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PENGARUH STRATEGI SURVEY, QUESTION, READ, RECITE, REVIEW (SQ3R) BERBANTUAN MEDIA KOMIK DIGITAL TERHADAP PENINGKATAN KEMAMPUAN MEMBACA PEMAHAMAN PESERTA DIDIK DI SEKOLAH DASAR Setianingsih, Desti; Nurmahanani, Indah; Tiara Antik Sari, Nadia
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 3 (2024): Volume 09 No. 03 September 2024 In Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i3.14878

Abstract

Reading comprehension is an important skill that every student must have. Reading is one of the most difficult and challenging learning activities, therefore many students find reading difficult. This study is motivated by the low reading ability of elementary school students which is indicated by the low motivation of students to read. This study aims to find out: 1) the improvement of students' reading skills before and after using the SQ3R learning strategy with the help of digital comic media; 2) the effect of the SQ3R strategy using digital comic media on improving the reading skills of elementary school students. The type of research used is quantitative research with a one group pretest posttest design. The sample of this study amounted to 24 students consisting of grade VB students studying in SDS IT Cendekia. Based on the results of the study, it was concluded that: 1) there is an increase in students' reading skills before and after the application of the SQ3R learning strategy using digital comic media; 2) the effect of the SQ3R strategy supported by digital comic media on grade VB reading comprehension. The reported impact is 36.2% and the rest is determined by other variables.   Keywords: digital comics media, reading comprehension ability, SQ3R strategy
Pengaruh Model Game Based Learning Berbantuan Game Edukasi Scratch dalam Meningkatkan Pemahaman Kosakata Bahasa Inggris Syavaqilah, Widia; Nurmahanani, Indah; Tiara Antik Sari, Nadia
AS-SABIQUN Vol 7 No 4 (2025): JULI
Publisher : Pendidikan Islam Anak Usia Dini STIT Palapa Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36088/assabiqun.v7i4.5766

Abstract

Vocabulary comprehension is a crucial component in mastering the English language; however, many elementary school students continue to struggle with acquiring basic vocabulary, including topics such as kinds of vehicles. This study aims to determine the effect and improvement of students’ English vocabulary comprehension through the implementation of a Game Based Learning model assisted by the educational game Wheels & Words, developed on the Scratch platform. A pre-experimental method with a one-group pretest-posttest design was used, involving 33 fourth-grade students at SDN 3 Nagrikaler as subjects. Instruments included a pretest, posttest, and observation sheet. The results showed an increase in the average score from 57.81 on the pretest to 79.75 on the posttest. A paired sample t-test indicated a significant difference between pretest and posttest scores, while simple linear regression analysis revealed that 54.4% of the improvement in vocabulary comprehension was influenced by the implementation of the Game Based Learning model assisted by Wheels & Words. The N-Gain analysis showed a gain of 55.56%, categorized as a moderate level of improvement. These findings demonstrate that the use of educational game-based digital media can serve as an effective alternative for enhancing English vocabulary comprehension among elementary students. The study’s implications highlight opportunities for further development of interactive digital media tailored to students’ characteristics and learning needs in foreign language education.