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PENGEMBANGAN BAHAN AJAR BERBASIS ETNOMATEMATIKA PADA PERMAINAN TRADISIONAL KELERENG MENGGUNAKAN APLIKASI CANVA FOR EDUCATION UNTUK KELAS VI SD Maulana, Irsyad; Sastrawati, Eka; Budiono, Hendra
JP2M (Jurnal Pendidikan dan Pembelajaran Matematika) Vol 10, No 1 (2024)
Publisher : Universitas Bhinneka PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jp2m.v10i1.5446

Abstract

The research aims to explain the suitability of teaching materials. This type of research and development (RD) uses the ADDIE model (analysis, design, development, implementation and evaluation). The data in the research consists of qualitative and quantitative data. The research was carried out at SDN 10/IV Jambi City. Research data collection instruments include observation, interviews, questionnaires and documentation. The results of the feasibility test for teaching materials from language validation obtained an average score of 4.9 (very valid category). Media validation got an average score of 4.7 (very valid), material validation with an average score of 4.7 (very valid). The results of validating the practicality of teaching materials from educators' responses had an average score of 4.9 (very practical), and students got an average score of 4.6 (very practical). The conclusion of this research is that the development of ethnomathematics-based teaching materials for the traditional game of marbles using the Canva for education application for class VI elementary schools is very feasible (very valid and very practical).
Development of Integrated TaRL Teaching Materials to Foster Deep Learning in Elementary School Yantoro; Sholeh, Muhammad; Muspawi, Mohamad; Hariandi, Ahmad; Sastrawati, Eka; Marmoah, Sri
Jurnal Penelitian Pendidikan IPA Vol 11 No 12 (2025): December
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i12.13017

Abstract

This research and development (R&D) study aims to develop and evaluate the validity and practicality of integrated teaching materials based on the Teaching at the Right Level (TaRL) approach with deep learning principles to enhance the mathematical understanding of fourth-grade elementary school students. The study was conducted in response to the challenge of teachers' limited competence in designing teaching tools that are responsive to students' diverse needs and characteristics, a key requirement of Indonesia's Independent Curriculum. The ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) was employed as the systematic development framework. The subjects were students from SDN 131/IV, SDN 42/IV, and SDN 64/IV in Jambi City. Data were collected through validation sheets by experts and practicality questionnaires administered to teachers and students. The results demonstrated that the developed teaching materials achieved a very high validity level, with an average score of 97.36% across media, content, and language aspects. Furthermore, practicality tests showed consistently high scores from both teachers and students across all three schools, with averages above 89%, categorized as "Good Practicality." The findings indicate that the deep learning-based TaRL integrated teaching material is a valid, practical, and effective tool for facilitating personalized, engaging, and collaborative mathematics learning, ultimately supporting the goals of differentiated instruction within the Independent Curriculum.
VALIDITAS MEDIA DIORAMA BERBASIS AUGMENTED REALITY MATERI PERUBAHAN WUJUD BENDA KELAS IV SD Damanik, Bella Silvesteria; Sastrawati, Eka; Risdalina, Risdalina
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i1.8763

Abstract

This study aims to describe the validity level of Augmented Reality (AR)-based diorama media in teaching and learning Science and Mathematics subject on the material of Changes in the Form of Objects for fourth-grade elementary school students. The study used a Research and Development (R&D) approach with the ADDIE development model, which was limited to the development stage because the focus of the study was on assessing product feasibility through expert validation, without continuing to small or large group trials. The analysis stage was conducted to identify learning needs, which showed that students needed concrete and interactive media to better understand the process of changes in form. The design stage produced an A4-sized diorama design divided into four concept spaces (condensation, evaporation, freezing, and melting), complete with material layout, usage instructions, and scanning markers. The visual design of the diorama was created using Canva, while the AR content was developed through Assemblr Edu to display interactive objects/animations when scanned using a device. The development stage realized the design into a complete product, accompanied by functional testing to ensure that the markers and AR visuals appeared stably before validation. Validation results showed a 93.33% success rate for content, 100% for language, and 92% for media. Based on these results, AR-based diorama media is considered highly suitable for use as an alternative learning medium for IPAS material on changes in the form of objects in elementary schools, and has the potential to increase interest in learning and strengthen conceptual understanding through concrete and interactive visualization. ABSTRAKPenelitian ini bertujuan mendeskripsikan tingkat validitas media diorama berbasis Augmented Reality (AR) pada pembelajaran IPAS materi Perubahan Wujud Benda untuk siswa kelas IV Sekolah Dasar. Penelitian menggunakan pendekatan Research and Development (R&D) dengan model pengembangan ADDIE, yang dibatasi sampai tahap development karena fokus penelitian berada pada penilaian kelayakan produk melalui validasi ahli, tanpa dilanjutkan pada uji coba kelompok kecil maupun kelompok besar. Tahap analysis dilakukan untuk mengidentifikasi kebutuhan pembelajaran, yang menunjukkan bahwa siswa memerlukan media konkret dan interaktif agar lebih mudah memahami proses perubahan wujud. Tahap design menghasilkan rancangan diorama ukuran A4 yang dibagi menjadi empat ruang konsep (mengembun, menguap, membeku, dan mencair), lengkap dengan tata letak materi, petunjuk penggunaan, serta penanda pemindaian. Desain visual diorama disusun menggunakan Canva, sedangkan konten AR dikembangkan melalui Assemblr Edu untuk menampilkan objek interaktif saat dipindai menggunakan gawai. Tahap development merealisasikan rancangan menjadi produk utuh, disertai uji fungsional untuk memastikan keterhubungan penanda dan kemunculan visual AR berjalan stabil sebelum dilakukan validasi. Hasil validasi menunjukkan persentase 93,33% pada aspek materi, 100% pada aspek bahasa, dan 92% pada aspek media. Berdasarkan hasil tersebut, media diorama berbasis AR dinyatakan sangat layak digunakan sebagai alternatif media pembelajaran IPAS materi perubahan wujud benda di sekolah dasar, serta berpotensi meningkatkan ketertarikan belajar dan memperkuat pemahaman konsep melalui visualisasi yang konkret dan interaktif.
FLIPBOOK INTERAKTIF BERBASIS CERITA PADA PERKALIAN BILANGAN CACAH: STUDI VALIDITAS Thahira, Adelia Nur; Sastrawati, Eka; Hidayat, Akhmad Faisal
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i1.8765

Abstract

This development research was motivated by observations at SD Negeri 74/III Dusun Baru, which showed that mathematics instruction on whole-number multiplication had not yet made optimal use of technology-based media. As a result, students were less enthusiastic, less active, and experienced difficulties in understanding the concepts because learning was still dominated by teacher explanations without interactive media support to help visualize the concepts. The focus of the study was to develop a story-based interactive digital flipbook for fourth-grade whole-number multiplication material and to assess its feasibility limited to the aspect of validity. The development employed a Research and Development (R&D) approach using the systematic ADDIE model. During the design and development stages, the author created a storyboard and a flipbook prototype using Canva, which included sections such as a cover, basic material, story-based material, exercises, and explanations. The validity test was conducted through expert validation by lecturers from Universitas Jambi to evaluate the appropriateness of the content, the appearance/design and interactivity, and the language use, which then served as the basis for product revision. Validity data were collected using a 1–5 Likert-scale questionnaire and analyzed by calculating mean scores to determine the validity category; validity was assessed by a subject-matter expert, a media expert, and a language expert. The main result of the study was a story-based interactive digital flipbook product that had undergone expert review and was concluded to be valid as a learning medium for whole-number multiplication material. ABSTRAKPenelitian pengembangan ini dilatarbelakangi oleh hasil observasi di SD Negeri 74/III Dusun Baru yang menunjukkan pembelajaran matematika pada materi perkalian bilangan cacah belum memanfaatkan media berbasis teknologi secara optimal, sehingga siswa kurang antusias, kurang aktif, dan mengalami kesulitan memahami konsep karena pembelajaran masih didominasi penjelasan guru tanpa dukungan media interaktif yang membantu visualisasi konsep. Fokus penelitian adalah menghasilkan media flipbook digital interaktif berbasis cerita untuk materi perkalian bilangan cacah kelas IV serta menilai kelayakannya terbatas pada aspek validitas. Pengembangan dilakukan dengan pendekatan Research and Development (R&D) menggunakan model ADDIE yang sistematis. Pada tahap desain dan pengembangan, penulis menyusun storyboard dan prototype flipbook menggunakan Canva yang memuat bagian-bagian seperti cover, materi dasar, materi berbasis cerita, latihan, dan pembahasan. Uji validitas dilakukan melalui validasi ahli oleh dosen Universitas Jambi untuk menilai ketepatan isi materi, tampilan/desain serta interaktivitas, dan penggunaan bahasa, kemudian dijadikan dasar revisi produk. Data validasi dikumpulkan menggunakan angket skala Likert 1–5 dan dianalisis dengan menghitung rata-rata skor untuk menentukan kategori validitas; validitas dinilai oleh ahli materi, ahli media, dan ahli bahasa. Hasil utama penelitian berupa produk flipbook digital interaktif berbasis cerita yang telah melalui penilaian para ahli dan disimpulkan valid sebagai media pembelajaran pada materi perkalian bilangan cacah.
UJI VALIDITAS MEDIA POCKET BOOK PINLIMI AUGMENTED REALITY PADA MATERI RANTAI MAKANAN UNTUK KELAS V SD Saputri, Anggraini; Sastrawati, Eka; Risdalina, Risdalina
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i1.8767

Abstract

This study aims to develop an augmented reality (AR)-based Pocket Book learning media on the subject of Food Chains for fifth-grade elementary school students. This type of research is Research and Development (R&D) using the ADDIE model, but its implementation is limited to the product development and validity testing stages. During the analysis stage, it was found that fifth-grade students at SDN 126/I Penerokan elementary school needed learning media that could present material through attractive and interactive visualizations. The media design stage resulted in a Pocket Book measuring A6 (10.5 cm x 14.8 cm) equipped with a QR marker to display 3D objects, thereby helping students understand the concept of the food chain more concretely. The product was developed using Canva and Assemblr Edu. This media was designed to be practical and easy to use for both students and teachers. The validity test results by subject matter experts, media experts, and language experts showed that the developed media was in the highly valid category, with percentages of 96%, 84%, and 96%, respectively. The final results of this study indicate that the augmented reality-based Pocket Book PinLiMi media is highly valid and suitable for use as science learning media. Further research is recommended to proceed to the pilot testing stage with a small group and the implementation stage to assess the practicality of using the media and its impact on student learning outcomes. ABSTRAKPenelitian ini bertujuan mengembangkan media pembelajaran Pocket Book PinLiMi berbasis augmented reality (AR) pada materi Rantai Makanan untuk peserta didik kelas V sekolah dasar. Jenis penelitian ini merupakan Research and Development (R&D) yang menggunakan model ADDIE, namun pelaksanaannya dibatasi hingga tahap pengembangan dan uji validitas produk. Pada tahap analisis diketahui bahwa peserta didik kelas V SDN 126/I Penerokan membutuhkan media pembelajaran yang mampu menyajikan materi melalui visualisasi yang menarik dan bersifat interaktif. Tahap desain media yang dikembangkan berupa buku saku dengan ukuran A6 (10,5 cm x 14,8 cm) yang dilengkapi QR marker untuk menampilkan objek 3D, sehingga membantu peserta didik memahami konsep rantai makanan secara lebih konkret. Produk dikembangkan menggunakan Canva dan Assemblr Edu. Media ini dirancang praktis dan mudah digunakan baik peserta didik maupun guru. Hasil uji validitas oleh ahli materi, ahli media, dan ahli bahasa menunjukkan bahwa media yang dikembangkan berada pada kategori sangat valid, dengan persentase masing-masing sebesar 96%, 84%, dan 96%. Hasil akhir penelitian ini menunjukkan media Pocket Book PinLiMi berbasis augmented reality dinyatakan sangat valid dan layak digunakan sebagai media pembelajaran IPA dan penelitian selanjutnya disarankan untuk melanjutkan ke tahap uji coba pada kelompok kecil dan tahap implementasi guna mengkaji kepraktisan penggunaan media serta dampaknya terhadap hasil belajar peserta didik.