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PENGARUH MEDIA KOMIK DIGITAL TERHADAP HASIL MINAT BELAJAR IPS DI SEKOLAH DASAR Litha Ayu Ningsih; Ananda Salsabillah Zahra; Marcellino Adi Saputra; Sri Wahyuningsih; Siti Nur Aisyah; Arita Marini
Jurnal Pendidikan Dasar dan Sosial Humaniora Vol. 3 No. 1: Nopember 2023
Publisher : Bajang Institute

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Abstract

Penelitian ini bertujuan untuk mendeskripsikan pembelajaran inovatif dalam IPS SD melalui media komik digital sebagai motivasi dan menarik minat siswa untuk belajar. Penelitian ini dilatarbelakangi oleh perkembangan arus globalisasi berupa perkembangan komik digital yang menuntut inovasi dalam pelaksanaan kegiatan pembelajaran terutama pembelajaran IPS di SD. Penelitian ini menggunakan metode penelitian kualitatif dengan studi literatur (Library Research). Hasil penelitian ini menunjukkan bahwa hasil belajar siswa meningkat lebih baik, dan implementasi pada pembelajaran IPS menggunakan media komik digital sesuai dengan perkembangan teknologi yang ada dapat meningkatkan keaktifan, pemahaman, dan hasil terhadap belajar siswa.
Analisis Kebutuhan Pengembangan Media Game Scratch dengan Pendekatan TPACK pada Muatan IPA Kelas IV SD Ananda Salsabillah Zahra; Herlina Usman; Prayuningtyas Angger Wardhani
Reslaj: Religion Education Social Laa Roiba Journal Vol. 6 No. 6 (2024): RESLAJ: Religion Education Social Laa Roiba Journal
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/reslaj.v6i6.2478

Abstract

Education is a crucial aspect in the national development based on the values of Pancasila and the 1945 Constitution. The digital era of the 21st century demands the integration of technology in education, one of which is through the TPACK approach that combines technological knowledge, content, and pedagogy. This article explores the need for developing Scratch-based educational games media for science learning in fourth-grade elementary school. Through the research and development (R&D) approach using the ADDIE model, this study aims to evaluate the needs, identify barriers, and provide recommendations for the use of Scratch educational games media in science learning. The survey results show that the majority of students find science learning enjoyable and support the use of instructional media, especially games and animations. However, there is still a need to enhance the use of media in teaching by teachers. By utilizing Scratch-based educational games media, science learning in elementary school can become more interactive, engaging, and effective, preparing students to face educational challenges in the current digital era.