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PENERAPAN PROJECT BASED LEARNING (PJBL) BERBANTUAN KOMIK AUGMENTED REALITY MATERI SISTEM TATA SURYA DENGAN PENDEKATAN PEMBELAJARAN BERDIFERENSIASI Lintang Kirana Leokiss Wijaya; Panca Dewi Purwati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 2 (2024): Volume 10 No. 2 Juni 2024 in Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i2.4042

Abstract

This research aims to design and implement ARLO (Augmented Reality Learning Optimized) Comic learning media as a means to enhance students' understanding of plant reproduction, in line with the Natural and Social Sciences (IPAS) curriculum at the elementary school level. A development research method was utilized with a descriptive qualitative approach. The findings indicate that the use of ARLO Comic can enhance students' interest and comprehension of the Solar System learning material. This learning media enables student interaction with learning content through Augmented Reality features, both in the classroom and at home. The study highlights the importance of developing learning media that aligns with students' learning needs, especially in improving learning outcomes on complex subjects. It is hoped that the use of ARLO Comic can complement conventional learning, assist teachers in explaining complex concepts visually and engagingly, and enhance students' abilities in critical thinking, collaboration, and communication.
Pengembangan Media Komik Digital Interaktif: “Daerahku dan Kekayaan Alamnya” dengan Pendekatan Berdiferensiasi Lintang Kirana Leokiss Wijaya; Barokah Isdaryanti
Jurnal Penelitian Pendidikan IPA Vol 11 No 5 (2025): May
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i5.10547

Abstract

This study addresses the scarcity of technology-based learning media for natural and social sciences learning tailored to the diverse learning needs of fourth-grade students in Semarang, particularly in regards to regional natural resource potential. The primary objective is to design, evaluate the feasibility, and assess the effectiveness of Interactive Digital Comic media with a differentiated approach. This development research uses the Research and Development (R&D) method with the ADDIE model, comprising Analysis, Design, Development, Implementation, and Evaluation phases. The feasibility assessment by material experts and media experts yielded a percentage of 92.85% and 87.50%, respectively, rating the media as "Very Feasible" based on criteria such as content accuracy, instructional design, and multimedia integration. The effectiveness of the media was evaluated using a quasi-experimental design with a paired sample t-test and N-Gain test. The results showed a significant difference in average student learning outcomes (sig. (2-tailed) = 0.000 < 0.005) and an N-Gain value of 0.82, indicating a significant average increase and high criteria. This study demonstrates the potential of Interactive Digital Comic media to enhance student learning outcomes and engagement in natural and social sciences learning, providing an engaging and interactive learning experience and catering to diverse learning needs.