Riyanto Riyanto
Universitas Bengkulu, Bengkulu, Indonesia

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Development of E-Flash Cards to Stimulate the Literacy Skills of Group B Children Octarina Mayang Sari; Riyanto Riyanto; Didik Suryadi
JENTIK : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 3 No. 1 (2024): Jurnal Pendidikan Teknologi Informasi dan Komunikasi
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/jentik.v3i1.271

Abstract

The study aims to describe the feasibility of E-Flash Card learning media as a medium learning to stimulate the literacy ability of group B children and describe the effectiveness of E-Flash Card media in stimulating capabilities child literacy group B. The study method used is the Research and Development (R & D). The results of this study obtained an average pre-test score of 37.22 and an average post-test score of 80.55, indicating that the development of E-Flash Cards can be an effective method to stimulate the literacy skills of group B children. The E-Flash Card media is said to be feasible based on validation from media experts, material experts, and teacher responses. Validation from media experts obtained 100% Eligibility Percentage, Validation from Material Experts Obtaining a Percentage 100% eligibility, and responses from teachers obtain a percentage of eligibility 100%.
Development of Android-Based Augmented Reality Learning Media to Improve Learning Independence (Study on the Electric Motor Installation Subject for Class XI Students of Rejang Lebong Regency Vocational School) Prismar Prismar; Riyanto Riyanto; Eko Risdianto; Muhammad Fiqih Rizqi Chandra; Juli Simon Macariola; Sm Farooque
IJOEM: Indonesian Journal of E-learning and Multimedia Vol. 3 No. 2 (2024): Indonesian Journal of E-learning and Multimedia
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v3i2.231

Abstract

The research aims to develop Android-based augmented reality (AR) media that can increase learning independence, describe the media's suitability, describe the media's practicality, and describe the effectiveness of Android-based Augmented Reality (AR) media in increasing learning independence. The scope of this research is all classes. The type of research is Research and Development approach with the ADDIE method (Analysis, Design, Development, Implementation, and Evaluation). Data collection used lifting, observation, interviews, and questionnaires. The data analysis technique is by using quantitative descriptive techniques using a Likert scale to describe trends. The research results show that at the analysis stage, learning media that is interesting, interactive, inspiring, fun, challenging, and encouraging independent learning is needed. At the design stage, Android-based AR media was created. In the development stage, media expert assessment is given very feasible criteria. Criteria subject matter expert is very worthy. Practicality tests by teachers as media users show efficient criteria. Limited scale trials obtained significant differences between the control class (quite independent) and the experimental class (independent) with student responses, strongly agreeing. In the implementation stage, significant differences were obtained between the control class (independent) and the experimental class (very independent) with student responses, strongly agreeing. The evaluation stage ensures that the media is suitable and effective for use. The conclusion is that the developed Android-based augmented reality (AR) media can increase learning independence, is suitable for use, practical in use, and effective in increasing the learning independence of class XI vocational school students in Rejang Lebong district.