestral heritage tradition needs to be preserved by introducing it to the younger gen-eration from an early age. However, the survey results found that less than 26% of student respondents un-derstood Nusantara culture well. Compared to previous research, the model of cultural introduction through adaptive educational games is more fun because it is adapted to the way students learn. This research was carried out using the Design-Based Research (DBR) method through 4 stages of the procedure. The feasibil-ity test and application effectiveness test were carried out on a group of students from several elementary schools in Indonesia, who were taken using a cluster random sampling technique. The results of media design and content validation obtained an average value of 0.76 and 0.82, which means that the media is declared valid. The feasibility test used the System Usability Scale (SUS) with an average value of 80% in the acceptable category. The results of the research obtained a description of the comparison of the final scores of the control class and the experimental class, which was 55 compared to 75. This study concluded that learning media for introducing Indonesian culture based on adaptive educational games had a positive impact by effectively increasing learning outcomes on students' understanding of Indonesian culture. Further development of this game application can be expanded in the application of animation in more depth.